Tuesday, November 10, 2015

Southland: Sample Adventure 1 “The Thing”

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.

Knowledge of this is not well known, as it might cause a bit of a panic in town.  The citizens wouldn’t want to live an armed camp like Alice Springs.  The characters then are assigned or contracted or perhaps somehow came across this information.  Speed and discretion are needed regardless.  Reconnaissance on the site, or perhaps raiding it of possible treasure before the military and some researchers show up, are the objectives.    

Monday, November 9, 2015

Southland: Master Wizard Thaddeus Marn

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


Master Wizard Thaddeus Marn, “The Wiz”
+3 Int, +2 Wis, +1 Dex
HD 10 (d6 Wizard), Hp 40, AC 11 (Displacement Robe all non-magical hits miss, 50% magical weapon attacks miss, Magic Spells reflect whenever Wiz Saves against them)
Fort +3, Ref +4, Will +9
Melee: None
Ranged: Wand of Ice Blast: Hail deals 12 freezing damage + Stun 1 rd + dropped to last in Initiative. (Ref Sv ½ damage) M range. 10 Charges

Spellcheck +8, Save Against DC 17, 3 Failures/encounter
(The Wiz has a wider spell selection, but these are his favorites.)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Charm Person: Makes one person your friend. 10 turns. (Will Sv)
Comprehend Languages: You understand all spoken and written languages. 10 turns.
Magic Missile: 12 impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. (Will Sv)
Detect Thoughts: Allows "listening" to surface thoughts. 10' range. 10 rds

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance for 1 rd./level.  Line of sight, through 1 wall.
Daylight: 60-ft. radius of bright light. 10 turns.
Dispel Magic: Cancels magical spells and effects. Roll a normal spellcheck to cast, then also compare that to DC 11 + ½ the original caster’s level.  Both must be successful to dispel the magic.  If the just the spellcheck is successful, it doesn't count as a spell failure (Caster Check)

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Wall of Ice: Ice plane creates wall with 25 hp, or hemisphere can trap creatures inside. (Ref Sv to avoid being trapped.  Can batter their way out.) Short range.
Wall of Fire: 16 fire damage + 1d8 continuing damage until extinguished out to 10 ft. and 1d6 out to 20 ft. Passing through wall deals x2 damage. Lasts 1 rd per ½ level. (Ref Sv ½ damage to avoid initial appearance.) Short range. Note that this spell does have the capacity to set off flammable objects in the area and go out of control quickly.

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Baleful Polymorph: Transforms subject into harmless animal.  Permanent.  Requires physical presence or sympathy (personal object), Forbidden spell. (Will Sv, Caster Check to break.)
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. (Caster Check)
Cloudkill: Kills 3 HD or less individuals (No Save); 4-6 HD (Fort Sv or die), 6+ HD stunned 1 rd.  Immediate area or 30' sq.

“Wiz,” as he is usually called, came to the Southland to study Ancient writings.  He ended up in Cross convinced that he was close to an interesting discovery.  (What exactly depends on where you wish to place Cross on the continent.)  He has some dealings with the military base at Alice Springs via a liaison, but it’s clearly a loose arrangement.

Congenial, but also capricious and easily distracted, the Wiz is a potentially lucrative, but dangerous benefactor for the hired adventurers he takes on his expeditions.  He’s actually lost some of his mind (read: Wisdom Bonus) from his magical experiments (lucky he had some to spare).  However, there are piles of dead Humanoids to attest to his magical prowess.  Wiz’s Tower is reported to be bigger on the inside than its real estate footprint would suggest, but these claims are considered dubious.


Friday, November 6, 2015

Southland: Lt. Thule Harker, Ranger and Snax and Worm

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


Lt. Thule Harker, Ranger of the Southern Cross
+3 Str, +2 Con, +3 Dex, +1 Int, +1 Wis
HD 7 (d8 Ranger), Hp 46, AC 15 (Leather)
Fort +7, Ref +8, Will +3
Melee: Longsword +10 to hit 1d8+3
Parry: (on first missed melee attack) Short Sword +6 to hit 1d6+3
Ranged: 2 attacks/rd Longbow +10 to hit 1d8, L
Mounted Archery skill, but only 1 shot/rd
Crack Shot: May fire into melee, but only 1 shot/rd

Detection: +5
Stealth: +6
Track: +5 (DC 12 fresh trail, DC 18 old trail)
First Aid

While one of the most experienced warriors in the area, Thule is also one of the most undisciplined and unruly when off-duty.  It’s why he’s never been promoted past his field commission and generally works alone.  However, in the field, no one doubts his competence.  Large trading caravans will seldom leave without his escort.  Outback patrols consult with him before leaving town.  He is assigned to this general area and is often in the field, but always seems to be around town before any trouble hits, sounding an alarm.  Harker might technically be Keft’s subordinate, but the Captain has never given him an order, or needed to. 

“Snax” and “Worm”
+1 Str, +3 Dex, +2 Int, +1 Wis
HD 5 (d6 Thief), Hp Snax 18, Worm 23, AC 15 (Leather) Enhanced Init +3
Fort +1, Ref +7, Will +2
(Only ever takes ½ dam at most from failed save)
Melee: Snax Dagger +4 to hit 1d4+1, Sap +4 to hit, used for KO
Worm +2 Dragonclaw Dagger +6 to hit 1d4+3
Ranged: Snax +1 Folding Magic Crossbow +7 to hit 1d8, M
Worm Short Bow +6 to hit 1d6, M

Lucky: DC 12 Will Sv on first hit in a rd to avoid damage, DC 18 on other hits in a rd.
Both own Enchanted Cloaks (+2 to Stealth)

Stealth Attacks
All-Steath check (DC 12 Stealth check) + Successful attack roll, may be attempted once on an opponent, once per encounter
Surprise-Unsuspecting victim, Max dam x2 + Stun
KO-Unsuspecting victim, DC 12 Fort Sv or KO 1 turn
Sneak-In combat, Max dam + Stun

Skills (Both own +2 Enchanted lockpicks)
+5: Detection (Traps, ambushes), Detection (Trapped items), Disarm Traps, Find (Secret doors and items)
+8: Stealth (Hiding, sneaking), Pick Locks
+6: Escape Artist, Forgery, Pick Pockets
+5: Acrobatics (Balancing, jumping), Climb
+4: Fast Talk, Haggle, Disguise, Intimidate (Psychologically)
+4: Charm
+5: Intimidate (Physically)

These two brothers, living under assumed names, are Cross’ resident master thieves.  Prince Maxter, once he knew of their presence, offered them a quiet clemency and protection against possible Sydney Thieves Guild retaliation for their betrayal of them.  (The magic items they are in possession of were part of that.)  In return, they must “keep their noses very clean,” and be willing to do various “odd jobs” for him.  The Founders secret society (one of whom is running the Guild) is not pleased with this development.  Maxter is notorious for having people do “odd jobs” for him and several people in town owe him favors.  The brothers are chaffing under this arrangement, but it’s better than being murdered.


Thursday, November 5, 2015

Southland: Captain Keft Horgon and the Red Blade Cavalry

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


Captain Keft Horgon, Cross Garrison Commander
+3 Str, +2 Con, +1 Dex, +2 Wis, +3 Cha
HD 6 (d10 Ftr), Hp 47, AC 17 (Breastplate, Steel Shield)
Fort +7, Ref +3, Will +4
Melee: +2 Long Sword (The Red Blade) +11 to hit 1d8+5, on any Natural hit add 1d6 bleeding damage
Charge: +1 Dragontooth Spear +10 to hit 1d8+4, Reach, Max damage + Stun
Ranged: Longbow +7 to hit 1d8, L
Mounted Archery Skill

Keft earned his field commission on “The Marches,” fighting barbarian tribes in Norther March.  He gained the “Red Blade” in single-combat with a chieftain.  His leadership skills earned him a nearly unprecedented (for a Commoner) promotion to Captain.  Keft was famous enough that Prince Maxter requested him and his unit be reassigned to him when the Prince was “exiled” to Cross.  It’s been a hard adjustment in climate and foes, but the men have performed well.  Keft’s Dragontooth Spear is his latest trophy, courtesy of a dead Orc clan leader.  Keft is normally unarmored around town, but carries his sword everywhere.  His magnificent white horse, Charger, displays an uncanny level of intelligence and loyalty. 

Red Blade Cavalry Trooper
+1 Str, +1 Con, +1 Dex, +1 Wis
HD 3 (d10), Hp 18, AC 16 (Chain mail, Steel Shield)
Fort +4, Ref +2, Will +2
Melee: Longsword +4 to hit 1d8+1
Charge: Lance +4 to hit 1d8+1, Reach, Max damage + Stun, breaks Lance, except on Natural hit
Ranged: Longbow +4 to hit 1d8, L
Mounted Archery Skill

While Keft was only able to take a squad of his cavalry company to join him at his new post, he picked the best veteran troopers.  While there’s only 12 of them, they are the backbone of Cross’ defense.  Before expected combat, they will ritually dip their swords and lances in red paint.   

Sergeant Gallows, Red Blade Commander
+2 Str, +2 Con, +1 Dex, +1 Int, +2 Wis
HD 4 (d10), Hp 28, AC 16 (Chain mail, Steel Shield)
Fort +6, Ref +2, Will +3
Melee: Longsword +6 to hit 1d8+2
Charge: Lance +6 to hit 1d8+2, Reach, Max damage + Stun, breaks Lance, except on Natural hit
Ranged: Longbow +5 to hit 1d8, L
Mounted Archery Skill


The “Antique” as Sgt Gallows is called, nominally commands the unit.  (Keft will personally lead them in field combat.)  Gruff, no-nonsense old time veteran, Gallows has seen everything.  (No one knows his first name.)

Wednesday, November 4, 2015

Southland: Paladin Virginia Van Claire

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


Paladin Virginia Van Claire
+1 Str, +1 Con, +1 Dex, +3 Wis, +1 Cha
HD 5 (d10), Hp 34, AC 16 (Chain Mail, Steel Shield)
Fort +5, Ref +2, Will +7
Melee: +1 Elvish Longsword +6 to hit 1d8+2 
Smite: vs undead, demons, wizards, Max melee damage on any melee hit
Ranged: Longbow +6 to hit 1d8, L

Immunities: Fear, charm, and disease effects.
First Aid
Magical Healing: 3 X day, all hp damage

At Will Spells:
- Bless Water: Makes holy water. 5 vials, 2d4 + 3 damage to an undead or a demon.
- Detect Lies: Detects knowingly told falsehoods.
- Detect Magic: Detects spells and magic items and creatures within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Detect Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 50' radius
- Divine Light: Object shines like a torch. At will. May be dismissed at will. Undead, demons, and heliophobic creatures will be stunned for a rd.  This may be used once per encounter.

Encounter Spells:
May be attempted once per turn/encounter, +6 to Cast vs DC 12.
- Consecrate: Fills a room or a 30' square area in the open (use a common sense measurement given the situation) with positive energy. Undead and demons of less HD than the paladin flee or cower for 1 turn.
- Gentle Repose: Preserves one corpse. Permanent.
- Neutralize Poison: Detoxifies venom in or on subject.
- Remove Disease: Cures all diseases affecting subject.
- Remove Fear: Suppresses fear in a subject.

Daily Spells:
May be attempted once a day, +6 to Cast vs DC 18.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrifaction. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Commune: Deity answers one simple question. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.
- Dismissal/Exorcism: Forces a demonic creature or possessing spirit to return to its native plane, must have less HD than caster.
- Hallow: Designates location as holy. Keeps out demons and undead for one day. This is a ceremony spell, which requires 1 turn to cast. Lost for the day if interrupted.  (This spell is cast daily on the Cross Temple.)

Like other Paladins in the Southland, Virginia was assigned here by the Circle of Elders, somewhat unwillingly (like seemingly everyone else on the continent).  Technically, there are no “retired” Paladins, but Virginia’s energies in Cross are generally spent on humanitarian and religious concerns.  Her original training was actually in the church before becoming a Paladin, so her loyalties have always been a bit divided.  From an undead/demon slaying standpoint, there’s not much work in these parts.  (Unless an all-out assault is ordered on Cairns or Hells Gate, or the Necromancer decides to raid the town with an army of zombies, there won’t be.)  She is normally unarmed and unarmored around town and would only take up arms if expecting combat.


Tuesday, November 3, 2015

Southland: Prince Maxter Tallus, Governor of Cross

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


Prince Maxter Tallus, Governor of Cross
(Maxter’s fighting days are long over.  Even before the wound that left him with a pronounced limp, he was never much of a fighter.  Maxter even jokes about it.  His main skills are his charming, foppish personality and his quick mind to exploit possible opportunities.  In other words, he’s not an NPC, he’s a plot device.  He shouldn’t be put in situations where character stats will necessary.  Maxter is a Half-Elf, if you’re using Demi-humans in this setting.)

On the one hand, Maxter certainly acts like he’s Emperor Leon’s older half-brother (he seldom name-drops that fact since everyone knows it), with his courtly manners, intrigues, and extravagant lifestyle.  On the other, what’s he doing here at the near literal ends of the earth?  One day, he’s in the Emperor’s court in the Capital in Krail.  The next, he’s installed in the Far Easter Isles as governor.  After the turning the post over to his brother’s exiled lover, Maysa DesCaster (at the strong suggestion of the Empress), Maxter ends up in the Outback of the Southland, in charge of a nothing town of no consequence that’s not even on most maps.

He frequently claims to be in exile himself.  It’s possible.  Maxter at times mentions an arranged wedding to a gross countess that he’s fleeing from.  Still, for all his affectations, he’s always constantly running various covert schemes, some seemingly trivial, others of obvious international importance.  Maxter’s activities would seem to indicate that he has a much greater standing and reach than his actual posting.  Explorations, covert military actions, surveillance of foreign nationals, the social embarrassment of several prominent members of the colony, and other matters have been linked (often via several chains) to Maxter.  And who has the stones to go after the Emperor’s brother after he’s been implicated?

While his title is governor, he certainly acts the part of a mayor.  Maxter is constantly touring around his little domain, shaking hands, kissing babies, and listening to the tribulations of his people (and even responding and taking positive action.)  No aloof ruler, he knows everyone and everything going in town.  Maxter has made sure that virtually everyone in Cross either loves him or owes him. 

At least Maxter’s motives are fairly transparent.  He is loyal to the Commonwealth, its citizens, and his brother (though not above a few amusing stories about him when sufficiently inebriated).  Any scheme he’s working is never for his direct or sole benefit.  Maxter is already rich and could have been powerful, if he really wanted it.  Is he in exile?  A dilettante over-reaching in matters beyond his purview?  A trusted agent of the Emperor, carrying out his most sensitive tasks?  Something else?  Hmmm.


Monday, November 2, 2015

Southland: Cross Features

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


Cross Features
● Holidays in Cross: Callane’s Day (Spring-Patriotic holiday, Callane was a hero of the Commonwealth War). Harvest Day (Fall-there is no harvest in Cross, it’s just a Commonwealth tradition). Commonwealth Day (Summer-Patriotic holiday, celebrating the foundation of the Commonwealth). Haraman’s Day (Winter-all denominations religious celebration). The Grand Ball (Winter-New event started by Maxter). The Coney Hunt (Spring-don’t ask, let’s just say that it’s a quaint rural tradition that involves a rabbit hunt, that has nothing to do with rabbit hunting).  Note that there are no Follower holidays.

● Cross’ town features: The smell (the sheep). The yearly convict roadwork gang (a colorful group).  The Tower’s bell rings at sunrise, mid-day and sunset, and rings vigorously for emergencies.  There’s mutton and lots of it, cheap.  Everything else is expensive since there aren’t any crop fields or other types of livestock near town. 

● Maxter’s civic improvements (using mostly his own money): Public bath (with hot water).  Free clinic (in conjunction with the temple).  Work program for the refugees.  Working on a school to encourage families to settle.  Also working on the deplorable Dump/Cemetery (it’s a big job). Paved the Great Road (in town), North, and Roman’s streets. 

● Trade: This is highly dependant upon where you place the town.  If you’ve put it near a valuable natural resource, then it is brought into town as a collection point by various prospectors, and sold to brokers, who then likely ship it back to the Commonwealth.  Alternately, the brokers could be the “offices” of the various companies who are in the field working the asset.  If the town isn’t near such a resource, then wool and meat are being exported, with grain being imported, and the brokers are dealing with that.  The Cartel, via Asa, regulates the values and gets a cut in all cases.

Trade in Cross works something like this: Traders bring merchandise to the brokers in the bazaar.  The merchandise is bid on at auction (takes place at the end of North Street).  Whoever wins takes possession of the goods and either pays the trader or barters with other goods they are holding.  The broker then sells the goods to other traders.  Basically, traders exchange goods, and return with the other’s goods.  You could take your goods directly to a larger market in one of coastal cities, but you’d have to spend your time and money transporting them. 

Finished goods of all types are also brought into Cross and sold at the Bazaar (the Cartel gets a cut of that too).  For a small, backwater burg, decent goods are pricey, but readily available.  Weekly caravans are guarded by the Cross defense force and handed off to Frontier Service troopers at Fort Zin, who escort it to the nearest city.  The fee is fairly small, since it is distributed amongst many merchants.  Those that are in a hurry can buy mercenary escort, such as the Breakers.

● Taxes: Business and livestock taxes are collected monthly and charged on the basis of the type of business (again, according to Bligh’s infamous guidebook).  Currently, no one in town qualifies for the “wealth” tax (land and property taxes).  The “Revenuers” come directly from Canberra and are escorted by the local troops.  The collected taxes are held under guard at the Estate.  The town is given a certain percentage cut of them.  The bulk of the taxes are then transported, with armed escort, once a month, to Canberra.    

● Law Enforcement: The town Militia is technically in charge of local law enforcement.  As a rotating, low-pay volunteer activity, it is fortunate that crime isn’t much of an issue in Cross.  The mercenaries of the defense force are more often seen as the enforcers.  There is no sheriff, marshal, or judge as yet.  Maxter hears the cases of petty criminals and grievances in the Estate Audience Chamber (which is why he’s a governor and not a mayor).  As you’d expect, he does not relish this role.  Keft often finds himself drafted into filling in for him.  Serious crimes are sent to a judge in the nearest city.

● Religion: Not going into any depth on this subject.  The Hegemony faithful are called Followers.  The Commonwealth religion is called the Faith, but there are several denominations, usually relating to their nation of origin.  Maxter is an Orthodox from Krail.  Van Claire is a Puritanical Immaculate from Mindaira.  Keft Horgon, Melville, and Emperor Leon are Immaculates from The League.  (Yes, Maxter is a bit of religious “Black Sheep” of the family for converting to another denomination.)  The Clinic Healers are Revivalists from Galacia as are much of the rest of the town.  (Revivalists don’t believe in having specialized centers of worship, like temples.)