Showing posts with label Fantasy Ireland. Show all posts
Showing posts with label Fantasy Ireland. Show all posts

Monday, February 29, 2016

Fantasy Ireland Adventure: Keeper Hill-Otherworld Elf Warrior

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


KEEPER HILL BONUS MATERIAL

The Otherworld Elf Warrior
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spell Level Limit
1st
+1
+0
+2
+2
1
2nd
+2
+0
+3
+3
2
3rd
+3
+1
+3
+3
3
4th
+4
+1
+4
+4
4
5th
+5
+1
+4
+4
5
6th
+6
+2
+5
+5
6
7th
+7
+2
+5
+5
7
8th
+8
+2
+6
+6
8
9th
+9
+3
+6
+6
9
10th
+10
+3
+7
+7
10

Description: Don’t let their delicate fey looks and willowy form fool you.  A troop of low-level Elf Warriors slinging magic and wielding magic weapons should make any potential foe think twice.  Mid-level warriors are a force by themselves.  A high-level Elf warrior?  Almost too frightening to contemplate.  They are unnaturally brave because of their pride and capabilities.
Hit Die: d6.
Prime Ability: Int, Dex, and Wis.
Subprime Abilities: Str and Con.
Weapon and Armor Proficiency: Elves are proficient with light one-handed melee weapons (short sword, rapier, mace, etc), any ranged weapon (except longbow and heavy crossbows), and with light armor, but not shields.  Magical Elven chain mail, Elven longswords, and Elven longbows are the preferred, as they have no ability qualifications.
Standard Gear: +1 Elvish Longsword, +1 Elvish Longbow, +1 Elvish Chain Mail, pack, 3 days rations, waterskin, 2 useful items.

Crack Shot: Elvish Warriors add ½ level to their bow damage. An Elf Warrior may make a successful bow attack into a melee fight without making a Called Shot.
Mounted Archery: A mounted Elf Warrior may make a ranged bow attack with their full BAB.  Elvish cavalry may be mounted on fine horses and Unicorns (if chaste maidens) and there is a flying corps mounted on hippogriffs and Pegasus. 

Detection: An Elf Warrior may detect ambushes and traps adding (Int + Wis bonuses)/2 + ½ level to the attempt. This does not apply to trapped items.
Find: (Int + Wis bonuses)/2 + ½ level to the attempt. Secret Doors and hidden items.
Stealth: An Elf Warrior may sneak and hide adding (Dex + Int bonuses)/2 + ½ level to attempts.
Track: An Elf Warrior adds (Int + Wis bonuses)/2 + ½ level to the attempt.
First Aid: An Elf Warrior may apply first aid to heal the wounded.
Infravision: All Elves have the ability to see in the dark.
Immunities: All Elves are immune to sleep, charm, and paralysis effects. They may also move freely between the Otherworld and the mortal world, without suffering any adverse effects.

Elvish Spells
Elves may cast most spells on the Wizard list, all of the spells on the Druid list, and can cast the Gypsy Curse spell (from the NPC draft doc).  Elves will not cast Forbidden spells that Summon Monsters or have anything to do with the undead.  They can cast Ceremony spells as a Wizard, but will never use a sacrificial victim or blood activate them.  10th Level spells are the Epic Level spells mentioned with the Witch class (from the NPC draft doc), such as various magically created natural disasters.  They are more plot devices than game mechanics.  For the Elves, these spells are the equivalent of WMD’s.  They are for deterrence, rather than whimsical, everyday use.  Further, use of such spells seriously depletes their already deteriorating magical realm.

An Elf Warrior will typically know all of the given spells of the highest level they can cast.  Upon gaining new level, an Elf Warrior goes into an extensive apprenticeship to learn that level’s spells. 

Spellcasting
Elves may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 + Spell Level. (Cantrips are DC 10.)  With 3 cumulative failures in a turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell Level Limit is the highest spell level that they can cast.  A spellcaster must roll to activate a spell, even if their Spell Check is greater than the spell’s DC.  A Natural 1 is a Botch, meaning all spellcasting is immediately suspended until the caster has had 1 turn of rest.  A Saving Throw against a spell has a DC of 12 + ½ caster level.

Spellcasting Beyond 10th Level
10th level Elves may spend 10 XP to gain a +1 to their Spellchecks, up to +5 total for their level bonus.  Their total level bonus can be up to +15.  As if this class isn’t already total overkill. 

Magic Item Crafting
A 5th level Master Elvish Craftsman is able to create magic weapons, magic items, and magic armor.  The time would vary, but figure about a week per item.  Elves will not sell their magical goods to anyone, but could give them to those that have been designated “Elf Friends,” those who have done a great service to the Elves.  They are not above “gifting” or even selling cursed magical items (especially ones that break upon first use in combat) to people they have a grudge against.  Elvish magic items often automatically break or work in detrimental ways when handled by Formorians.

The Otherworld
The Fey Realms are magically hidden from the outside mortal world.  They range in size from a large tree, or a grove, or a glen (usually a single fey or small clan), or entire forest cities, underwater cities, or even entire islands.  These realms are all connected, but only a Fey could travel between them.

Still, the Fey will whimsically or purposefully open their portals to enter the mortal world; a midsummer night's party or a warband seeking vengeance.  Mortals are occasionally invited inside for any probable reason.  Interlopers are shoo'ed away.  Invaders are destroyed without mercy.  The magical world is likewise potentially deadly to mortals.  They may stay no longer than a week, before being unable to leave.  Disintegration upon setting foot back in the mortal world is the normal price.

Elvish Physiology
Living in the magic-infused Otherworld has made the Elves immortal.  This adaption has made them unable to tolerate living in the real (or mundane) world.  The young can only visit for no longer than a day.  Older Elves cannot endure direct sunlight and can only visit at night.  The elders cannot leave the Otherworld at all.

Elves are male and female and could theoretically reproduce biologically.  Unfortunately, their environment has also rendered them almost sterile.  An Elvish baby is so rare as to defy any common metaphor for the event.  They can reproduce with humans, producing Half-Elf Changelings, but their offspring are fully mortal and only produce human grandchildren.     

Racial Relations
Elves have a haughty disdain for everybody.  When you’re as old and powerful as they are (were), it’s hard not to look down at everyone else.  Though they’ve fought wars versus Dwarves and Humans, they bear them no racial animosity.  They are not so pleasant to the Formorians due to the presence of their own kind (Drow) amongst them. 

Elves view their current, sad state as one that was more self-inflicted than forced upon them.  Individual Elves can fall in love with humans and form deep friendships with those of other races, but they know it will be fleeting as they are immortal.  Elves do hate, however.  They will seek revenge on individuals who have wronged them in the slightest fashion.

Elves are amused by the short lives and memories of humanity.  While the Elves remember the old wars well, most humans only know the stories and those as myths.  The appearance of a full Elf in a human community produces awe and adulation rather than fear and alarm.

[God help me.  I must have been chugging cold medicine when I wrote this.  This class is for NPC use only!  DO NOT even think about letting Players roll up one of these game-breakers, “Just for fun.”]

Friday, February 26, 2016

Fantasy Ireland Adventure: Keeper Hill- Lord Sogore and Lord Haz

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


KEEPER HILL BONUS MATERIAL

Major Formorian Lords
It would seem like too much of a tease to mention Sogore without providing some stats.  He would not be appearing in this adventure, and it would take a huge crisis or opportunity to get him to personally appear in such a backwater colony as Keeper Hill.  Also included here is his major rival in Parliament, and his older brother to boot, Lord Haz.  Both are descendants of the great Formorian Lord Balor, so they are essentially big, one-eyed monsters.  Of course, these creatures will nearly always be surrounded by impressive humanoid warrior bodyguards, spellcasters, and minor Formorian lords.

As a sidebar, the difference between the minor Formorian lords and the major ones, besides wealth and power, depends on which house of Parliament they sit in.  Sogore and Haz are in the more prestigious House of Nobles, while Billy and the minor lords in the adventure all sit in the Chamber of Rabble.  Both Houses’ consent are required to pass laws and make policy, so there are alliances between members of both.  Take note that no Formorian has dared to take the actual title of “King,” except to their own subjects, since their retreat into the Underworld. 

Lord Sogore (FC)
HD 10, Hp 80, AC 15, (Natural), Tentacles AC 14, hp 10 each        
Fort +3, Ref +3, Will +10
Flight ability

Melee: 8 x Tentacles +10 to hit 1d8 plus DC 12 Ref Sv or held.  Automatic 1d8 crushing damage per tentacle.  DC 18 Str or Escape Artist to get free.  Up to 4 tentacles may attack the same opponent
Or Bite +8 to hit 2d6 (If two tentacles grapple the same opponent, they bring them in for automatic Bite damage, but foregoing any other attacks that rd.)

Ranged: Hypno Spit +8 to hit, DC 18 Fort Sv or rendered unconscious 1 turn.  Victim will be highly susceptible to suggestion in that state.  Roll again, DC 18 Will Sv, or they will become another pawn of Sogore.  May be used once per encounter/turn.  

[Note: Based on the Tentacled Eye from the Advanced Edition Companion.]

Lord Sogore (5e)
HD 6 (d8) + 18, Hp 66, AC 15 (Natural)
Str +2, Dex +3, Con +3, Int +1, Wis +0, Cha -1
Arcana +3, Insight +4, Perception +2, Stealth +5
Truesight 120 ft., Passive Perception 12
Keen Sight: Sogore has advantage on Wisdom (Perception) checks that rely on sight.
Weird Insight: Sogore targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against his Wisdom (Insight) check. If Sogore wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Flight ability

Melee: 2 x Claw +4 to hit, 6 (1d6+3) slashing
Ranged: Rotting Gaze. Sogore targets one creature he can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.

[Note: Based on the Nothic creature, which was likely inspired by the mythic Balor.]

Lord Haz (FC)
HD 10, Hp 80, AC 19, (Natural), Central Eye-Called Shot DC 12, hp 15; Eye Stalks-Called Shot DC 18, hp 11 each   
Fort +7, Ref +3, Will +5
Flight ability

Melee: 2 x Tentacles +12 to hit 1d8+2 plus DC 12 Fort Sv Poison, immediate unconsciousness, death in 1 + Con bonus days.
Ranged: Eye Blasts, one may be used each rd, but only once per encounter/turn, the Sv DC is 17 for each
Central Eye-Petrifying Gaze Will Sv or turned to stone, 1 opponent
4 x Eye Stalks-Laser Ref Sv 9 dam + Stun 1 rd, Acid Ref Sv 9 dam + -1 to worn non-magical Armor, Fire Ref Sv ½ dam, 11 dam + 1d6 continuing until put out, Lightning Ref Sv ½ dam, 11 dam + Stun 1 rd + Knocked Down, Cold Ref Sv ½ dam,  13 dam + Stun 1 rd + dropped to last in Init. 

Lord Haz (5e)
HD 6 (d8) + 12, Hp 60, AC 14 (Natural)
Str -1, Dex +2, Con +2, Int +1, Wis +2, Cha +0
Perception +6
Condition Immunities: prone
Darkvision 120 ft., Passive Perception 16
Flight ability
Spell Reflection: If Haz makes a successful saving throw against a spell, or a spell attack misses it, he can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Melee: Bite +1 to hit, 2 (1d6 - 1) piercing
Ranged: Eye Rays. Haz shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray: The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
Paralyzing Ray: The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray: The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if Haz is visible to the target, ending the
effect on itself on a success.
Wounding Ray: The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.

[Note: The 5e version is based on the Spectator.  The FC one’s inspiration is fairly obvious.]


Thursday, February 25, 2016

Fantasy Ireland Adventure: Keeper Hill-Long Walk/Crypt/Afterward/Design Notes

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


The Long Walk
1 XP for finding the Secret Door. 

14) This passage was reserved for the king.  It perhaps gave him time to think about things on his way to and from his throne room where he would hold court.  Of more importance to the Characters is the secret passage to the treasure crypt.  This corridor is well and recently travelled.  The layer of dust covering the floor is clearly showing lots of footprints.  (No Tracking skill required to notice this.  A Ranger would identify the prints as human-ish and as several individuals, but with a shambling gait to their step.) 

The prints all seem to congregate about half-way down the corridor, which should be a clue.  The Secret Door only requires a DC 12 Search to find if being actively searched for.  The inner door has a DC 12 lock on it or could be popped by a Knock spell. 


The Noble Crypt
2 XP for defeating this encounter
2 XP for killing the Mummy.  (3 XP if this is the final Mummy to be defeated.)

15) This was a crypt built for a few honored ancestors.  Of the 8 tombs here, only 3 of the Mummies have survived the ages.  The rest of the remains have crumbled to dust.  The Mummy left in this chamber, Claver, is hiding in his tomb, marked (x).  When found, he will call out for help and 5 Wraiths will rise out of their tombs (or fewer, depending on if they’ve already been called by Braygan).  If Claver is killed, the Wraiths will return to their tombs.  Killing Claver endows anyone in the area with a permanent 1 HD increase in hp (either roll for it or add half + 1).     


Afterward
Given the possible permutations of this scenario, there’s no telling what happened to all the NPC’s and who’s running Keeper Hill in the end.  If Billy and Sam are still alive, they’re in charge for now, but (assuming the undead have been cleared out) they’re seriously weakened and will be challenged for the spoils of the Noble Level.  If neither or only one of them is around, it’ll be a free for all.  Sid, if still around, will be on top of that.  Lord Sogore will somehow think that he is due something and want a piece of the action.  Formorians fighting in en mass will inevitably cause problems for the human residents of Tipperary County.  Will the Dwarves make a move on the hill?  If the undead are gone, they’d consider it, but they still need to drain the water out of the mines to make it worthwhile.  Did Hobgoblin Captain Sarn somehow make it to the end?  Bless his heart.  Advance him 3 HD and have him join the Character group.    

Did someone other than Billy end up with Nim’s locket?  That will have repercussions, especially if his secret affair has been exposed.  Is Mara around?  There’s still treasure in the vault where she’s set up shop.  Did Apollos escape?  The Elves will still be looking for him.  Were the Elves all massacred?  There will be a reckoning.  What about all the riches in this level?  As soon as word gets out, everyone will swarming this place for a share.    

As for the Characters, their main problem may be, “How do we get out of this dungeon?”  If there aren’t any friendly Formorian lords left, they’re going to have to negotiate with the Goblins and Grimlocks for an exit via the Dark Road.  The Dwarf exit might be an option.  Mara will certainly be willing to help them (though not show them her vault).    


Design Notes
Stone Grave Design Notes.  Okay, so right after I wrote this, I decided to clean up what I had written about the previous, failed version of this adventure, Keeper Hill.  In looking things over, I suddenly had an idea about how to make this adventure finally work and ran with it.  While using the same maps and many of the same monsters, Stone Grave and this adventure are very different.  I, at least, consider them to be different enough to be separate adventures, though I don’t know if I’d want to run the same group of players through both (not without telling them up front about the similarities and making allowances for their familiarity).

It’s still not a murder mystery (darn it), but I think this turned out to be way more complex NPC interaction-wise than I’d thought it would be.  I’m happy that Keeper Hill is bit of a twist on the standard dungeon crawl.  

Enjoy.

Wednesday, February 24, 2016

Fantasy Ireland Adventure: Keeper Hill-King’s Quarters/Jeweled Garden

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


King’s Quarters
12) Thane (King) Braygan was called an “old money-grubbing Dwarf bastard” by his friends.  His main concern during the undead invasion was the protection of his riches and the mine’s wealth.  He ended up killing himself as the situation on the noble level became hopeless, and he became a powerful haunting spirit. 
   
The king’s apartment was pretty opulent in regards to space and furnishing.  The outer room is a lounge for entertaining a small number of guests.  There’s a private office in the corner.  The bedroom features of large bed and separate His and Hers bathrooms.  (The king was unwed before the end.)  There’s no treasure in this room, though the curtains (again, there’s no windows, it’s just for show), the rugs, the bedding, and the furniture would be worth at least 1000 gp.  However, attempting to make off with anything will not draw the King’s wrath.  His spirit is elsewhere. 


Jeweled Garden
2 XP for defeating the garden’s guardians.

13) A Zen rock garden, but with gems.  There’s sparkling gems scattered amongst the larger rocks.  There’s 500 gems of 100 gp each value.  Looking closer at the gravel, there’s another 5000 gp scattered on the ground.  There’s also a bench in the chamber, where one can sit and mediate, presumably on how rich you’ve just become.  There is also a skeleton lying in the middle of the field.  It is holding a +1 Dagger in one hand and a rod in the other.  There is also a key on a gold chain around his neck.  This is a Control rod for the Golem in the Treasury and a key to the vault.  There are duplicates, but were lost with the Dwarves who escaped Keeper Hill. 

Mara could identify both items (she won’t), but hasn’t taken them for a reason (she will if given an opportunity).  If she’s with the group, she’ll be shouting at everyone to not take anything.  Of course, the rest of the NPC’s will be lining their pockets.  Here’s where the alliance may break down.  The conflicting claims and greed by the Formorians, Elves, and Dwarves (depending on who’s present) will result in some pushing and shoving.  

The good news is that everyone’s going to have bigger problems in a moment.  Mara will be readying her magic wands.  Thane Braygan’s spirit will appear as a giant entity before the group and begin violently cursing them in a thunderous voice as thieves and robbers.  He will attack as an Advanced Poltergeist.  Worse, unless he is defeated and then the area is Consecrated or he is outright Exorcised, Braygan will reform and return in 1 turn so long as there any valuables in the chamber. 

Hold it, it gets worse.  His voice has woken the dead.  The 5 Wraiths from the Private Crypt will arrive in 2 rds.  (If they have already been dealt with by the group, good for them.)  Retreating from the Garden will call off all undead attacks here.  If two or more Wraiths are dissipated, the rest will retreat back to the Crypt. 

Now the fun begins.  Whatever vendettas there are in the group are probably going to start playing out.  Formorian fratricide, righteous Dwarf ownership, Elvish pride will all potentially be on the block.  Apollos flees with a handful of gold.  Mara grabs the rod and the key and disappears.  Then Braygan reforms and attacks again.  Mara or someone else remaining might say the area is haunted and has to be consecrated to permanently dispel him.  The Characters may be the only ones left standing or perhaps running away. 

Advanced Poltergeist (FC)
HD 4 (d10) +30, Hp 52, AC 14* (Natural, magic to hit)
Fort +1, Ref +1, Will –4
Melee: Slam +5 to hit 1d8+4 plus DC 12 Ref Sv or Trampled for an additional 1d8+4 damage and Knocked Down.
Fight ability

Advanced Poltergeist (5e)
HD 12 (d10) +24, Hp 90, AC 15 (Natural)
Str +2, Dex +5, Con +2, Int +0, Wis +0, Cha -2
Damage Resistances: bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities: poison
Condition Immunities: exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Darkvision
Passive Perception 10
Flight Ability
Intangible: Can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Melee: 2 x Slam +8 to hit, 14 (2d8+5) bludgeoning
Whirlwind (Recharge 4–6). Each creature in the Poltergeist’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.

[Note: These are the modified stats for an Air Elemental.]

The Golem Control Rod
The user must be holding it in front of the Golem.  It requires a FC: DC 12 Will Sv/5e: DC 10 Wis check to operate.  The user will then have control of the Golem for 1 turn and will have to concentrate to get it to act.  The Golem will then go dormant for 1 rd.  From there, it can either be commanded with another control check, or it will remain dormant.  If it’s still in the Vault, it will automatically attack any intruders. 

Tuesday, February 23, 2016

Fantasy Ireland Adventure: Keeper Hill-Opera House

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Opera House
2 XP for defeating this encounter.
2 XP for killing the Mummy.  (3 XP if this is the final Mummy to be defeated.)

11) This chamber is a large natural cave.  The ceiling and walls were left rough hewn as an aesthetic touch, but the rest has been thoroughly worked upon for style and comfort (Dwarvish comfort, which is to say, uncomfortable for anyone else).  Ornately carved stone benches provide the audience seating in this natural auditorium.  The stage and backstage are likewise stone works.  Only the small box seats had any metalwork done on them and comfortable cushions (long since ruined).  Here, the Keeper Hill Dwarves put on small operatic productions and hosted a few traveling companies.  The acoustics were terrible, but that’s okay, so was the singing, so it didn’t really matter. 

Unfortunately, when the end came, many of the nobles were “enjoying” (not really) a performance and, because of the cacophony, they were caught unawares and massacred.  This is where most of the Ghouls in Keeper Hill came from, as the nobles just couldn’t give up meat during the siege, no matter where it came from. 

Currently the occupants of the hall are the undead.  The focus is on stage.  The Mummy Tau is belting out something like Ave Maria, as sung by an undead, tone-deaf Dwarf.  A disinterested audience of 20 Skeletons in the seats and 6 heckling Ghouls and 6 Ghasts in the boxes are taking in the performance.  The characters will hear (and wish they couldn’t) the terrible singing well before entering the chamber. 

Unless they simply blunder in and charge at these creatures, the party, taking some precautions to hide and be quiet, will not be noticed above the awful din and ghoulish jeers.  This would be a great spot for one of Mara’s “Light Bombs.”  She would also mention that the Mummy is controlling the rest of the undead.  Killing him will disorient them for 2 rds and then disperse them (perhaps to join the other Mummy, if still around, or attempt to flee the hill altogether).  (This is assuming Mara is with the group.)  Killing Tau the Mummy will give anyone wearing armor a +1 enchantment added to it.  

Monday, February 22, 2016

Fantasy Ireland Adventure: Keeper Hill-Temple/Office/Throne Room/Library

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Temple
1 XP for getting the Dwarves to join the group.

7) Here are those who refused to partake of human flesh while starving.  Many of the nobles came here in the end, and here they were overrun by the Ghouls who ate them down to the bone.  Unfortunately, those bones would reanimate as Skeletons, who then resumed sitting in the pews. 

These Skeletons attacked the next intruders, who happened to be 3 Dwarf Spies.  Having heard about the undead attack, they have entered the complex, looking for loot and to see if they could now re-take the level (and possibly the whole hill).  The Dwarves easily took out the Skeletons.  Currently they are arguing, loudly, over how to dismount and then carry off a large jeweled symbol mounted to the wall behind the altar.  It is worth about 500 gp, however it’s heavy and bulky and can’t be lugged around easily.  

The Dwarves will be greedy and suspicious.  Likewise, Billy and Sam will not be happy about Dwarf thieves running around their property (or what is soon to be their property).  Anyone else is apathetic about the situation.  Since they’ve been discovered, the Dwarves will be inclined to leave (via their secret passage in the Throne Room), of course with the symbol.  The two resident Formorian lords will not want to start a possible war with the Dwarves either and will let them leave, unchallenged.  It will be up to the Characters if they want to broker a deal for their help.  The Dwarves don’t know about the current inhabitants of the level, nor do they actually know its layout either (otherwise they’d be making a bee-line to the Jeweled Garden).

Dwarf Spy (FC) (Boose, Cord, Suel)
3rd Level Dwarf Scout, Hp 16, AC 15 (+1 Magic Leather)
Fort +4, Ref +3, Will +2
Melee: +1 Magic Short Sword +5 to hit 1d6+3, Extra attack on any Natural hit
Ranged: +1 Light Crossbow +6 to hit 1d8+1

Immunities: Poisons, paralysis, and petrifaction. 
Infravision: Has the ability to see the in dark.
+3 Stealth and Detection skills.
Magic Cloak: Can hide by changing color to match stonework, loses cover if moving.

Dwarf Fighter (5e) (Boose, Cord, Suel)
HD 3, Hp 31, AC 19 (Scale Mail, Shield, Style-Defense +1)
Str +4 (+6), Dex +1, Con +3 (+5), Int +0, Wis +0, Cha -2
Athletics +6, History +2
Resilient: Advantage on Poison Saving Throws
Gather Strength: Bonus action to regain 1d10+1 hp, once between long or short rests
Darkvision
Magic Cloak: Can hide by changing color to match stonework, loses cover if moving.

Action Surge +1
Critical on 19, 20
Melee: +1 Battleaxe +7 to hit, 11 (1d8+7) slashing
Ranged: +1 Heavy Crossbow +4 to hit, 7 (1d10+2) piercing

[Note: Again, I don’t have the books, so forgive me if these stats aren’t entirely correct or especially interesting.]

Head Priest’s Office
8) This is a fairly simple living quarters and small office.  Of notice is a large tome on the desk.  It’s in Dwarvish and is a history book with genealogy lists.  This would be worth 100 gp to a Dwarf king, but could be even more valuable if translated for Characters for possible future adventure seeds.  (Certainly the Dwarf spies will want it.)  There is another iron gate to the corridor leading to the library.  However, this one is wide open.

Throne Room
9) The Waiting/Guard Chamber ante-chamber contains 4 ruined suits of Dwarf-sized plate mail.  The Throne Room itself has an opulent old throne, which was encrusted in gems.  The Dwarf spies have already stripped it of 40 gems worth 700 gp.  More importantly, a rope hangs from the ceiling over the throne.  This is a secret Dwarf passage into the complex.  It leads into a crawlspace which eventually comes up at a hatch with a rock facade.  It opens easily from the inside but requires a Dwarf pass-phrase to open from the outside.  (For the Characters, this is a possible exit from Keeper Hill that won’t require any negotiation to use.) 

Library
1 XP for surviving this encounter.

10) Dwarves are all about history and knowledge.  This large chamber held the accumulated intellectual wealth of the colony.  Unfortunately, this room became prone to leaking when the Dwarves weren’t in charge.  Virtually all of the books have been ruined.  The Chief Librarian’s office in the back has a couple of history books under glass and in good shape.  These would be worth 100 gp a piece to a Dwarf king.  (The Dwarf spies will want them.  They’re going to run out of room to carry all this crap.) 

Unfortunately, a very unhealthy strain of mold has taken hold in the books.  If any of the shelves are disturbed, a cloud of Yellow Mold is released.  There are 20 Skeletons in this room, who will engage anybody trying to pass by the Library.  They will make an effort to encircle the party and push them inside.  Once there, they will make an effort to unleash the mold on them instead of a standard attack.        

Yellow Mold
If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a FC: DC 12 Fort Save/5e: DC 10 Con or take 1d6 damage. Those failing will need to make a FC: DC 18 Fort Save/5e DC 16 Con next rd or fall unconscious for 1 turn. Fire destroys Yellow Mold, and sunlight renders it dormant.  It is found in damp areas.


Friday, February 19, 2016

Fantasy Ireland Adventure: Keeper Hill-Chief Enchanter’s Apartment/Mara Keening

KEEPER HILL
A Fantasy Core and D&D 5th Edition Fantasy Ireland Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Chief Enchanter’s Quarters
1 XP for interacting with this encounter, none for being a spectator.

6) As the Characters approach, Jack’s ghost again appears, just to them.  He tells them that she’s in there and asks for them to help her.  Jack doesn’t answer any questions and disappears. 

This apartment is obviously different than the others.  It filled with arcane trappings as it was a wizard’s quarters, Dwarf Chief Enchanter Storg.  There’s barely room for a bed amongst all the paraphernalia.  Unlike everywhere else in Keeper Hill, there’s a human inhabitant here, Mara Keening the Witch.  If the group has been exceptionally loud outside, she’ll be hiding behind the bed with her wand drawn.  Otherwise, she’s resting on the bed.

Mara, using her Invisibility Cloak, had made her way into the undead-infested complex into Billy’s apartment.  When she found Nim’s locket, it set off a supernatural alarm that alerted Billy and Nim and all of the undead in the area.  In fear and haste attempting to exit, Mara’s cloak got ripped, losing its enchantment.  The way back was blocked.  Using a few combat spells, Expeditious Retreat, and a couple of “Light Bombs,” Mara managed to make her way to the relative safety of this apartment.  (Cursing herself the whole way for not taking her Teleportation Amulet with her on this adventure.)  She’s recharged her spells and just finished sewing and repairing her cloak and was taking a nap.   

She’s also wearing the Nim’s locket around her neck.  Billy will immediately notice it and want it back.  Likewise, the Elves’ Crystal Ball will detect it and will make them suspicious about its origins.  This is one spot that may well start a fight as there is nothing Billy wants more, though he will certainly not say why.  This locket also may be Mara’s only chance at getting her husband Jack’s heart back from Nim.  If the Elves examine it, they’ll immediately identify Nim’s hair, probably blowing the secret.  Mara could threaten to do that as well.  Just threatening to reveal Billy and Nim’s tryst, may be enough to stop him from attacking or send him into an immediate rage. 

Billy (and Hobgoblin Captain Sarn) and Nim are the only ones willing to fight here.  The Elves might make a play for it if any fighting starts.  Everyone else is going to sit on the sidelines.  If this adventure isn’t part of a campaign and the Characters haven’t met Mara before (or even if they have), they may have no reason to help her.  Mara can offer two reasons.  She will remind them that she is a subject of the King, whom they claim to serve as “King’s men,” she thus deserves their protection.  Also, she knows the level and is willing to help them against the undead.  I can’t possibly tell you exactly how to play this out.  It’s really up to the Players and the NPC’s motivations.    

If Mara joins the group, and if the group is having a hard time in an encounter, Jack’s Ghost will put in an appearance.  He can’t fight, but he will distract the opponents for a rd.  Perhaps more importantly, Mara knows Keeper Hill and this level well.  She knows that there are 3 Mummies and that they are the ones who create Wights out of the Zombies.  “Killing all the Mummies is the only way to end the undead threat.”  She’s willing to join them in the hunt in return for safe passage out of Keeper Hill and the locket.  She’ll forgo any treasure (and for a good reason, you’ll see). 

Otherwise, she flips the hood on her cloak and disappears and tries to run, calling for Storg’s help covering for her.  Mara has developed a friendly relationship with Dwarf’s spirit.  Charmed, he allowed her to take whatever she wanted from his apartment, which is how she got all that stuff in her workshop.  If she is attacked here, 6 Poltergeists will begin assaulting everyone else in the room.    

Mara Keening (FC)
(These stats are from the NPC draft doc.)
4th level Witch, Hp 24 (d6), AC 13 (+1 Corset)
+3 Int, Wis, +2 Dex, +1 Cha
Fort +1 Ref +3 Will +7
Melee: Won’t use any weapons.
Ranged: Magic Wand (Scorch), Fireball 10 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range.  10 charges.  Requires magic skill and activation word, “Zap.” 

Spellcheck +5 to cast, Save Against DC 14, 3 failures/encounter

Currently Prepared Spells, 2 focuses (wand and ring), 3 spells each
1st Level Spells, DC 11 to cast
(Witches have a lower DC to cast, but have to prepare spells.)
Expeditious Retreat: Speed increased by 30 ft. 4 turns, Focus-Ring
2 x Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range. Focus-Wand.
Shocking Grasp: 9 electrical damage + Stun 1 rd. (Ref Sv all damage) Close range. Focus-Ring

2nd Level Spells, DC 12 to cast
Command Undead: Up to 4 HD, 1 turn (Will Sv).  Focus-Ring
Web: 20’ radius, entangled 3 rds (Ref Sv to avoid, DC 18 Str to break or Escape Artist), Focus-Wand


Mara Keening (5e)
4th Level Wizard, Hp 26 (d6), AC 13 (None, AC 16 with Mage Armor)
Str -1, Dex +3, Con +2, Int +5 (+7), Wis +1 (+3), Cha +0
Arcana +6, Investigation +6

Melee: None
Ranged: Wand of Magic Missiles.  While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the Magic Missile spell without using any components. For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional
charge you spend.
The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spellcasting: Attack Bonus +7; Saving Throws against DC 15.
Cantrips (at will): Firebolt (1d10 fire), Light, Mage Hand, Minor Illusion (1 minute)

1st Level Spells (4)
Burning Hands: 3d6 fire, ½ dam with Sv
Mage Armor: AC 13 + Dex
Magic Missile: 3x 1d4+1 force
Silent Image: (10 minutes)

2nd Level Spells (3)
Flaming Sphere: 2d6 fire, lasts 1 minute
Hold Person: 1 minute
Web: 20’ radius

Spell Recovery: Once per day, after casting at least one prepared spell, recover the ability to cast two 1st-level spells or one 2nd level spell by taking a short rest.

[Note: These stats are a speculative adaptation.  Feel free to correct them.] 


Mara’s Magic Items (for either rules)
Invisibility Cloak: The wearer is eponymously rendered invisible.  They cannot be seen whether moving or motionless.  If attacking or interacting with anything, they become visible, but will be able to surprise their opponent.
2 x “Light Bombs”: A powerful light spell has been cast on an object and sealed in a breakable ceramic shell. When shattered, any enclosed space is flooded with light; blinding the unprepared and stunning heliophobic creatures (like undead) for 2 rds. 
2x Healing Potions: All hp damage. Can only be taken once per day.
Darkvision Mask: Can use to see in the dark and invisible people or creatures. 

In her Workshop, Mara has a Flying Broomstick, which can fly 4 turns, and Protection Amulet.  It protects against all spells and may teleport holder twice per day, up to 10 miles, with activation words, “Carry me away to .”  Must be somewhere the person has been before.