Wednesday, November 11, 2015

Southland: Sample Adventure 2

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


Travel to the Site (0 XP)
It’s about an hour and a half mounted or two and half hours on foot to reach the site.  It lies directly southeast of Cross in an uninhabited area with no roads.  There’s a visual natural landmark about half way as a waypoint. 

Oh, how I hate random encounters, especially in Southland where nearly everything is instantly inimical to human life.  Nonetheless, roll 1d4 once for every hour of travel or part thereof, a 1 means an encounter.  Roll 1d6, 1-3 dangerous animals, 4-5 Humanoids, 6 Humans. 

For the dangerous animals, roll 1d4.  This could be 1-Killer Sheep (10), 2-Dire Kangaroos (10), or 3-Dire Rabbits (20).    On a 4 roll, roll again for Humanoids.  A group of them are hunting the herd and their attack will drive the animals towards the characters.   

Generally, the animals will observe the group, but not attack unless provoked.  However, while the characters were in town, they noticed that there’s a posted bounty on such creatures (by taking their right ears).  5 cp Dire Rabbit, 1 sp Dire Kangaroo, 2 sp Killer Sheep (that’s double the usual Southland bounty since this is a sheepherder community).  The animals will scatter with determined resistance. 

For the Humanoid encounters, roll 1d4: 1-Orc Scouts (6), 2-Goblin Mob (10), 3-4 Hobgoblin Scouts (4), 4-Gnoll Hunting Party (4).  There is a posted bounty of 1 gp Humanoid right ears.

Roll another 1d4: 1-Humanoids see Characters first (Hobgoblins and Gnolls will attempt an ambush, Orcs and Goblins attack immediately), 2-Characters see the Humanoids first, 3-Both sides see each other at the same time, 4-Neither side sees the other, but any disturbance will alert the other.  Orcs will attack to the last.  Goblins flee at half casualties.  Hobgoblins and Gnolls will retreat if overmatched to get reinforcements (2 turns, return with the other wandering Humanoid groups).

Human encounters will be a complication to this stealth mission, either being military (Frontier Service squad of 11 or two Rangers ) or rival scavengers (like Snax and Worm if they aren’t with the group).  *****links**** Roll as above as to who sees whom first.  This would more than likely be negotiation encounter.  Troops will want to know the group’s business.  Scavengers may want to join forces.  Play off of whatever the players’ reaction is.     

Oasis (0 XP)
Eventually the group makes it to the waypoint.  Perhaps it’s an oasis amongst the dunes, a small grove of trees on the prairie, or a hill in the jungle (obviously depending on where you’ve placed the adventure).  Regardless, there is a small pool of water there and bathing in said pool is a beautiful, naked woman.  She beacons to them. 

Even the most novice adventurer (or player) will discern this situation is likely not what it appears to be.  She will do nothing else if ignored, and continue her bath.  If attacked, she teleports and flees.  If encountered, the viewer will notice she is Oriental, and introduce herself as Hime (he-may) in Common.  Hime is an Oni.  She radiates magic, but is physically shape-changed into human form (not an illusion).   

Hime seems to know where the characters are going, via some cryptic allusions.  She has information about the site, but wants information in return.  She can describe the ruins and that there are many and various Humanoids there.  She wants to know what’s in the tomb.  That’s all for now.  (No, she doesn’t want to have sex with the characters.  Business before pleasure.)      


Billboard (0 XP)

About halfway to the ruins from the oasis, sits this sign.  Weirdness just shows up in the Southland interior.  Get used to it.  The sign is actually written in Ancient (a chance to use that Language skill, DC 12), and it radiates magic.  It is from the time of the Ancients, and its magic has somehow allowed it to survive all this time.  However, its upright placing here looks recent, as the post holes have been freshly dug.  There is a rough, well-traveled path around the sign, leading to the ruins.  The tracks are of various types of Humanoids.  (Some players may accurately see this encounter as foreshadowing.)  

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