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

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