Kingsfall (Adventure Location)
When the pirates first rose to prominence in the shallow sea they gathered beneath a King. The first pirate king seemed to be a master at whatever he tried, from fighting to diplomacy to theatre. In his arrogance he eventually found his limits when he stole from the Isle of Du'ul, the denizens of the dark tower did not take kindly to this. As he celebrated his feat a mist fell upon his home, there were no survivors and the isle is now known as Kingsfall.
Areas:
0. Craven Bay
1. Thief's Hill
2. Village
3. Glade
4. Temple
5. Beggar's Feast
6. Antechamber
7. Feast Hall
8. Emir's Bedroom
9. The King's Bay
Other Headings
Wandering Monsters
Encounter Clock: 8 Clock.
1d6 | Monster |
---|---|
1 | 3d4 Zombies |
2 | 2d4 Zombies led by a Wight |
3 | 2 Wights escorting restrained zombies |
4 | d6+3 stray Death Hounds |
5 | A Wight gamemaster with 4 Death Hounds |
6 | A smaller (1/2 HD) Minor Avatar of Vultha waiting in ambush |
0. Craven Bay
- No Reefs
- Small Beach, Sheer Cliffs
- Rotting Longboat surrounded with 5 dead bodies, will rise as Zombie Crewmen.
Narrow Staircase to Thief's Hill
Zombie
Hit Dice: 1 (4)
Armor: 0, PHYS: +2 , MENT: -1
Attacks R: 3d, M: 2d
- Cutlass: R:Melee, 1d6+2
- Thrown Dagger: R:Mid, 1d4 Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
1. Thief's Hill
- Overlooks area (gain basic map w/ 1 turn drawing)
- Small watch-shack w/ first Wight waiting in ambush. The Wight has a bright yellow glass eye.
- Downhill lies the Market, swarming with zombies.
- A small grove of pale pomegranate trees lie to the east
Downhill to Village; Cliffside Path to Glade
Wight
Hit Dice: 3 (12)
Armor: 0, PHYS: +3 , MENT: +1
Attacks R: 4d, M: 3d
- Cutlass: R:Melee, 1d6+2
Rancid Breath. Characters in melee must save against Fear.
Death Zone. Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will kill them permanently.
2. Village
- 4d4 coin in loot can be gathered from the town. Double if able to get a team to strip the buildings.
- In the Village Encounter clock becomes 4.
Main Pomade to Beggar's Feast; Uphill to Temple
3. Glade
- Encounter clock does not progress in the glade
- The trees have pale leaves but juicy fruit. Consuming them causes hallucinations.
- Careful examination reveals these are actually willow trees with the fruit growing on them.
- Keiran, a peaceful zombie, lies at the foot of one of the trees.
Walking Trail to Beggar's Feast passing by Temple.
Keiran:
- Was a pirate, liked to read in the glade, was in the glade when the isle was cursed.
- These trees changed and eating the fruit allowed him to regain his thoughts.
- He'd like to travel but cannot leave the isle. If the curse is broken he can, he does not know this.
- Wants food from the King's Feast, which turned other zombies into Wights.
4. Temple
- A temple full of shrines and symbols of various gods, two Draconic gods are prominent, A Copper and Black Dragon. (Laarach & Vultha1)
- Statue of black dragon has been awakened as a minor avatar, it will ambush the party but award them with a vial of dragonsblood if they survive.
- Black Dragons Blood (Potion): If drunk willingly deals 1d4 acid damage but allows their user to see in the dark, breathe under water and be immune to Burning from acid.
- Black Dragons Blood (Poison): Deals additional 2d4 acid damage on hit and inflicts Burning.
Walking Trail up to Glade; Paved Path to Beggar's Feast
Minor Avatar of Vultha
Hit Dice: 4 (16)
Armor: 3, PHYS: +5 , MENT: +5
Attacks M: 5d
- Sudden Bite: M, 1d12+3 damage, grapple on hit (STR[+3] vs STR) Acid Breath. (6)2 A burning scent fills the air the dragon's gorge begins to rise. Next turn it can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
5. Beggar's Feast
- In front of the mansion tables of food have been set out.
- A small hoard (5) zombies and 3 ghouls gorge themselves on the rot covering the banquet.
- 2 wights watch from the head of the table, they guard the door and do not attack unless provoked or someone tries to get past.
- Careful examination reveals once the food was rich and noble foods, although prepared with little skill.
- In the middle of the tables a Hearth burns still, it's light holds back the fog. Torches lit in it last twice as long and clear the fog in their light.
Main road leads to Village; Paved Path leads uphill to Temple; Main doors lead to Antechamber
6. Antechamber
- Many coats are hung up on the racks, 4 zombie servants and 3 Death Hounds blatantly search through them looking for food.
- A mural painted on the ceiling shows a pirate crew sailing atop the clouds. Careful examination will reveal a pirate with one bright yellow eye.
Open doors lead to Feast Hall; Servants stairs lead up to Emir's Bedroom
7. Feast Hall
- A long feast hall once seated dozens.
- The butchered bodies of a dozen wights lay on the table
- Throne coated in melted together jewellery.
- Emer Dareloth perches on a throne consuming a wight which weakly moves.
Stairs lead to Emir's Bedroom
Emer Dareloth, Cursed King
Hit Dice: 6 (24)
Armor: 2 (6 vs Acid or Cold), PHYS: +5 , MENT: +3
Attacks R: 5d, M: 3d
- Paired Cutlass: R:Melee, 2d6+2
- Thrown Dagger: R:Mid, 1d4, save against Stun
Powers:
Part of the Crew. (6) Emir calls 1d4 zombified crewmembers from the earth , they arrive at the beginning of the next turn.
Darkness. Emer points to a source of light and it inverts, becoming darkness instead, of equal intensity to what the light was. Emer suffers no penalty or difficulty fighting in the darkness.
Second Phase: When killed Emir seems to sink into the pelt, it fuses with him enwrapping him into a horrific half-dragon. This form attacks cleverly but without wit, it screams instead of speaking.
Emir, Vultha's Charge
Hit Dice: 8 (32)
Morale: 0, Leadership: , Skill: 6d
Armor: 4 (6 vs Acid or Cold), PHYS: +7 , MENT: +3
Attacks R: 3d, M: 6d
- Caustic Claws: M, 2d8+4 damage, save or become Burning (cold)
- 1xBladed Tail: M:10ft, 1d12+4 damage
Powers:
Gifted Wings: Emir can fly at will, his wings half-developed wings requiring he end his turn on the ground.
One with Dark: All sources of light within 60ft of Emer invert, becoming darkness. Emer suffers no penalty or difficulty fighting in the darkness.
Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Cursed Undead. Emir cannot die, and will return to life at the next dawn unless a weapon blessed by a death god is used to kill him.
Treasure
- The Pelt of Vultha can be torn from the corpse of Emir alongside his fine Cutlass' (+1, +1d to steal).
- If the Pelt is taken and Emir is not dead he will gather his Wight crew and chase down whoever has the pelt relentlessly.
- Pelt of Vultha:3 The wearer of this pelt gains Armor as if wearing Heavy Armor without the downsides. They gain an additional 5 Armor against cold, plague and acid damage.
- Once the pelt is taken (Emir dead or alive) the mists over the island will fade and the force keeping the undead on the island will cease.
- The undead can only die permanently if Emir is permanently killed.
Stairs lead to Emir's Bedroom
8. Emir's Bedroom
- Richly adorned in ill matching styles, 8 coin in loot can be found.
- A Map of the island shows the safe path past the reefs in hidden ink (revealed by heating)
- A research journal can be found on the gods of the dead. It details the costs to have Du'ul4 form an artefact.
- Journal of Grave Deities: Grants +2d to checks to research deities of death.
- The back half of the journal details plans to double-cross and steal the pelt from Du'ul.
Folding doors overlook the stairs to The King's Bay; Stairs lead to Emir's Bedroom
9. The King's Bay
- The Regal Clouds, Emir's ship is rotting except for a decorative silver rope traveling down the hulls Keel.
- Cloud Keel. Allows a ship to, once per day, fly for 3 hours. The ship merely floats, making control a problem.
- A mindless undead Shipwright still maintains the ship, coating the outside with tar. He will not attack but cannot speak either (can be awakened with the pomegranates)
Monster Appendix
Zombie
Appears: Craven Bay, Village, Beggar's Feast, Antechamber
Hit Dice: 1 (4), Armor: 0
PHYS: +2 , MENT: -1
Morale: 11
Attacks R: 3d, M: 2d
- Cutlass: R:Melee, 1d6+2
- Thrown Dagger: R:Mid, 1d4 Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
Ghoul
Appears: Beggar's Feast
Hit Dice: 2 (9 hp), Armor: 0
PHYS: 2d , MENT: 1d
Morale: 9
Attacks M: 2d
- Claws: R:Melee, 2x 1d4 dmg, Save PHSY or become Grave Touched.
Grave Touch: When inflicted with Grave Touch, a character must choose to be Paralysed for a turn or lose 1 maximum stamina, this is cumulative. Stamina can be recovered by spending 1 hour in sunlight with cheerful company.
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
Death Hound
Appears: Antechamber
Hit Dice: 2 (8 hp) Armor: 0
PHYS: 3d , MENT: 2d
Morale: 8
Attacks M: 3d
- Bite: R:Melee, 1d8 dmg, contested roll to avoid being Grappled.
Bloodhound: Death Hounds can smell living beings giving them a 3-in-6 chance to detect invisible creatures or illusions.
Death Zone: Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
Wight
Appears: Thief's Hill, Village, Beggar's Feast
Hit Dice: 3 (12), Armor: 0
PHYS: +3 , MENT: +1
Morale: 8
Attacks R: 4d, M: 3d
- Cutlass: R:Melee, 1d6+2
Rancid Breath. Characters in melee must save against Fear.
Death Zone. Whenever an undead dies within a death zone, after 1d6 minutes they will rise again at full HP. Killing them with a blessed weapon will extend this to 1 day.
Minor Avatar of Vultha
Hit Dice: 4 (16), Armor: 3
PHYS: +5 , MENT: +5
Attacks M: 5d
- Sudden Bite: M, 1d12+3 damage, grapple on hit (STR[+3] vs STR) Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Emer Dareloth, Cursed King
A lanky figure perches upon a gaudy throne made from melted together trinkets, a massive scaled pelt across his shoulders. He twitches as you enter, glowing eyes seeming to pierce into your soul.
Hit Dice: 6 (24), Armor: 2 (6 vs Acid or Cold)
PHYS: +5 , MENT: +3
Attacks R: 5d, M: 3d
- Paired Cutlass: R:Melee, 2d6+2
- Thrown Dagger: R:Mid, 1d4, save against Stun
Powers:
Part of the Crew. (6) Emir calls 1d4 zombified crewmembers from the earth , they arrive at the beginning of the next turn.
Darkness. Emer points to a source of light and it inverts, becoming darkness instead, of equal intensity to what the light was. Emer suffers no penalty or difficulty fighting in the darkness.
Emir, Vultha's Charge
Hit Dice: 8 (32), Armor: 4 (6 vs Acid or Cold)
PHYS: +7 , MENT: +3
Attacks R: 3d, M: 6d
- 2xCaustic Claws: M, 2d8+4 damage, save or become Burning (cold)
- 1xBladed Tail: M:10ft, 1d12+4 damage
Powers:
Gifted Wings: Emir can fly at will, his wings half-developed wings requiring he end his turn on the ground.
One with Dark: All sources of light within 60ft of Emer invert, becoming darkness. Emer suffers no penalty or difficulty fighting in the darkness.
Acid Breath. (5-6) A burning scent fills the air and the pelt begins to glisten. Next turn he can exhale a 20ft. radius cloud of freezing acid, 2d8 acid/cold damage, that lingers for 2 rounds.
Cursed Undead. Emir cannot die, when he is reduced to 0 HP he will regain 1d6 hp unless a weapon blessed by a death god is used to kill him.
The Draconic "Black Dragon of Death" who ambushes and drags souls to the underworld.↩
An ability with a number Eg. (5-6) means you roll 1d6 at the start the creatures turn, if it matches the numbers it can use the ability. These are normally foreshadowed somehow before it can be used to give players a chance to respond.↩
This is an Artefact of the Grave and so can be awakened to gain more powers via methods not detailed in this post.↩
The Isle of the Dark tower is a island where Warlocks gather to find safety in numbers. They are known for their dark deals and secret knowledge.↩