Wednesday, October 14, 2015

Southland: Hells Gate

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Hells Gate (Ancient-Malu)


[This location is just an excuse for you to stuff in your favorite funhouse style dungeon into Southland.  Like Mount Conner, anything goes.]

Surrounded by a swarming jungle and carved out of a mountain, Malu, was the mightiest fortress of the Ancients.  During the Civil War, the General in charge was ordered to hold it at all costs.  Under intense siege, the General allowed himself to be possessed by a powerful demon.  The entire mountain was then turned into a giant Ward Cage.  He sacrificed the rest of his human troops in a mass summoning ceremony to bring in a horde of demons.  Because the demons were inside the cage they were kept in the fortress permanently (24 hours is usual maximum). 

The demonic fortress garrison held, and the siege would be destroyed by the Catastrophe.  The demons inside survived, holding a position that no longer mattered, in a war that was now over.  Further, the summoned demons were trapped in the mountain fortress by the powerful ward.  While the General is content to man his post indefinitely, some of his demon officers are continuously plotting ways of expanding the Ward Cage to encompass a larger area, perhaps the entire continent.  Others are plotting rebellion, so that they can break the cage and return to the Abyss.  

The fortress isn’t a defensible position anymore, so much as a potential torture chamber for unwary explorers.  As potent as the demons and devils holding the mountain are, they are continually at odds with one another and “lead” (in the loosest sense of the word) by a maniac.  As such, ironically for a military base, there’s no discipline and little active security. 

While the “Master” demons are capable of Summoning more demons from the Abyss, they are reluctant to do so without stressing need.  Any demon they bring in is trapped, just like they are.  Many don’t take well to it and may turn on the summoning master as soon as they find out what their situation is, and usually they talk others into rebelling with them.  (“Death” for a demon sends them back to the Abyss, but in larval form, to begin the long, dangerous, demonic lifecycle again.)

The Ward Cage has turned the fortress into a mirror of the Abyss, in that it is a logic-defying deathtrap for humans.  No one has left the keep with a consistent tale of its contents or layout.  Some say it’s completely deserted and empty.  Others say it’s swarming with demons.  Others, sole survivors, escape shaken and insane.  A very few have come away with a bag of treasure and magical weapons, hard won from traps and monsters. 

The colonial government has a definite interest in the place for the potential booty (especially that arsenal of magic weapons).  Even more, they’d love to occupy the fortress to buttress northern defenses.  For now, they’re hoping adventuring groups will be able to scout the place and wear down its defenses before they make their move.

I wouldn’t want to cramp your style, but I’d suggest at least somewhat randomizing encounters inside Hells Gate, even randomizing the map, in between character visits.  It’s one of the reasons why it hasn’t been invaded by the humans or the Humanoids.  (So you could use multiple “funhouse” dungeons in this location.) 

The characters should have some opportunity to learn that there are four “link pins” to the Ward Cage that keeps the demons in and scrambles the landscape.  Undoing these links, brings part of the fortress back to reality and sets free whatever is in those areas.  (The General himself is the final link pin.)  Demons that were summoned into the fortress will have to return to the Abyss within 24 hrs.  (That could be a long time if they decide to start teleporting around the continent raising hell.  Canny characters might able to work a deal to get their aid before they go.  Devils are always looking to work a deal for willing souls.)    

Sure, I’ve got a few goofy ideas for this area to get you started.
--A mirror maze
--A demonic dentist office
--A mad alchemist lab
--Acid steam baths
--A Succubus pleasure den
--Torture chambers (seems redundant, but there’s always room for more torture) --An unholy cathedral (how cliché)
--A treasury filled with poisonous Gold bugs (+1 to hit, auto hit if handled, 1 damage + Poison DC 12 Fort Sv or Die in 1 + Con bonus hrs)
--An armory with animated weapons and armor (and magic weapons)
--Teleport traps, anyone?
--Candyland, filled with evil cookie and candy creatures
--Encounter with the demonic custodial crew
--A totally trapped corridor (every square is a trap)
--The mess kitchen with a giant oven for baking humans

[Full disclosure: There is an actual Hells Gate town in Australia in this general area, though it appears to just be a roadhouse and signage.  The mountain picture, however, isn’t from the area.  I’m not sure where in country that’s from, maybe somewhere on the east coast.  The original name for this encounter site was Doom Keep.  The image just fit too well.  A little dramatic license.]

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