THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Sample Adventure “The
Thing”
Intro
First, you can give this to the players. Fill in Cross’ location and any other sites
their characters would have seen (like Sydney ). They can fill in the rest themselves as they
learn more about the Southland. It is
assumed that the characters have come from somewhere else, probably the
Commonwealth. They might be adventurers,
perhaps they are, or were, in the military, or something else entirely. Generating some backstory for the character
group may pay off well later. Let the
players decide what they want.
Ancient Language
Skill
Magic-using characters of any class might also have the Ancient
Language skill. It is presumed that they
have come or were assigned to the Southland to put it to use. This requires the ability to work magic and
at least a +1 Bonus in Wis and Int. Ancient is a magical language,
literally. It requires the Read Magic
and Comprehend Language spells to read and understand. (The Tongues spell is required to
write and speak it.)
Unfortunately, the Ancients were a very obtuse people. Their language was riddled with slang,
euphemisms, legalism, double-talk, and metaphor. The writings of borderline insane
Wizard-Kings are near mindless babble. So,
reading it is one thing, but understanding is a separate skill. Given the highly incomplete knowledge of
their culture, interpretation is always iffy.
The Ancient Language skill is (Wis +
Int Bonus)/2 + ½ level, vs the DC of the text (DC 12 common, DC 18
spellbooks and Wizard-King writings).
The Comprehend Language spell is cast first, then the skill check is
made to understand the context of the words.
Figure about 10 pages of text per turn.
However, there’s a risk when translating high-level (DC 18)
text, and there’s a reason why not all Ancient texts have been translated. If the skill check fails, the reader must
roll a DC 12 Will Sv or permanently lose 1 Wis Bonus point. If the reader loses all of their Wis Bonus
points, they must make another DC 12 Will Sv or go insane (details left up to
the players and Ref). The Comprehend
Language spell alone can give a reader a general sense of subject matter and
possible danger. There are high-priced
scholarly options for getting a good translation of high-level texts (dangerous
favors for the translator are also a payment option).
The Humanoids all speak (they do not write) in pidgin forms
of Ancient, particular to their own species.
Their talk is mundane and pretty straightforward and can be understood
with just the Comprehend Language spell.
Entering Cross
Since there’s any number of possibilities for starting out
an adventure here, I’m placing the burden of this upon the Ref and the
players. If they’re all first level
adventurers, looking for fame and fortune, they should wander around town,
meeting the locals and picking up some local chatter. Perhaps they’re military or clandestine
government agents on assignment, canvassing the town for info. Don’t let me limit you on your possible
choices.
This adventure assumes 4 to 6 characters of low-level
(1-3). If you’re pressed for time or low
on players, I suppose you let someone take one of Cross’ NPC’s (not Wiz!) out with
the party, along with a couple of Red Blade, Frontier Service, or Marine troops. The adventure could even start in media res out on the trail, skipping
town altogether.
Regardless of the start, the “hook” is this: a bunch of
Humanoids have been seen congregating around some recently uncovered ruins
about 10 miles outside of Cross. Again,
I don’t know where you’re placing the town, so the ruins might have been
covered by the sands, buried under prairie or swamp, and uncovered by a storm
or an earthquake. Or the ruins might
have even just suddenly appeared as magical fallout has faded. The Rangers have spotted the ruins and have
observed mixed groups of Humanoids gathering there. The different species typically don’t mingle,
unless they’re venerating an important Ancient site. The Rangers haven’t investigated the ruins
themselves.
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