Thursday, July 10, 2014

Endless Night: The Sitting Room

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)




The Sitting Room


Description: This room was for entertaining casual and impromptu guests during the day.  It is a simple, but elegantly decorated, windowless room.  Lighting is poor in this room.  A few candles produce many long shadows.  There are chairs and a small couch around a table.  There is a Ouija Board on the table.  As the characters enter, they will see ghostly versions of themselves using the Ouija Board.  The ghosts will look up at them, startled, and then disappear. 

(This will be a running motif for the adventure: the characters running into themselves.  Sometimes harmless (like here), sometimes not.)      

Status: The room is open to entry and exit.

Inhabitants: Henrietta Creighton and possibly several incorporeal undead.

Objective: Henrietta needs to be put to rest, one way or another.  The party can also gain hints here about how to handle the house. Award 1 XP.

Carter’s Introduction: (Carter will suddenly appear right before the group enters a room that he has an introduction for.)  “Meow.  Henrietta Creighton was always a bit of a gossip.  Even in death, she cannot resist talking about the spirits she knows.  Meow.”


The ghostly form of Henrietta Creighton suddenly sweeps into the room and sits before the Ouija Board.  She is every bit the matronly, blabbermouth gossip you’d expect.  At least, to this point, she’s friendly.  Henrietta should casually drop a couple of hints about second floor residents that the party may find helpful later (such as the Goblins being fond of sister Gypsy’s special tea and Alexandra the mummy being afraid of fire).       

Henrietta will insist that everyone attempt to contact the spirit world with her.  If the party refuses, she asks again, irritated, and with a second refusal her and 4 Shadows attack.  The Ouija Board will not work in the future for the party.  If seriously injured (half hp), these creatures will attempt to hide in the shadows and then attack again from surprise.

If they accept, one character at a time puts their fingers on the planchette (the pointer).  For wizards and other magic users, the DC is 12 and they may use their Spellcheck or Séance skill for the attempt.  For Paladins, it’s DC 12 using their Wis Bonus and ½ level.  For everyone else, it’s a DC 18 Will Save.

Those making the Save gain an insight about the First Level, such as the Book of Shadows is in the Trophy room or the Goblins will let you into the party with a gift of Gypsy’s tea.  Those failing the Save are immediately attacked by a Shadow.  “Oh dear!” cries Henrietta, “You’ve let loose a spirit!  Oh dear!”  After presumably putting down the Shadow or chasing it off, she asks, “Well, who’s next?”  If the party refuses to play anymore, Henrietta and 3 Shadows attack.

If everyone plays, Henrietta smiles, “Well, you’ve been such wonderful, entertaining guests.  I’m so happy to have met you.  (Sigh.)  I must be going now, but you’re free to use my board for consultation whenever you wish.  Ta ta!”  And with that, Henrietta fades and disappears.  There is the sound of a grandfather clock chiming.  (Use this motif when the party dispatches a Creighton ghost.  If you want, keep track of the ghosts eliminated and have the clock strike that many times.  There are 14 ghosts/entities total.)

The party may return to the room once per game hour (6 turns) to ask the board a question.  Using the board more than that, automatically returns a “Try again later” response.  Hopefully, a spelluser is doing the asking.  Any failure in use, knocks out the petitioner for 1 turn (roll for a Wandering Encounter while you’re at it).  With success, the question is answered, though in a curt fashion.

Henrietta Creighton (Spectre)
HD 7 (d12), Hp 45, AC 15* (natural, Magic to hit)
Fort +2, Ref +5, Will +7
Melee: Incorporeal touch +6 to hit 1d8 + Energy Drain DC 18 Will Sv or lose 1d4 Negative Hp
Can Fly
Stealth +10 in dark conditions
Vulnerable to strong light, stuns 1 rd

Shadow (4)
HD 3, Hp 19, AC 13* (natural, Magic to hit)
Fort +1, Ref +3, Will +4
Melee: Cold Touch +3 to hit Stun 1 rd + Energy Drain DC 18 Fort Sv (different type of Save) or lose 1 Negative Hp
Can Fly
Stealth +10 in dark rooms
Vulnerable to strong light, disperse for 1 rd

Wednesday, July 9, 2014

Endless Night: The Entrance Hall

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Entrance Hall





Description: An oak paneled room that was simply used to receive guests.  The only decoration here is four suits of armor holding polearms.

Status: Open to entry and exit.  The front doors can be opened, however it is naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Inhabitants: Carter the Cat and 4 Suits of Animated Armor

Objective: Receive Carter’s intro and gain magic weapons (if needed) and magic armor (if foolhardy).  0 XP award.

Carter’s Introduction: (After the group has defeated the Animated Armor suits) “Meow.  Welcome to Azimuth House.  Meow.  My name is Carter.  Are you all here seeking the Creighton family treasure?  Meow.  Well then, you’ll have to exorcise the ghosts of the family here to take their treasure back to the real world.  I should warn you that the Elves and the Goblins have also taken up residence here.  They don’t want the house tampered with.  The servants here are also rather dangerous.  Meow.  Just remember, this isn’t the real world.  Things work by their own logic here.  Meow.  Good luck.”     


Three fairly straight forward things happen in this room to the characters. 

One, the replacement characters appear with the characters, but only as immaterial, ghost-like entities.  The house will only allow some many uninvited guests at one time.  They are in stasis until needed.  If a character is killed out, they disappear immediately.  A replacement activates and Carter will lead them to the group.  

Two, the 4 Armored suits activate and form a barrier at the entrance.  They proceed to advance on the characters and attack.  They shouldn’t be much of a challenge (except for their high AC).  The main purpose here is to provide a few magic weapons for the group, if needed.  And it doesn’t hurt to start off with some action.


Three, after the Armors are defeated, Carter the Cat (a calico) strolls out and gives his introduction.  If you feel your players are particularly dense, go ahead and have Carter drop some hints about how to get through the first floor.  If the characters have some questions, he can stick around and answer them, or not. He’s a cat; he’ll do what he wants.  Carter will stroll off and disappear.

Animated Armor (4)
HD 4 (d12), Hp 24, AC 19 (+1 magic Plate Mail)
Fort +1, Ref +1, Will +4
Melee: +1 magic Halberd +5 to hit 1d10+1, Reach 5’

The halberds are of Elvish make.  There’s no Str requirement for them, so anyone can use them.

Putting on the Armor is not recommended.  It should twitch a little if poked after being defeated.  If the characters insist on it, it’s a DC 18 Will Sv to mentally subdue it once it’s on (+1 Full Plate Mail AC 19, requires 1 turn and help to put on or off, no Str or Con requirements to wear though).  Otherwise, the Animated Armor reactivates and attacks the party with the character inside it (taking half damage from every hit).  

Tuesday, July 8, 2014

Endless Night: Wandering Encounters

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



First Floor Wandering Encounters
Roll every time when exiting a room, re-entering a cleared room, transiting the Saloon, the characters are making a bunch of noise, or whenever you feel like it.  I’m reluctant to even attach a die roll to this, since I don’t like Wandering Monsters to begin with.  If the characters want a 1 turn rest after an encounter, I’d let them have it unmolested.  If they want a full 8 hours rest before they’ve cleared the level, roll every hour.    

Not every encounter should be conflict or even necessarily parley.  The most worthwhile use of these encounters would be to receive an offer from the various groups.  As detailed elsewhere: the Elves and Goblins are fighting each other for control of the house,  the Ghouls want help against the tyrannical Butler, and the Gillmen want help against the Ghouls, so they can take over as the staff.  There will be promises of reciprocity, which may or may not be honored or even useful.  If nothing else, these encounters will show that there’s an absurd number of inhabitants in the house. 

With any combat with a Wandering group, roll a DC 12 Will Sv after the first death, DC 18 at 50% losses.  A Wandering group failing the roll automatically flees.  (Seems like a good, general rule for certain creatures, add to it DC 18 if the group leader is killed.)  Keep in mind that character actions in these encounters will color succeeding encounters.  The Servants won’t help the characters later if attacked and destroyed.  The Elves and Goblins will remember any attack, but still may make a temporary deal with the party.  There’s no XP awarded for these encounters.      

Encounters (happen on 1 on 1d4, if desired)
1 Elf Patrol (5)
2 Goblin Patrol (10)
3 Ghoul Servants (4)
4 Gillmen Servants (4)

Disposition (1d10, but use with care)
01 Heading away from group, with no agenda concerning the characters
02 Heading towards group, with no agenda concerning the characters
03 Ambush set against their enemies (Elves vs. Goblins, etc), DC 12 to detect
04 In a hurry, under important orders or making a delivery
05 Loitering, perhaps gambling
06 Gossiping about other house residents, oblivious to the characters
07 Demanding surrender for interrogation
08 Spoiling for a fight
09 Battle in progress with their enemies
10 Pulling a prank on the group (up to the Ref, figure a DC 12 Save of some sort, no damage caused), they’ll run away afterward

Elf Warriors (5)
HD 1, Hp 4, AC 15 (non-magical Elvish chain mail)
Fort +0, Ref +2, Will +2
(Immunity to sleep spells and effects, ghoul paralysis, and a +2 racial saving throw bonus against enchantment spells or effects.)

Melee: Rapier +2 to hit 1d6+1
Ranged: +1 Magic Longbow +3 to hit 1d8+1 (10 arrows)

Spells: To cast +2 Spellcheck, DC 13 to Cast, Save Against DC 13,
3 failures/encounter
Burning Hands: 6 fire damage + 1d4 continuing damage until extinguished. (Ref Sv all damage) Close range
Magic Missile: 6 impact damage + Knocked down. (Ref Sv all damage) Short range.
True Strike: +20 on your next attack roll.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.
Charm Person: Makes one person your friend. 1 turn. (Will Sv)

Goblin Warriors (10)
HD 1, Hp 3, AC 15 (rough leather armor)
Fort +3, Ref +1, Will –1
Melee: Short Sword +2 to hit 1d6
Ranged: Javelin +3 to hit 1d4

Ghoul Servants (4)
HD 2 (d12), Hp 13, AC 14 (natural)
Fort +0, Ref +2, Will +5
Melee: Bite +2 to hit 1d6+1 plus DC 12 Fort Sv or paralysis 1 turn

Gillmen Warriors (4)
HD 2, Hp 11, AC 16 (natural)
Fort +3, Ref +4, Will +4
Melee: Trident +4 to hit 1d8+3
Ranged: Heavy Crossbow +3 to hit 1d10 (5 bolts)
or Net  DC 12 Escape Artist or Str check to break, otherwise entangled 3 rds

Monday, July 7, 2014

Endless Night: First Floor Index

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



The First Floor Index

General Description
The first floor was primarily for entertaining, though it also includes rooms for the family to gather in or to be alone in.  The servants did most of their work here.  Currently, it is the main battleground between the Elves and the Goblins.  The Elves definitively hold the Saloon, and the Goblins hold the Main Dining Room.  Other areas are under the dominance of various spirits, who capriciously align themselves with either side.  The Ghoul servants still toil away in the Servant Areas under iron fist of the Butler, and fighting off the advances of the Gillmen.

One other minor note, the house is well lit by either candles or electric lights (depending on the era), except where specified. 

General Objectives

The characters are going to have to jump through some hoops here.  Their first objective is to get into the Elf and Goblin parties.  Depending on who they’ve allied with, they’re going to have to complete a task at the other side’s party.  This action will allow them to enter the Servant areas.  Inside, they’ll have to deal with the consequences of their behavior at the party, either fight or make a deal with the Butler, and put down a ghost.  It’s complicated.  

Thursday, July 3, 2014

Endless Night: Power Groups

ENDLESS NIGHT
A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Main Power Groups in the House
This house is a battleground between several factions over different types of territory.  Several powerful, metaphysical entities have also taken up residence here.

The Seelie Court (the Elves) vs. The Unseelie Court (the Goblins)
The Astral Fey are hereditary enemies, constantly fighting over territory and for influence with the lord of the Astral Plane, the Sandman.  They will be looking to destroy their enemies and looking to recruit potential allies against them.  Azimuth House is simply another Astral battleground that both are looking to dominate.  Here, they court the Creighton family ghosts for influence in controlling the house. 

Good and evil in this milieu are not strictly applicable.  While the Goblins are generally cruel and might enjoy feasting on man-flesh, powerful warriors, such as the characters, they would likely rather recruit.  The Elves here are hedonistic, haughty, and proud, likely to kill over the smallest insult or interruption of their fun.  Both races’ interest in the characters will only be in how they can use them.  The characters will have to choose sides, but this will not be a permanent alliance.  Both sides will remember the characters’ actions, but will be willing to forget in return for an important favor. 

Neither side will figure out what the characters are up to (unless they outright tell them, which would probably only amuse them) until the end.  They can’t conceive of anyone wanting to (or being able to) destroy the astral house.    

Gillmen (maintenance, water, and sewage) vs. Ghouls (house servants) vs. Solomon the Butler
The servant classes of the house, the Gillmen and the Ghouls, are continually sniping and undermining one another for preeminence.  They serve all the other power factions of the house.  They are not looking to overthrow any of them, rather they wish to be the only group serving them. 

The only thing keeping them from declaring outright war on one another is Solomon, the Butler.  His iron-fisted rule keeps them all in line.  He routinely, randomly kills one of the staff and feasts upon them in front of everyone, to make sure the rest know their place.  The servants are too distrustful of each other and too afraid of him to join forces against him.  Solomon is way beyond the power of any individual servant, and he cleverly plays the factions off one another.  The characters, however, might have a chance.  Solomon and all of the servant groups will want the characters as allies, but unlike the Fey, they will not forget a slight if the characters choose sides.

To be somewhat impolitic, the servants aren’t smart enough to understand what the characters are trying to do.  They won’t interfere in that respect.  Their loyalty to the various entities of the house is only that of hired help.  It’s just a job.

Ghosts and various Supernatural Entities (The Residents)
Many of the rooms are haunted by powerful, supernatural creatures.  They are Azimuth House’s permanent residents.  They are served by the staff and courted by the Fey forces.  They are mostly confined to their specific rooms and preoccupied with their own affairs, but it is their presence and will that keeps this house anchored in the Astral Plane.  Ultimately, the characters will need to defeat them to cut the house’s ties to the supernatural and end its haunting. 

The ghosts may recognize immediately why the characters are there.  Some may even help in some fashion, wanting to be released.  Regardless of their disposition, they are all tied to their rooms and couldn’t coordinate against the group if they wanted to.

The Sandman
Lord of Dreams, king of the Astral Plane.  While Azimuth House is only a tiny part of his realm, it is an irritating canker, as it is still tied to the real world.  Further, the constant conflicts over it are disturbing the stability of the rest of the dream kingdom.  There are any number of haunted houses in the world, but this one’s location on the ley Lines and powerful residents make it dangerous to him. 

The Sandman cannot simply end the house’s astral connections himself without angering all of the various factions fighting over it.  Even the Lord of Dreams is subject to politics.  The characters, in this case, are his unwitting agents in destroying the links.  He cannot directly help the group, but through his ally, Carter the cat, he can provide some hints and counsel.   

Wednesday, July 2, 2014

Endless Night: Refereeing Suggestions

A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Refereeing Suggestions
This adventure is for four to six 5th level characters, but also provide an equal number of extra characters as replacements.  (Some encounters should perhaps be amped down a bit if there’s only 4 starting characters.)  If worst comes to worst, they could perhaps play an Elf, a Goblin, Gillman, or a Ghoul champion with 5 HD and a magic weapon that capriciously joins the party.  Characters from modern eras are going to need magic weapons or ammo.  IMPORTANT for later, Ref’s, personally hold on to those replacement characters and COLLECT the character sheets of anyone killed out.  This may be some obvious foreshadowing. 

Warn the players that their characters may be significantly altered during the course of play, so they won’t cry when it happens.  Also warn that while there’s plenty of action here, they CANNOT get through this without engaging in some parley and negotiation.  Don’t try to kill everything you meet. 

Because this adventure could easily get confusing (the players should expect to be confused), the rooms have a format which describes their contents and the group’s objectives up front.  The group will have something of a guide for house in the form of Carter the talking cat.  If Carter has anything to say about a room, there will be quote in the room description.  If the party is getting frustrated (especially on the first floor), have Carter come strolling by with a hint. 

Many of the areas of this house require some condition to be met before they can be entered, such as a key or an item.  Characters may make an attempt at lockpicking, flying, phasing, or whatever, but it will fail.  Azimuth House does not operate by real world physics.  If the players start getting belligerent about breaking in, fine, phase them into a wall and activate a replacement character.  It should also go without saying that the characters are effectively trapped in the house until they complete their “ghost-busting.”  Award XP for encounters immediately after it is earned.  (But, dead characters don’t earn XP at the end of an encounter.)  Players may level up their characters as soon as they are eligible.     

Don’t run this as a “Killer Dungeon.”  What fun is it if you kill all the characters?  It’s a Torture Dungeon.  Amuse yourself watching the players squirm as their characters are mangled beyond recognition.  After a few encounters, the players should be cringing about opening the next door.

Tuesday, July 1, 2014

Endless Night: Ref's Intro

A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)





Ref’s Intro
The house is indeed built on a convergence of mystical ley lines.  They connect Azimuth house to the Astral Plane (the Otherworld, the Dreamlands).  While the family was still alive, with their Fey tinged blood, they could easily cross between the worlds there.  Once they all passed, their supernatural spirits would remain and haunt the house, simultaneously linking it to both worlds.

This is a problem for the Sandman, the Lord of the Dream Realm.  As detailed in the Power Groups section, the house has become a battleground for competing Fey forces, the Elves and the Goblins.  Further, the presence of this piece of “reality” in the Astral Plane, is like an festering infection.  It needs to be treated.  Because of its ley line location and the fey nature of the spirits, even the physical destruction of the house won’t end the haunting.  It has to be exorcised. 

Thus the presence of characters.  It is by his careful maneuvering, the Sandman has made sure that this group of, hopefully, worthy adventurers have come into possession of a Veil Parting ceremony spell and knowledge of Azimuth House’s potential riches.  The Dream Lord cannot directly aid or advise them, but can indirectly guide them into exorcising the haunting spirits which anchor the house to the mortal world.  What the group doesn’t know is that their spell only works one-way.  Once the group is inside the Dream version of the house, their only exit is by severing these connections and gaining the Sandman’s favor.     

Various spirits of the Creighton family have taken up permanent, undead residence in the house and anchor it to both places simultaneously.  The party will hear the grandfather clock in the Saloon chime each time they put down a spirit.  Exorcising all of these spirits, will loose the anchors and place the house firmly back in reality.  The party hopes to return with the family’s wealth with them to the real world.  The characters will just need to stay alive to divide it.