THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Ruins (2 XP)
Before the characters reach the ruins, they’ll hear the
guttural chanting and wailing. The ruins
are surrounded by low hills. The group
can easily peek in without being observed (assuming they’re not just charging
over the hill). The area radiates strong
magic. Spell-users will literally feel
it just being near it.
It’s a walled plot of land with a bunch of scattered ruins. As Hime said (if they spoke to “her”), there
is a mixed group of 20 Humanoids at the site (no leader types). 4 Goblins, 2 Hobgoblins, 6 Kobolds, 6 Orcs,
and 2 Gnolls ****links**** are loudly worshipping the ruins. They’ll be oblivious to the characters as
long as they stay out of sight and don’t make a lot of noise. With a little extra observation, the
characters will also see that the different races are clearly not getting
along.
The Humanoids are all praying to the north end of the site,
though there doesn’t seem to be anything special there. Contrary to Hime’s reconnaissance, there’s
nothing amongst the ruins that looks like a tomb. No standing structure, nor obvious entry into
the underground.
Okay, here’s where the players need to learn how to
think. It’s unlikely the group can take
these guys in a straight up fight. Let
the players come up with a hair-brained scheme in order to get down among the
ruins. They could wait until dark, but
the wandering humanoids, who are theoretically patrolling the area (and doing a
lousy job of it, obviously), will return.
The Humanoids will sleep, but 4 Gnolls and 4 Hobgoblins will alternate
watches (the others can’t be trusted).
The Humanoids are in a highly superstitious state from
praying all day for the last three days.
They’re also fasting, until the wandering groups bring some food in the
evening. They’re not expecting any
disruptions and their inter-species patience is wearing thin as there are no
leader types amongst them. The pervasive
ruins and walls would allow easy (DC 12) sneaking. Frankly, any rouse should get half the
Humanoids to scatter and the rest to flee at half losses. They’ll be back in 2 turns, though, and with
all of the remaining wandering groups.
Award the 2 XP for getting the group down to the ruins so
that they can investigate the site.
Once characters get over the surrounding walls into the site,
the view changes. Suddenly, this large
ruined temple façade can be seen at the north end of the
site and the walls have become a formal courtyard. What has happened here is that the landscape
has been distorted by magic. Being in
the courtyard, allows one to see the site, still in ruins, but before it completely
fell apart. It’s real. Well, technically “real-ish.” It’s a matter of perspective.
Other than the squalid camp of the Humanoids, there’s only
stone ruins at the site. There’s still
no tomb. If the façade is physically
examined, one thing is terribly off. The
ground level arches, if stepped in front of, show a passage behind them. Walking around the façade, it’s just a
wall. A strange issue of a lack of
depth. (Note: The Humanoids cannot see
or interact with this. They could only
sense it.)
[The images are of Halicarnassus ,
by the way.]
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