Friday, November 13, 2015

Southland: Sample Adventure 4

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


The Tomb (0 XP)
Stepping inside any of the arches, the characters will find themselves inside a large rectangular funeral vault.  It is lit by several torches, which are all mundane.  There’s a wooden box with a small slot in the top of it just inside the entrance.  The top is secured by a small lock, which could be easily pried open.  Inside the box is 20 Ancient Credits (platinum pieces). 

Along the left and right sides of the chamber are shelves containing various artifacts.  These are 30 various objects and pieces of artwork that survived the deluge from before the time of the Ancients.  None of them radiate magic.  A collector in a large city might have an interest in them and pay 10 gp each, but otherwise they have obvious useful purpose.  Unfortunately, 10 of the objects are fairly bulky.  Unless the group brought a cart, they won’t be able to take them.

At the far end of the chamber is an obvious stone sarcophagus.  Over it is a sign in Ancient that proclaims, “The Thing!”  Stepping up to it, the lid suddenly flings back (clearly not stone).  A mummified corpse sits up in the sarcophagus, waves his arms, and begins to speak in Ancient, “I come from the time before the benevolent Wizard-Kings.  Come, listen to my tales of my long ago time.”   The corpse then begins to drone on about the various artifacts in the room, as a spotlight illuminates the objects as he talks about them.  (Feel free to embellish on this as you wish.  Low, bawdy humor might be appropriate, as the characters are about to get F’ed.)  With examination, the sarcophagus and mummy are revealed to be cheesy props.

Back in the Ruins
(2 XP for fighting, 1 XP for escaping without fighting)
There’s nothing else of value in the chamber, and no other way out.  Leaving the chamber, the façade and courtyard suddenly disappear and the site is returned to ruins.  There have been interesting developments in the ruins since the characters have been gone.

The Humanoids have returned and with reinforcements.  That’s not the bad news, because they’re actually dead.  No, the bad news is what’s killed and frightened them.  It’s a bunch of six Mummy Zombies.  (Did you really think there wasn’t going to be a mummy fight in this?)  One has just finished choking the life out of a Gnoll, the last defender remaining as the rest of them have fled, when it sees the characters and begins to move towards them.

The characters can outrun the zombies, but only if they do so immediately.  If they stay, it’s going to be a fight.  If the characters leave the ruins during the fight, the zombies will follow, but (importantly) the zombies will lose their energy drain ability. 

Immediately after (presumably) killing all the Mummy Zombies, the dead Humanoids in the area suddenly rise and attack.  There are 10 Humanoid Zombies that have the same stats as the mummies.           

Mummified Zombies
HD 2+3, Hp 11, AC 11 (natural), Always strike last in rd.    
Fort +0, Ref –1, Will +3
Melee: Slam +2 to hit 1d6+1 + Energy Drain DC 12 Will Sv or lose 1 negative hp
Vulnerable: Fire causes x 2 damage


The Way Back (0 XP)
Hime, fully clothed as a geisha this time, is waiting by the Billboard.  Regardless of the characters’ dealings with her, Hime wants info about the ruins.  (I guess I should mention, Hime didn’t want to possibly get caught in the trap there.)  If the characters did not have a deal, she jingles a small pouch with 10 gp in it.  Hime will not fight, nor force the divulgence. 

If the characters aren’t fully and completely truthful in their tale, Hime uses telepathy on each character.  It is a DC 12 Will Sv to resist.  She’ll give them gold if she gets the info, one way or the other.  Lastly, she’ll ask what the characters think was going on there.  After they speak, Hime will offer that she thinks it was a trap set up to kill Humanoids, “But by whom?”  With that she turns to gas and flies off. 


The group is unmolested on their way back to Cross.

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