Tuesday, January 19, 2016

Fantasy Ireland Adventure: Keeper Hill-Minor Undead

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 Minor Undead
This is a listing of the undead which will appear multiple times in the adventure.  I’m putting them together and up front to avoid some needless duplication. 

Skeleton (FC)               
HD 1, Hp 4, AC 12 
Fort +2, Ref +0, Will +0                     
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6

Skeleton (5e)
HD 2d8 + 4, Hp 13, AC 13 (Armor Scraps)
Str +0, Dex +2, Con +2, Int −2, Wis −1, Cha −3
Damage Vulnerabilities: bludgeoning
Passive Perception 9

Melee: Shortsword +4 to hit 5 (1d6 + 2) piercing
Ranged: Shortbow +4 to hit 5 (1d6 + 2) piercing

Zombie (FC)                           
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                     
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd

Zombie (5e)
HD 3d8 + 9, Hp 22, AC 8 (Natural)
Str +1, Dex −2, Con +3, Int −4, Wis −2, Cha −3
Saving Throws: Wis +0
Passive Perception 8

Melee: Slam +3 to hit, 4 (1d6 + 1) bludgeoning

Undead Fortitude: If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit
point instead.


Ghoul (FC)
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 (Elves are immune)

Ghoul (5e)
HD 5d8, Hp 22, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive Perception 10

Melee: 2 att/rd
Bite +2 to hit 9 (2d6 + 2) piercing
Claws +4 to hit 7 (2d4 + 2) slashing.  If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

Ghast (FC)
HD 4 (d12), Hp 29, AC 17 (Natural)
Fort +1, Ref +4, Will +6
Melee: Bite +5 to hit 1d8+3 plus DC 12 Fort Sv or paralysis 1 turn (Elves are immune)

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 18 Fort Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 12 Fort Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

Ghast (5e)
HD 5d8, Hp 40, AC 12 (Natural)
Str +1, Dex +2, Con +0, Int −2, Wis +0, Cha −2
Passive Perception 10

Melee: 2 att/rd
Bite +2 to hit 9 (2d6 + 2) piercing
Claws +4 to hit 7 (2d4 + 2) slashing.  If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

Stench: When combat begins, the Ghast will start emitting a powerful stench.  Everyone at close range must make a DC 12 Con Sv or be sickened (stunned) 2 rds.  Everyone in short range must make a DC 10 Con Sv or be sickened (stunned) 1 rd.  This smell may also attract other Ghouls in the area.

[These aren’t the official 5e stats for this creature.]

Monday, January 18, 2016

Fantasy Ireland Adventure: Keeper Hill-Bard Sean Robbins

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.)


Sean Robins
A rougishly good-looking young man in his 30’s.  If the Character group is short-handed, Sean could join them, but keep in mind, his own safety and his agenda (getting the locket) are paramount.  He will cut and run from the group if the situation gets too dangerous.  Sean may also be putting in an appearance later in the adventure in a more adversarial role.

5th level Bard (FC)
HD 5 (d6), Hp 27, AC 14 (leather)
+3 Int, Cha, +2 Dex, Wis
Fort +1 Ref +6 Will +6
Melee: +1 Magic Rapier (Zing) +6 to hit 1d6+3 (This was a gift from Nim.)
Ranged: Pistol Crossbow +5 to hit 1d4 + poison DC 12 Fort sv or uncon. 1 turn

Bardic Music: +7
Healing (DC 12): May be used to add +3 to others’ Healing or Stabilizing attempts, while at rest.
Soothing (DC is 10 + HD): May be used to calm animals and the insane.  This cannot be used in combat.
Countersong (DC is 10 + HD): May counteract the effect any sort of musical attack.  Bards themselves are always fully immune.

Bardic Performance: +7, DC 12 Social/DC 18 Hostile Crowd. 
Bardic Knowledge: +6, DC 12 minor factoid, DC 18 very specific. 

Bard Skills:
+4 Stealth (Hiding, sneaking), Escape Artist
+1 Acrobatics (Balancing, jumping), Climb
+3 Charm, Negotiate, Intimidate (Psychologically), Disguise

Bardic Magic: Spellcheck +6 (+3 Int bonus, +3 level bonus), 2 cumulative failures in a turn/encounter

Cantrips (DC 10 to cast)
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound or Lights: Figment sounds or lights.  (DC 12 Will Sv to distract)
Light: Object shines like a torch for 1 turn. Only 1 may be active.

1st Level (DC 13 to cast)
Charm Person: Makes one person your friend. 5 turns. (Will Sv DC 15)
Expeditious Retreat: Your speed increases by 30 ft. 5 turns.
Ventriloquism: Throws voice for 5 rds (Will Sv DC 15 to ignore)

[These stats are from the NPC draft doc.]


5th Level Bard (5e)
HD 5 (d8), Hp 33, AC 14 (Leather), Initiative +3
Str 12 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 8 (-1), Cha 16 (+3)
Proficiency Bonus: +3
Saving Throws: Dex +6, Cha +6
Skills: Perception +1, Performance +5, Persuasion +5, Stealth +5

Melee: +1 Magic Rapier +7 to hit 1d8 + 4 piercing 
Ranged: Pistol Crossbow +6 to hit 1d4 + poison DC 10 Fort sv or uncon. 1 turn

Spellcasting: Spell Attack Bonus +6; Saving Throws Against are DC 14.

Cantrips
Guidance: 1d4 bonus to an Ability check
Prestidigitation: Minor magic tricks

4 x 1st Level
Charm Person: Wis Sv or charmed for 1 hr.  Target has Advantage is cast in combat.  Make affect 1 addition person per higher spell slot
Detect Magic: Detect 30’ for 10 minutes
Identify: Learn properties and use of object or magical conditions of a creature
Sleep: Effects 5d8 hp of creatures for 1 minute.  Add 2d8 additional hp per higher spell slot

3 x 2nd Level
Hold Person: Wis Sv or paralyzed 1 minute.  May target another creature if cast in a 3rd Level slot
Invisibility: Invisible up to 1 hr or until invisible person attacks.  May make 1 additional person invisible when cast in 3rd Level slot
Misty Step: Teleport 30’

2 x 3rd Level
Remove Curse: End any Curse with touch
Speak with the Dead

3 x Bard’s Cheer: Inspire one creature (not himself) within 60 feet. That target gains 1d6 that can be rolled and added to one saving throw, attack roll, or ability check that it makes in the next 10 minutes. The tar­get decides whether to add the bonus die after seeing the result of the initial d20 roll, but no creature can have more than one bonus die at a time. 

[My stats are NOT entirely correct with 5e rules.  Feel free to fix them.]  

Friday, January 15, 2016

Emergency Star Wars: The Force Awakens Rewrite

I was reading an article last night mentioning that Poe Dameron was getting a solo novel or something.  His character was “popular way out of proportion to his screen time.”  Aside from the disdainful snarky tone, it finally hit me where the movie went wrong.  Yes, it was shockingly unoriginal, but that’s hardly a crime in movie-making.  It had all the pieces there for a great movie.  They just weren’t used correctly.  See if this “elevator pitch” rewrite works any better for you.

Cool rebel super-spy and ace fighter pilot, Poe, recruits a stormtrooper with a conscience, Finn, to help him on his all-important data delivery mission.  Along the way, they make the acquaintance of a noble, but hard-bitten scavenger, Rey.  She’s not into any rebellion, but her association with the boys, just made her an Imperial target too.  The group bonds as together, they manage to keep the data safe while on the run from the fiendish Sith, Kylo Ren.  In an encounter alone, Kylo manages to tempt Rey into betraying her new friends in return his promise for all of their safety. 

Of course, Kylo turns on her, wanting Rey as an apprentice (sensing the Force in her) and the other two executed.  Poe and Finn manage their own escape as they are being taken to the Imperial base.  They’re able to get the data back and finally get it to the rebellion.  They meet up with Leia and an attack on the Imperial base is planned.  (Kylo is revealed as her son.)  Poe and Finn will be part of a strike team to get inside the base to sabotage it.  During the raid, Finn abandons the group to try to save Rey, whom he’s convinced she isn’t a traitor, as Poe is, and their sabotage mission is blown. 

For her part, Rey has been resisting Kylo after his actions, though feigning compliance.  During the now hopeless Rebel attack, she disables a critical defense system, allowing a mortal blow to be struck.  As the base crumbles around them, Finn arrives to save Rey, but the Sith is too powerful.  Before everything blows up, Poe arrives and either rescues them or dies heroically, allowing them to escape.  (Take your pick.  The choice will strongly color Finn’s or Rey’s motivations from here out).  Later, Rey meets Luke for reasons to be explained in the next movie.  Roll credits.   

So, it’s essentially a buddy picture here.  I have this strange feeling that this treatment isn’t far off from something that was probably initially pitched for the story.  You’ll notice what’s missing here, Han Solo.  He was out of place in the movie as a main character.  I wouldn’t be surprised if his enhanced part was some concession to Harrison Ford and an insistence by the studio.  Whatever.  Without him (or at least only in a minor supporting role), the new characters would have gotten a better chance to shine and be developed.  The mentor role could have been taken by Poe.  Bring Solo in for the next movie for his final confrontation with his son, building the drama and paralleling Empire Strikes Back in some ways.   

Admit it.  When Poe and Finn got separated right after they met for most of the rest of the movie, you felt a little cheated.  You were looking forward to seeing these guys being friends and having an adventure with the mysterious girl along to make it interesting.  It didn’t happen and the rest of the movie wasn’t good enough to make up for it.  While this is all academic here, maybe we can get this “buddy” picture for the next film hopefully.  (I’m not hopeful.  Luke will probably be a main character and then get killed.  Then Leia and Chewie will get whacked in the third film.  Maybe the next trilogy will start off better.)      

Fantasy Ireland Adventure: Keeper Hill-Character Entry

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.)


Character Entry
Award 1 XP if the Characters volunteer for the mission.

While relaxing for the evening at the Drunken Shamrock, the Characters are interrupted by a panicked farmer.  “There’s undead comin’ out of the woods, and taint even All Hallow’s Eve!”  This should get their attention, being the King’s Men and responsible for the safety for the people of the county. 

The Characters are lead on a short trip to a Kavanagh tenet farmer.  A mob has gathered and are looking upon two dead Ghouls. Father Macgillycuddy is already there and consecrating the corpses so they do not rise again.  Nialls Kavanagh is also in the process of being alerted.  He’ll begin marshalling a watch to protect his clan.  The O’Grady’s will be warned soon after.  Connor O’Grady will attempt to control of the situation, which will result in the usual shouting match between the two rival clans.  (See the sample Fantasy Ireland Adventure and NPC’s for more details.) 

The Ghouls were scouts who found a surface exit from the Dark Road out of Keeper Hill.  They had the misfortune of running right into a Kavanagh raiding party who were out to steal O’Grady cattle.  Thankfully, the Ghouls were not able to report back about finding the exit, but they won’t be the last scouts sent out.  The engagement was quick and decisive for the raiders, who quickly sent out for help.  A possible undead uprising gets everyone’s attention.

Shortly after the Characters arrive, Sean Robins, the local Bard, arrives with a guest just as unwelcome as the undead, a large Hobgoblin.  Lady Nim told Billy to send an emissary to the Mortal World (the surface) to meet with her emissary.  Sean was then alerted, and after being given an assortment of magical weapons, he rendezvoused with Sarn, Billy’s captain.  Together, they present an odd pair in front of a hostile crowd.

Sean will call for peace.  He might appreciate some help from the Characters, or the good Father will have to intervene.  With some decorum established, Sean will ask Sarn to tell his tale.  “Milesians, treachery has befallen the Formorian clans of Keeper Hill!  The undead of the old Dwarf colony have been awoken by a foul traitor and unleashed.  They have overrun our clans and are now searching out new victims.  In the name of my Lord William of the Goblin Clan of Keeper Hill, I beseech thee for mercy and aid against this mutual foe of all who live.”  (Milesians are humans and Formorians are Humanoids, by the way.)
   
Well, this statement starts off a lively debate.  The majority opinion is to let the Formorians be exterminated.  The humans will deal with the threat as needed.  Sean will argue that if the Formorians all fall inside Keeper Hill, they’ll join the undead and be even more formidable.  Macgillycuddy will opine, “I should prefer that the undead die in the Formorian hill than upon our fields with our people fighting them.” 

Sarn will stay quiet during the proceedings.  It’s up to the Character to ask him questions or insert themselves into the argument.  Sarn will tell them about the conference, the traitor, the undead being unleashed, and that the Goblins and the other resident clan, the Grimlocks, are in hiding.  [This is why you should have read the Background section.]  He’ll omit mentioning the magic mirror and just say that the traitor was caught in the act. 

It’s really up to the Players if they want to help at this point, but if they don’t, the undead will return in force the next night and attack the village.  (This doesn’t happen if the Characters go now.)  Sean will find other volunteers to give the magic weapons to.  The Characters will have to find an opening to the Dark Road in order to get inside Keeper Hill.  Someone will see where the undead are coming from.  The Characters can ambush them and get inside that way.  The Characters can recover the magic weapons from the dead volunteers that they’ll find once there.  (The volunteers will be Zombies at that point.  If Sean is with the group, he should make them feel appropriately guilty.)   

If Players decide to help, they’ll be doing so over the objections of the crowd, who will question their loyalties, fighting for the Humanoids rather defending the human lands.  They might wish to answer them, because they’re not going to be getting heroes’ welcome when (if) they return, if they just walk off.  Sarn will lead the group, along with Sean, into the woods.  Father Macgillycuddy blesses the group (each member gets a one-time +2 bonus to any roll, whenever they wish to use it in this adventure).  The bard promises to help smooth things over with the townsfolk on their behalf later. 

On a more practical level, Sean starts unloading a bag with gifts.  He gives a +1 magic weapon to each member of the party, ranging from longswords to warrior types, short swords or rapiers to roguish types, and daggers to wizard types (whatever seems appropriate).  He announces them as a gift from one of the Ladies of the Enchanted Glade, Nim, to aid them on their dangerous quest.  Sean will be reluctant to expound on why she’s involved.  Sarn will be bemused by this revelation, but he won’t explain either (he knows about her and Billy).

[For future consideration, the Elves have so many magic weapons they get them free with their breakfast cereal, but they seldom hand them out to non-Fey persons.  Certainly not without future obligations.  Sean Robbins found this out the hard way with his gift from Nim.  Refusing to honor this unsaid agreement usually results in the weapon turning into a papier-mâché simulation during their owner’s next fight.]

Sean also gives the group a little encouragement that they’re doing the right thing.  He quietly tells them that resolving this situation would put a local Formorian lord in their debt.  “Favors are one of the most valuable commodities one can possess in this land.”  “Further,” he whispers to the group, “If Billy is deposed at Keeper Hill, a more powerful, more fearsome Formorian lord may take it into his head to move in.  Tipperary County doesn’t need someone competent coming in and making real trouble.”

Sarn steps into a dark thicket by himself for a moment and then emerges to beckon the others.  A tunnel is revealed next to a large rock.  This is a Formorian-made opening to the surface that connects to the Mine level, commonly used for raiding human farms for livestock.  Knowing this location isn’t terribly useful, as a magical ritual involving Formorian blood is required to open it from the outside.  Finding this exit from the inside, without Goblin help, would require a DC 18 search and at least 2 turns of searching.  Sean bravely offers to stay behind to rally the townsfolk and wishes the group luck.  Into the bowels of the earth, they go.

Thursday, January 14, 2016

Fantasy Ireland Adventure: Keeper Hill-Adventure Setup

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.)


Adventure Setup
“Okay kid, this is where it gets complicated.”

First, you might want to read this background on Mara (her stats will updated here in this adventure) and Lady Nim to get some context.  Mara, ever looking for leverage against the Fey woman who stole her husband’s heart (literally, it’s in a glass case, still beating), had made the acquaintance of Apollos, a Fey Centaur spurned in his amorous pursuit of Nim.  The young witch promised the man-horse a powerful love potion in return for the theft of the glamorous fairy woman’s prized Black Mirror, a magic device which can see into the immediate future and past (and more importantly also fixes any wrinkles or defects on the face of any woman reflected in it).  Mara was hoping to use it to make a trade for her husband Jack’s heart (and get a little makeover).       

Apollos was clever (and desperately lovesick enough) to successfully steal the prized mirror.  He was not well acquainted enough with the mortal world to avoid trouble while trying to deliver it.  Straying too close to Keeper Hill at night, he was captured by a Goblin raid.  Hobgoblin captain, Sarn, correctly figured he would be worth more as a hostage than a meal.  Sarn’s lord, Billy the Barghest, was far more interested in the mirror, as he was able to coax glimpses of the future and past in it (though it did nothing for his complexion).  While he has no real control over the visions, as Formorians don’t mix well with Elvish magic, it’s still potentially a powerful tool. 

This was Billy’s chance at the big time.  He called a convocation of several minor Formorian lords to Keeper Hill, attempting to persuade them into forming a coalition to gain more influence in the Formorian Parliament*.  Yawn. . . Politics. . . Yes, but this is Humanoid politics, so of course, there’s plenty of bloodshed and intrigue.  For example, Lord Sogore, a major lord, heard of the meeting and, disliking Billy, decided to sabotage it.  Sogore inserted one of his agents, the infamous Doppelganger, into the entourage of the one of the delegates.

[* Just as a sidebar, I should mention that the Parliament of the Formorians is usually held in the Valley of Deafness, where the Irish hero, Cuchulain, hid while being hunted by the Children of Cailidin.  It is a supernatural place on the fringe of the Fey Otherworld, so there’s no exact location.  The Valley can be accessed from different places.  There’s a small fort staffed by King’s Men outside of the one of the most well known entrances to keep the gathering of Humanoids from becoming a raid on human settlements (but otherwise, they don’t interfere with them as long as they’re peaceful). 

What does this Parliament look like?  You’re thinking what I’m thinking: Caves of Chaos!  Yes, an actual reason for a variety of Humanoids to be living together in a group of small caves, and a reason for a keep to be on the borderlands nearby.] 

While Billy held a welcoming feast for his guests, the Doppelganger, disguised as delegate Lady Grey Moon, got to up to the Noble Level and disrupted the magical seal keeping the powerful undead pinned in there.  (Sogore knew what was held there, as he’d been there with the original raiding party, and obviously doesn’t mess around when it comes to mischief.)  The only thing that kept everyone from being slaughtered by a hoard of undead was Billy using the mirror several minutes before to impress the delegates and getting a vision of the deed.  Confusingly, Grey Moon had been at the feast the whole time and obviously protested the accusation.  The undead would be attacking before anything could be sorted out. 

Billy ordered troops to the security station guarding the Noble Level, but knowing it would likely be of no use, he also started evacuating his subjects to the Mines.  Samuel quickly followed suit with his Grimlocks.  The troops sent to stop the undead, became undead themselves, but at least bought some time for the rest.  While several of the residents have been killed in the rush, more managed to make it into the Mines and shut themselves in.  They’re safe from those undead, but are now trapped, and the Wraiths in the mine are not happy with the intrusion.  

The Goblin and Grimlock clan survivors are more or less trapped inside Keeper Hill.  Formorians cannot exist on the surface in daylight for more than a day, and even then only in a weakened state.  A Humanoid entering another clan’s territory without permission is a virtual death sentence.  The clans of Keeper Hill have no allies outside the county to retreat to.  (One reason why Billy was so eager to impress others with the Black Mirror.)

Formorians are especially distrustful of those outside their own clan and so the delegates ignored Billy’s warning to flee.  After Billy’s “vision” (as they called it), the delegates were convinced that this was some sort of trick and retreated to their guest quarters, offended.  The lords and their entourages there were powerful enough to hold off the undead, but they are now trapped.  They cannot get to an exit and have little food and water to survive on for any length of time.  The undead have encircled them and are waiting for them to either attempt to rush them or for the Humanoid position to weaken so that they can rush them.  The Doppelganger, unable to escape from Keeper Hill at this point, has been force to rejoin the delegates as a member of one of the entourages.    

Other groups have taken advantage of the chaos to get inside.  The Dwarves have always kept the hill under close observation.  Using a secret Dwarf passage into the complex, they have inserted a squad of spies to get first-hand information on the situation.  Meanwhile, Lady Nim wants her mirror back and has figured out Apollos took it.  She has discretely asked a few trusted friends to find him.  Elvish scouts tracked the centaur to Keeper Hill and discerned his entry inside, speculating from signs of struggle that he was captured rather than defecting.  With this possible insult to the Fey, they called in some firepower to break in and affect a rescue.  They have gotten in via the Dark Road entrance (which, of course, the Elves have no trouble getting into).

Meanwhile, Mara the witch, who keeps her workshop inside the hidden Dwarf vault at Keeper Hill, became well aware of what happened in the complex.  While perfectly safe where she was, this event presented an opportunity.  You see, she’d heard a rumor.  There is a tale of Billy, once drunk and jolly amongst his peers, displaying a silver locket containing a strand of magical golden hair, claiming it prize from one of his randy conquests.  Billy named no names, but a few people have made unfounded connections.  Lady Nim has kept a few “interesting” lovers and there have been some insinuations of scandalous “Dungeon Fever” with Formorian lords before.  And also, she’s blonde.  Since those allegations surfaced, Billy has denied everything and the locket has not been seen in public since.         

Mara has long had some suspicions about that locket still being in Billy’s possession, just not on his person.  She took a chance with her Invisibility Cloak to sneak past the undead to raid his quarters.  Indeed, it was there.  Unfortunately, the locket was warded against theft, alerting not just the undead in the area, but Billy himself and Nim. 

If it’s possible for an Elvish Lady to show terror, this was it.  The locket had been given, not as an expression of undying love, but rather as a surety.  Billy had insisted on some protection against someone like Prince Alex (Old stats, Endless Night stats, however he’s really only going to be a plot device in this adventure, much like Lady Nim) finding out about their affair and then coming down to decapitate him over Nim’s “soiled” honor.  Nim’s jealous sisters, Lady Nyx and Lady Di, would pay anything for proof to embarrass their snooty older sister.  It would be an almost unthinkable scandal in the Seelie Court that would ruin Nim.  (Billy would be getting some shunning too from the Formorians.)  Nim would do anything to cover it up.

After a quick mystic/telepathic conversation with Billy, Nim went into a rage, but a very purposeful one.  The other Formorian lords and even Nim’s Elvish allies cannot be allowed to find the locket.  (If she knew Mara had it, Nim might fall into complete panic.)  As Billy is in no position to mount a raid as is, some outsiders, who know nothing about the affair, need to be brought in to help him. 

Nim contacts her human agent, the Bard Sean Robbins (Old stats, his stats will be updated in the adventure) to find human help.  She has provided him with magic weapons to help the volunteers with the task.  Little does she know that Sean would like nothing better than to be in possession of that locket himself, thus giving him something that would allow him to repay the favor (his magic blade) she did for him that has put him in her debt.  Though Sean was only informed that he needs to recruit warriors to help Billy in ending the undead threat, he’s already figured out this somehow involves that locket (which, of course as the purveyor of information in the county, he already knows about).

The undead are now all over the inside of Keeper Hill.  They’ve broken down the gate to the Dark Road and gotten out.  Ghoul scouts are out searching for more victims.  Unfortunately, the quickest exit they found from the road has lead up into the human-held lands of Tipperary County.  And this is where the Characters get involved.

[Wow!  If you read all of this, you are a hard core gamer.  I usually skip over these kind of background sections myself.  I can only hope that this was engaging to read and will help in running the adventure.]

Wednesday, January 13, 2016

Fantasy Ireland Adventure: Keeper Hill-Setting History

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.)



Setting History
[Full Disclaimer: Keeper Hill is a real place in Ireland.  This little tale about it, however, is my own invention and not part of Irish Mythology.  Undead troops are not without precedent though.  The Fey’s Caldron of Dagda reportedly brought the dead back as Zombies.  There is another tale of dead soldiers being brought back to life after being laid out in a trench filled with milk.] 

Dwarves
Take note, while the term “Dwarf” is being used in this adventure, in this setting they are more properly called Fir Bolg.  They are physically and functionally one in the same, except for one important difference.  In various Fantasy Core posts, I’ve referred to Dwarves as being all male and not born, but crafted and imbued with life.  The Fir Bolg, however, are male and female and procreate sexually.  Humans, Elves, and Dwarves in Fantasy Ireland all share a common genetic ancestor.  (They are not related to the Formorians however.)  Because of the perceived similarities between the two genders to non-Fir Bolg (both genders having beards, the same outward physical traits, and personality-wise, acting the same), other races often commit a faux pas in thinking that all Dwarves are male, much to the Fir Bolgs’ irritation (and embarrassment).

The Dwarf Mine
This was long before the Sons of Milesius (Humans) came to avenge the death of their kinsman, Ith, at the hands of the Fey.  When the Tuatha De Danann (the Elves) came to Erin (Ireland), they warred with the land’s then current ruling race, the Fir Bolg (the Dwarves).  After the First Battle of Mag Tured, the Dwarves were forced to yield the land to the Elves and retreat into the Underworld.

Keeper Hill was a typical Dwarvish city of its time: agriculture villages surrounding a sub-surface mining complex, which doubled as a fortress mostly to defend against the Formorians, but also rival Dwarf clans.  The hill had a rich vein of silver and extensive facilities were built inside it.  Their Thane (King) and his nobles lived in the upper level inside the mountain.     

The Dwarves could shape and enchant the stone, which was how they built the complex.  It’s a slow process, but it has the advantage of not producing tons of rubble that have to be cleared out.  As a byproduct, all of Keeper Hill is enchanted.  It cannot be bored or dug into more than a few feet from the outside.  However, this method of excavation ruins gems, metal, and mineral deposits, so those still have to be dug out by mining.    

The facility wasn’t unpleasant.  Fresh air came in through a large number small hidden airholes to the outside.  It was well lit by magical glowing stones.  There was running water collected via rainwater and pumped water from the river and sewage was also passed through.  The underground residence areas were for offices and bachelor miners generally, with the families living outside in the village. 

The Elvish Siege
Keeper Hill became a Dwarvish fortress during the war.  The Elves laid siege to it and managed to destroy the surface fortifications.  During the siege, the residence areas were expanded to accommodate families.  A mushroom farm and artificial fish ponds were quickly created.  The meager food supply and running water kept them fed as the Elves could not penetrate the extensive underground fortress, nor starve them out.  The tunnel network from the Dwarves’ mining operation there allowed them to strike freely at Elvish positions and then disappear back into the hidden tunnels.  The Elves would eventually magically divert the Shannon River underground into the mines, but that still didn’t flood them out. 

Finally, in anger, the Elves attacked the under-hill city from within by casting powerful necromantic magic upon it.  They dug a trench about the hill and filled it with spoiled milk produced by the Cauldron of Dagda, and then cast their enchantment upon it.  (The area still has a distinctive smell about it.)  The dead buried inside the fortresses’ Noble crypt came to un-life as Wights and Mummies.  The spirits of lost dead miners were raised as Wraiths.  From the top level and bottom level, these creatures entrapped the residents inside.  Every time they killed, the dead joined their ranks as Zombies.  Worse, over the last couple of weeks as the food had run out inside, many had begun to partake of the flesh of the dead.  Those who had and were killed became Ghouls.   

The Chief Enchanter of the Dwarves managed to seal in the most dangerous of the undead by putting a magical ward over the exit from the Noble Level.  But it was too late, there were too many undead still inside, who overran the remaining populace.  The Dwarves had been working on an escape tunnel out of the complex, though it had not been connected to either the surface or another Dwarf city.  When it became apparent that Keeper Hill was lost to the undead, the surviving Dwarves fled into the tunnel and collapsed it behind them.  What became of them is unknown (which is too bad because they took a good deal of treasure with them). 

With the city was now filled with equally hostile undead, the Elves still found it impossible to invade the city to sack it.  Eventually, they de-camped and decided this was a poor strategy for future sieges.  Even when the Elves finally ruled the land, Keeper Hill was shunned.

The Milesians (Humans), who would come to power much later, would be oblivious to this area’s history and build farms and settlements around it.  They never found any entry into the interior.  The Dwarves would dearly like to regain the hill.  They still don’t know what happened to all the mined riches left behind there, and the silver in the mine is not yet played out.  But, unable to clear the flooding from the mines, and with the complex filled with undead, it was deemed not worth the effort.  (If it had been gold mine, they would have come back with an army.)    

The Raiders
The Formorians knew about Keeper Hill.  Well after the Elves defeated their race and chased them into the Underworld, the Formorians found the old escape tunnel and connected the facility as a possible colonial expansion to their Dark Road, the main underground highway linking their various Underworld kingdoms.  The Humanoids were fortunate in that the more powerful undead were not there to oppose them at that time.  The Mummies, the Wights, and most of the Ghouls were trapped on the Noble Level.  The Wraiths had retreated to the Mines.  The Zombies had degenerated into weaker Skeletons.

The Work and Residence Levels were cleared out fairly easily.  Unfortunately, there was little of value there.  The raiders wisely left the Noble Level alone as they saw the Wights inside and lacked sufficient magic to combat them.  They couldn’t figure out how to drain the flooded lower mine level without disturbing the Wraiths, who didn’t appreciate being woken up.  Keeper Hill was deemed useless and abandoned.  The Keeper Hill gate was barred and mostly forgotten.

The Squatters
But, with the opening to the Dark Road still there, various minor clans have moved in and out over the years.  The current Humanoid groups straggled in within the last 5 years.  Billy the Barghest had delusions of grandeur far greater than his actual power.  He had built up a following of loser, misfit, and outcast Goblins under his control and decided to found a kingdom. 

Billy and the boys arrived at Keeper Hill to find it newly occupied by a Gargoyle, Samuel, and a pathetic group of Grimlocks.  They were on the run from some unspecified crime.  Rather than the usual Formorian internecine warfare/pissing contest, Billy and Sam, unsure of the outcome of any fight, quickly decided there was plenty of room for the both of them.  Their informal truce has held, mostly because each regards the other as his vassal, and thanks to the aggressive actions Sid the Troll and his Orcs in the area. (The original Keeper Hill stats are here.  They’ll all be updated in this adventure.) 

Currently, the Goblins live in the Hard Rock level, which was the living quarters area. The Grimlocks live in the lower Heavy Metal level, which was a working area with shops and forges.  The gate to the Dark Road is also on this level.  It is well secured and guarded, but there are secret Dwarf passages into Keeper Hill that the Formorians are ignorant of.  The Elves and Mara can get into the complex via their own means virtually at will.  The Stone Grave level underneath contains the flooded mines, and the common crypt and treasury of the Dwarves.  A Human Witch, Mara Keening, has her secret workshop there inside the hidden Motherlode Vault.  The top level is the former Noble apartments, the Jeweled Garden, which is ruled by three Mummies.  

Tuesday, January 12, 2016

Fantasy Ireland Adventure: Keeper Hill-Ref Overview Briefing

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.)


Ref Overview Briefing
After you start reading the succeeding posts, I know what you’ll be thinking, “A lot of this material looks awfully familiar.”  In spite of that, this is a different adventure and setting, albeit with about the same maps and monsters.  This isn’t exactly a “re-mix,” but if that thought helps you digest it better, good.  Give it a chance. 

This would be a mid-level adventure (minimum 5th level) for about six adventurers (raise the level if there are less).  The group should include a magic user.  This adventure includes some strongly motivated NPC’s and quite a few fluid encounters.  In other words, this might be a bit hard to run just straight from the text without adding some improvisation.  For the Ref, handling the various monsters and allied NPC’s may be a bit much.  You might consider allowing the Players to play the NPC’s during the battles, though with the caveat that you may (and likely will) take control of them at some point.  There’s a few encounters that need to happen, but some of the others may be considered somewhat optional.  I would not try to force everything, though the subplots here add to fun.  If part of a campaign, unaddressed threads can be used for future adventures.

As much combat as there will be inside Keeper Hill, negotiation skills will be paramount.  The Characters will almost certainly need help and at the very least information from the NPC’s inside.  The Ref should hand out 1 XP awards for good negotiations and role-playing when the situation merits (FC rules).  Hand out Inspiration for 5e.  (I’ve never used regular D&D XP awards, so you’re on your own for figuring that out).   

Further, this isn’t a kill-everything-clean-it-out dungeon (though that may well happen).  Keeper Hill is home to two clans of Humanoids.  This is Character knowledge that the Players need to know, the Formorians may be a bunch of warring clans of monsters, but they are, in a very loose sense, a nation and Keeper Hill is their sovereign territory.  The Humanoids are a nation that Humanity (or Milesians as they are called by them) has an informal truce* with.  A few skirmishes here and there between warriors are regrettable incidents or just business.  Invasion of each other’s living territory, murdering non-combatants, and looting (especially by a group known as “the King’s Men”) would be an act of war.  While humanity may be more numerous and powerful than the Formorians, even the High-King does not want to put that to the test on a battlefield against a bunch of trolls.

[* Sidebar for future adventures: The truth of the situation, that the characters don’t need to know right now, is far more complex.  Humanity has a formal treaty with the Fey (the Elves) after winning a war against them.  Humans got the land; Elves got the magic.  The Humans have trade arrangements forged with the Dwarves, albeit grudgingly on the Dwarves’ part. 

The Formorian situation is far more nebulous.  It is a tenuous, un-negotiated cease-fire.  The Humanoids have had enough of their forays repulsed and are so disorganized as a nation, that they have ceased mass incursions.  The Humans cannot realistically invade the Underworld to destroy them, lacking easy access to the Dark Road, which connects the Formorian cities.  Were there ever another true King of the Formorians to rally them, or the gates of the Underworld betrayed to the Milesians, the situation would change quickly. 

Currently, there is little peaceful relations between the races.  There are no trade agreements.  The Humanoids simply raid Human settlements if they want something.  The Underworld is virtually impenetrable to Human incursion.  Small groups of Formorians are harassed when found above, unless displaying a flag of truce.  Massed groups of Humanoids are assumed to be a raid and attacked immediately. 

Ireland is a small nation, but each Human county and Formorian Underworld colony tend to be very insular and isolated from one another.  So, there are Human villages that have enslaved weak Humanoid tribes (often using them as miners).  And, there are strong Formorian clans that demand regular tribute from weak Human settlements.  Shame would not allow these tales to circulate beyond their borders.]