Wednesday, August 20, 2014

Endless Night: The Abyss

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




The Abyss Room


Description: This room has been nearly completely destroyed by fire damage.  The walls, floor, and furniture are all ruined.  On one unburned patch of wall are crude fingerpaintings representing the characters.  There are bodies (also the characters) hanging up in the rafters 10’ above, dangling at the end of nooses.

Status: The door is closed, but unlocked.  The door and the doorknob are radiating noticeable heat.

Inhabitants: It’s just the characters and a bit of a warm spell.

Objective: Find the Good Luck Charm before everyone dies of the heat.  Award 1 XP to all of the characters.  The Charm allows every failed Saving Throw to be rerolled.  (Ironically, it obviously didn’t help the victim.)

Carter’s Introduction: “Meow.  The family doesn’t like to talk about what happened in this room.  Meow.”


Upon entering the room, all of the characters must make a DC 12 Fort Sv, failing which causes 1d6 burning damage.  Each rd, they must continue to save, but increase the DC by 1 every rd up to DC 18 and the damage by +1, up to +6.  The door will also be locked behind the characters.  Touching the knob immediately causes 1 hp of burn damage. 

A disembodied female voice will call out, wanting her good luck charm found.  It’s on one of the hanging bodies.  Determine which body has the charm.  First, the characters will have to figure out how to get them down.  It’s a small item, roll a DC 18 Find check to locate it.  (The character with the highest Find ability can roll with +1 for everyone with +1 Int or better helping.  Or, the characters can all search separately, making separate rolls.)  After the finding it, the grandfather clock chimes, the heat ceases, and the door opens.   

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