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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