Tuesday, August 5, 2014

Endless Night: Servant Bathrooms, Servant Stairs, The Laundry

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



Servant Bathrooms


Description: Men and Women’s privies.  Nowhere near as nice as the Guest Bathrooms, but still very clean.  In contrast to every other room on this level, this one is empty.  The characters are free to relieve themselves in peace here.


Servant Stairs

Description: There is a locked door blocking access to the stairs.  The door is labeled, “Second Floor.”

Status: The door will only open after the characters have cleared the First Floor.


The Laundry

Description: Here’s where the monumental task of daily clothes cleaning is done.  Depending on the era of the house, there’s either washers and dryers here or a large washtub and some hanging laundry.  Bright sunlight comes through the windows here.  There’s a door to outside that goes straight into the naked, insanity-inducing Astral Plane.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.
 
Status: Open to entry.

Inhabitants: 1 mean Cloaker

Objective: The characters can gain an ally here.  0 XP award.


Along with the usual laundry you’d expect here, there’s a hanging sheet stretched across the room.  Anyone approaching it is attacked by Surprise by the Cloaker.  It is trying to capture a victim and then disappear.  If it fails to do this and is reduced to 5 or less Hp, the Cloaker ceases to attack, folds itself into a napkin, and a disembodied voice says, “I will serve you.”  (It heals itself completely in 1 turn.) 

The group can take the Cloaker along with them.  Taking it out and flinging it at an enemy, it’ll attack.  Though it can’t cause damage to creatures needing magic to hit, it can still distract and Engulf (as long as the opponent is corporeal).  After the fight, if it’s still alive, it will fold up and disappear.     

Minor Cloaker
HD 4, Hp 16, AC 16 (natural)
Fort +3, Ref +2, Will +4
Melee: Slap +4 to hit 1d6, on a natural 14 hit, the Cloaker engulfs its opponent
Engulf: The Cloaker has wrapped itself around a victim.  DC 18 Str or Escape Artist to get free.  (Give any minor monster attacked a +2 to escape, major monster +5.)  Each rd, the Cloaker squeezes, requiring a DC 18 Fort Sv or rendered unconscious.  After that happens, the next rd, the Cloaker kills the victim.  The next, it folds itself up and disappears.  Any attack on the Cloaker with a victim causes half damage to the victim.
Can Fly

Monday, August 4, 2014

Endless Night: Kitchen, Galley, Larder Continued

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



Kitchen, Galley, Larder Continued

Elf Warriors (10/5 reinforcements)
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, Save Against DC 13, 3 failures/encounter
Magic Missile: 6 impact damage + Knocked down. (Ref Sv all damage) Short range. 

(Just to make things simple, the Elf Warriors only use this spell here. Figure 1/3 are casting spells, 1/3 firing arrows, and the rest are engaging in melee.)


Duke Torren (or another Elf noble if needed)
HD 6, Hp 36, AC 17 (+2 magical Elvish chain mail shirt), Enhanced Init +3
Fort +2, Ref +8, Will +5
(Immunity to sleep spells and effects, ghoul paralysis, and a +2 racial saving throw bonus against enchantment spells or effects.)

Melee: Rapier +9 to hit 1d6+3
Ranged: +1 Magic Longbow +10 to hit 1d8+1 (10 arrows)

Spells: To cast +5 Spellcheck, Save Against DC 15, 3 failures/encounter
1st Level Spells, DC 13 to cast
Magic Missile: 9 impact damage + Knocked down. (Ref Sv all damage) Short range.
Shield: Invisible disc gives + 4 to AC, blocks magic missiles. Encounter.

2nd Level Spell, DC 14 to cast
Web: Fills 20-ft.-radius spread with sticky spiderwebs. Entangled 4 rds (Ref Sv to avoid. DC 18 Str to break or Escape Artist skill)

3rd Level Spells, DC 15 to cast
Displacement: Successful attacks miss subject 50%. Encounter.
Hold Person: Paralyzes one humanoid for 6 rds. (Will Sv)
Lightning Bolt: 11 electrical damage + Stun 1 rd + Knocked Down. (Ref Sv ½ damage) Medium range.

(Torren will have already cast Displacement and Shield upon himself before the attack begins.  He’ll attempt to capture a character using Web and Hold Person and drag them into the Larder.  If those fail, he’ll likely focus on using Lightning Bolt and his bow to kill.  Torren will hang back to the rear of fight, keeping at least a couple of Elves between himself and the party.)


Goblin Warriors (20/10 reinforcements)
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

(Figure half the group throwing Javelins and the other half engaging in melee.  Unlike the Elves, the Goblins do not have the Crackshot ability and must make a Called Shot (natural 12) against someone engaged in melee, or they’ll hit the other person. 

Here, the Goblins will make an attempt at grappling in a Swarm to take a captive.  They’ll attack in groups of 4, at +4 to hit.  DC 18 Str check or Escape Artist to get free the next rd.  It will take the Goblins 2 rds to drag a held person off into the Larder and disappear.) 


Goblin Captain (Noose, if he’s alive, or someone else)
HD 5 (d12 Barbarian class), Hp 35, AC 17 (rough leather armor)
Fort +5, Ref +3, Will +1
Melee: Battle Axe +6 to hit 1d8+1 + poison DC 12 Fort Sv or sickened 1 turn (no bonuses for skills or combat), if recovered, figure 1d4 uses remaining before the poison is wiped off.   

(The Goblin Captain will be at the front of the battle, trying to take out the most dangerous member of the group.)

Friday, August 1, 2014

Endless Night: Kitchen, Galley, Larder

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




Kitchen, Galley, Larder


Description: These areas are very clean and functional, though not very ornate or decorative.  There are ovens, cabinets, a large work table, and a couple of large sinks.  When the battle begins, these areas will suddenly expand to double-size to accommodate all of the combatants.  Bright sunshine comes through the open windows.  There is a Service Door to the side.  If opened, it exposes naked, insanity-inducing Astral Plane outside.  DC 12 Will Save or driven catatonic for 1 turn.  Those saving are immune to this effect thereafter.

Status: These areas are locked to the characters until they do a favor for either the Elves or the Goblins, and then they open the doors for them.

Inhabitants: A bunch of pissed off Elves or Goblins and their commanders.

Objective: Ideally, taking out the Fey commander will disperse the rest of the troops in a rout.  However, the group will have to wade through a bunch of underlings to do it.  Award 2 XP.

Carter’s Introduction (before the doors are opened): “Meow.  You can get into the Servant Areas of the house, if you do the Elves or the Goblins a favor.  Meow.” 

Carter’s Introduction (after entering): “Meow.  I think you’ve made some enemies getting here.  (Battle horn sounds down the hall.)  Meow!”  (Scampers off quickly.)


This is the main battle on the First Floor.  Whether the characters pissed off the Goblins to get the Elves’ help to get here, or vice-versa, here the aggrieved party comes after them for revenge.  Whichever servant door the characters come through, the other side will come at them from the other. 

There are several conditions of battle.  The Fey wish to kill or capture the party (and then kill them).  If they can take a captured character into the Larder, they’re gone.  If the Goblin captain is killed or the Elf noble is reduced to 5 or less hp (he’ll personally retreat), the rest of the troops must make a DC 18 Will Sv the next rd or they will be routed.  If the number of Fey is reduced below 50%, they will call for the reinforcements, who will come out of the Larder, as long as their commander is still present.

If the characters helped the Ghoul servant in the Guest Bath, he’ll lock the Larder door and keep the reinforcements from appearing.  If the characters helped the Gillman in the Guest Bath, the Kitchen water pipes will suddenly erupt and the water will shut the Larder door as well.  The Fey must make a DC 18 Will Sv or retreat in either case.  If the reinforcements arrive and the total number of Fey are again reduced below half, it’s the same Will Sv.

If either Fey group manages to kill or capture at least one character and then go below half in numbers or lose their leader, they’ll automatically retreat.  A captured character is dragged into the Larder and unfortunately is as good as dead.  (A quick show trial and execution.)  The Larder will only appear as a food pantry to the characters.  (The Fey are able to use it as an Astral portal.)  Activate a replacement character.

In the worst case scenario, somehow the characters have managed to offend both groups of Fey.  The adventure wasn’t written to accommodate it, but never underestimate player ingenuity.  The servant doors will still be open.  Put in both captains and half the initial number of troops, but leave the reinforcements the same. 

After the battle, Carter should put in an appearance.  “Meow.  You’re almost done with the First Floor.  You just need to get into the Cellar now.  Meow.”

Thursday, July 31, 2014

Endless Night: The Breakfast Room

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



The Breakfast Room


Description: This room was used for family breakfast and other informal meals.  There’s a simple white décor inside with only a dining table with six chairs.  There’s a glass door entrance to the room and another leading out of the room.  The outer glass door shows bright, sunlight pouring in, as do the open curtains.  There was once a path beyond the other door, where the residents might take a morning constitutional.  Now, 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.

Status: The door is closed, but unlocked.  From the glass door, the character can clearly see inside. 

Inhabitants: Through that glass door, the group can clearly see Electra Creighton, a ghost with some obvious static discharge issues.  She watches the characters outside, smirking, dangling the Heart Key around her neck as a taunt.  

Objective: The characters need the Heart Key so they can get into the Parlor.  1 XP award. 

Carter’s Introduction: “Meow.  Electra Creighton was electrocuted by a lightning bolt one morning, as she walked outside of the Breakfast Room.  She was never a morning person.  Meow.”


This one is pretty straight-forward.  Put down Electra and grab the key off the floor after she’s been sent to the afterworld (with the chime of the Grandfather clock afterward).  The main problem is taking her out without being electrocuted in the process.  Only weapons with a wooden handle are immune to her shocks, otherwise the electricity goes right through gloves and other coverings of metal handles.  She is fully vulnerable to magical ranged attacks and spells.      

Electra Creighton (Electrified Ghost)
HD 10 (d12), Hp 60, AC 13* (natural, Magic to hit, also any metal weapon that hits, causes the wielder 1d6 + stun 1 rd + drop weapon in electrical damage.)         
Fort +0, Ref +0, Will +10
Melee: Shocking Grasp 1d4+5 + Stunned 1 rd
Ranged: Lightning Bolt 1d6+5 + Stun 1 rd + Knocked Down (DC 18 Ref Sv ½ dam)

Wednesday, July 30, 2014

Endless Night: The Trophy Room

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




The Trophy Room


Description: On the one hand, it’s a cozy, intimate, comfortable, windowless room with large, over-stuffed chairs made for relaxing.  There’s a poker card table in back for diversion.  On the other hand, the entire room is something of a display case for animals taken via hunting, a monument of taxidermy.

There might be over 20 different species represented here of varying levels of danger.  Disturbingly, the heads of the characters are mounted on plaques on the wall.  The crown jewel of the collection is an actual predatory dinosaur skeleton in the corner.  There’s a glass weapons case next to it.  Next to a chair, sits a large, old tome on an end table, radiating magic. 
 
Status: The door is closed, but unlocked.

Inhabitants: The spirit of Orion Creighton animates several of the stuffed creatures inside.

Objective: Get the Book of Shadows in the room to return to the Library. 1 XP award.

Carter’s Introduction: “Meow.  Orion Creighton was a hunter.  He loved the thrill of the chase and the permanent display of his conquests.  The family disregarded his last request to be stuffed and mounted himself and displayed with this trophies.  Meow.”


The room is deserted and very quiet as the party enters.  The weapons case is unlocked and its contents are clearly visible through the case door.  What’s inside depends on the era your characters are from.  There could be an enchanted (+2) rifle, shotgun, or crossbow.  There should be a cache of enchanted (+1) ammunition inside as well, a box of bullets, shells, or quarrels.  The stuffed creatures won’t react to any examination or attack (however, they won’t be damaged by it either). 

Things only happen if the characters handle the Book of Shadows.  Any spellcaster in the group will immediately identify it as a spell book.  Suddenly, a stuffed owl leaves its perch and settles next to the door.  There’s an audible locking noise (effectively trapping the characters inside).  Every stuffed head in the room turns and looks at the characters.

A disembodied voice speaks out, “Brother Magnus never cared for my hobbies.  He dismissed my hunting as ‘latent psychotic behavior.’  Did the little coward send you all for his precious book?”  The characters may or may not have had their encounter with Magnus in the Library yet.  If they leave the book alone, they can walk out, unmolested.  However, the next time the characters enter, they’re attacked immediately.

The rest of this assumes that the characters are here to recover the book specifically.  The good news for the characters is that taxidermy has considerably weakened these creatures’ hit point totals and that Orion is only able to control four creatures at a time.  The Owl attacks first, he’ll dive bomb an opponent.  Next rd, the full-sized stuffed Bear comes to life.  Next rd, the Rhino head on the wall suddenly breaks through the wall, revealing a full-sized rhino, and charges.  Finally, the Raptor skeleton comes to life.  The door will not unlock until they’ve all been defeated. 

Any Wizard and such worth their salt is going to want some quality time with the spellbook.  With 1 turn of study, the spellcaster will automatically absorb (thanks to the book’s properties) 1 new spell of their choice (off the Fantasy Core spell list) up to the highest level they can cast.  This can be done twice per spellcaster, 1 turn per spell.  However, there should certainly be a Wandering Encounter.  Roll every turn after the first. 

Stuffed Owl Guardian
HD 1, Hp 2, AC 17 (natural)
Fort +2, Ref +5, Will +2
Melee: Talons +5 to hit 1d4
Can Fly

Stuffed Bear Guardian
HD 3, Hp 10, AC 13 (natural)
Fort +5, Ref +4, Will +2
Melee: 2 claws +6 to hit 1d4+4 and bite +1 to hit 1d6+2

Stuffed Rhino Guardian
HD 8, Hp 15, AC 16 (natural)
Fort +11, Ref +6, Will +3
Melee: Gore +8 to hit 2d6 + Knocked down
Charge: 4d6 + Knocked down + Stunned 1 rd
(Will only be able charge once in this cramped environment)

Raptor Skeleton Guardian
HD 8 (d12), Hp 25, AC 18 (natural)
Fort +4, Ref +7, Will +8
Melee: Talons x 2 +9 to hit 2d8+5 and bite +4 to hit 2d6+2

Tuesday, July 29, 2014

Endless Night: The Parlor Continued

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




The Parlor Continued


The Tarot Card Reading
Roll a d20 to determine the card, then have the character roll a DC 18 Will Sv for their card.  The effects are listed, but some should only be revealed when they come into play.  If the effected characters are being used a campaign, the more dramatic effects should go away if the character makes it out of the house.

01. Magician: Knowledge.  Failing Save, the character will be given severe misinformation about their next encounter (right before it happens) and +1 to their Int or Wis bonus (up to +4).  Making Save, the character will be given a hint as to what’s coming up in their next encounter.

02. Emperor: Order, control.  Failing Save, the character will automatically fail their next save against possession, mind control, or fear.  They gain a +1 to their Will Sv.  Making Save, the character is immune to the next attempt at possession, mind control, or fear.

03. Nine of Swords: The Nightmare/Terror.  Failing Save, the character will now automatically fail every Save versus supernatural fright, but can re-roll any other Will Save.  Making Save, the character will automatically save against any supernatural fright (or be given an immediate extra action when first confronted by a fright if they were already immune).

04. Lovers: Passion.  Failing Save, Fort and Ref Saves go to 0, Will Sv is increased by 2.  Character may now take 1 extra action at the beginning of combat.  Making Save, Will Sv increased by 1.

05. Chariot: Ego.  Failing Save, gain a +6 Int bonus, the first time they fail using it, it is reduced to 0.  Making Save, add +1 to Int bonus.  

06. Strength: Self-control.  Failing Save, gain a +6 Wis bonus, the first time they fail using it, it is reduced to 0.  Making Save, add +1 to Wis bonus.   

07. Eight of Swords: The Prisoner.  Failing Save, all of the Character’s bonuses and Saves are reduced to 0.  However, any failed attack, save, or skill use may be re-rolled once.  If the character dies and stabilizes, stats return to normal.  Making Save, add +1 to the bonus or save of the player’s choice.

08. Wheel of Fortune: Destiny.  Failing Save, the Character loses all current XP and cannot gain it during the adventure (keep a running tally and award afterward).  However, now any failed Save or Skill use, can be re-rolled once.  Making the Save, the character is allowed to reroll one failed Save at a time of their choosing. 

09. Hanged Man: Sacrifice.  Failing Save, the character loses their primary weapon or some other important item.  They gain +2 to their BAB (or Spellcheck) and +1 to AC.  Making Save, the character gains +1 to BAB (or Spellcheck).

10. Death: Change.  Failing Save, the player must exchange their character with one of the replacement characters.  (If killed out, they get their original character back.)  Making Save, they’re offered the choice of exchanging or not.  

11. Devil: Temptation.  Failing Save, the character will be offered a cool extra bonus to their magic weapon or a new spell (highest level they can cast) in return for a favor to be fulfilled later, which will be that the character must sit out the next fight.  They won’t be harmed themselves, but will only be able to watch.  If they break their vow, their weapon shatters on its first use or they are rendered unconscious the next time they cast a spell (and they lose their new spell).  Making Save, add a magic +1 to their primary weapon or a 1st level spell.  

12. Tower: Chaos, disillusionment.  Failing Save, the character’s Will Sv is reduced to 0, however their other Saves are increased by 2.  Making Save, add +1 to all Saves.

13. Judgment: Resurrection.  Failing Save, the last (or the next) character killed is brought back, but with 0 accumulated XP.  Any activated replacement character (or the character drawing this card) goes back into stasis at the Entrance.  Making Save, the character will automatically make their next Stabilizing roll, even if brought below -10 Hp. 

14. Nine of Cups: Wish card.  Failing Save, character gains one wish that they must take immediately.  The outcome should be twisted in some fashion, ignoring all attempts at careful phrasing.  Making Save, the character is allowed a modest wish, fulfilled without chicanery. 

15. Five of Coins: Poverty.  Failing Save, lose something monetary valuable, but gain 4 XP.  Making Save, gain 1 XP.

16. Two of Swords: The Choice.  Failing Save, character must choose between two different precious things in their possession.  One disappears, but the other is greatly enhanced.  Making Save, character must choose between two of their items to be slightly enhanced. 

17. Three of Swords: The Wound.  Failing Save, character loses half of their total hp permanently, but any further non-magical physical attacks will only do 1 Hp of damage maximum.  Making Save, character gains 1 HD of Hp (roll for it, no Con bonus).

18. Five of Swords: The Traitor.  Failing Save, the character immediately attacks their comrades.  With the first death, the character comes out of it (or is killed themselves).  The dead character can be Stabilized.  Thereafter, each member of the group now has a telepathic bond with each other and are given 1 XP.  Making Save, the characters in the group gain the telepathic bond. 

19. Ten of Swords: The Corpse.  Failing Save, the character is brought to -1 Hp and must make a Stabilizing roll or die.  They can be helped, healed, or use XP to stave it off, if done immediately.  If brought back, lower undead (any regular undead) will ignore them and never attack them.  Making Save, the character can sense the undead up to 20’ away, their type and relative power, and is never surprised by an undead attack.  

20. Knight of Swords: The Berserker.  Failing Save, Character now has +10 BAB melee and ranged.  However, they cannot heal or be healed, and DC 18 Will Sv to retreat from a fight.  (Don’t tell the player about that until this comes up.)  If killed and brought back using XP or a Stabilizing save, stats and status return to normal.  Making Save, add +1 to melee and ranged BAB.

Monday, July 28, 2014

Endless Night: The Parlor

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



The Parlor


Description: This room was for casual, evening entertaining.  For a large gathering, the female guests might congregate here, with the men retiring to the Trophy room.  There are couches, chairs, and tables for chatting and a card table in the corner.  Large curtains are currently close off the windows, and there is a door leading to the outside patio.  Once again, outside this room 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.

Status: The two doors to the Parlor are closed and locked.  Either requires the Heart key from defeating Electra Creighton in the Breakfast Room.

Inhabitants: Gypsy Creighton and 6 Wights

Objective: Gain Gypsy’s Special Tea to enter the Goblin party in the Main Dining Room.  Award 1 XP.

Carter’s Introduction: “Meow.  Marion Creighton spent a good deal of her time on the Continent with a Romany clan, thus earning her the nickname, ‘Gypsy.’  She loved to engage in fortune telling for friends and relatives.  She was murdered by one of her jilted Bohemian lovers.  She never saw it coming.  Meow.”


Upon entering, the characters will immediately see several clearly undead creatures, languidly lounging and chatting with each other around the room.  These were some of Gypsy’s parasitical Bohemian friends, who are still sponging off her even in death.  They will not acknowledge the characters.  (Because they’re not cool enough for them.)  There are a couple of Ghoul servants serving food and drinks to them.  They’ll leave immediately after the characters move away from the door. 

(If the characters just go ahead and get it over with and attack the Wights upon entering, they’ll all fight it out.  Gypsy will sit and watch, and applaud them afterward for removing these guests, who’d long overstayed their welcome.)

In the far corner, an exotically dressed ghost sits at a card table, who beacons cheerfully to the characters.  “Come in!  Come in!  I knew you’d come.  I’m Gypsy Creighton, and I’ve been eager to meet you all and tell your fortunes.”  She asks if the party would like to try her Special Tea and casually mentions that it has restorative effects if taken once a day and that the Goblins are quite fond of it.  Unlike every other consumable in the house, this one only has beneficial effects; it gives full healing (including negative hp) to the imbiber and ends any other enchantment (but only once a day).  The tea is kept in a small wooden box on the table.  (Don’t bother figuring out how many dosages are inside.  The characters aren’t going to be keeping it.)    

Gypsy wants to tell everyone’s fortune, but warns them that there may be bad effects to it, but also some good will come of it.  If accepted, she deals out one card on the table for each character and asks them to turn them over at the same time.  The Tarot cards and their effects will be listed in the next post (and the players will not forgive you).  “I have read my last fortune.  Farewell,” Gypsy will announce and then disappear with the clang of the Grandfather clock punctuating it.  With their benefactor gone, the 6 Wights will engage in their obligatory attack.

If the party does not allow a reading, Gypsy becomes angry and attacks with the Wights joining in.   Gypsy will throw her cards at the party, and they will only have detrimental effects.

Gypsy Creighton (Gypsy Witch Ghost)
HD 5 (d12), Hp 30, AC 17* (natural, Magic to hit)
Fort +1, Ref +4, Will +10
Melee: None
Ranged: Throwing Magic Cards +5 to hit, DC 18 Will Sv or roll 1d4 for damage, 1-Paralyzed 1 turn, 2-Half Hp, 3-Blinded 1 turn (disadvantaged), 4-Weakened 1 turn (0 Bonus for attacking or spellcasting) 

Wight (6)
HD 4 (d12), Hp 26, AC 15* (natural, Magic or Silver to hit)
Fort +1, Ref +2, Will +5
Melee: Slam +3 to hit 1d4+1 + Energy Drain DC 12 Will Sv or 1d4 negative hp