Wednesday, October 14, 2015

Southland: Hells Gate

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


Hells Gate (Ancient-Malu)


[This location is just an excuse for you to stuff in your favorite funhouse style dungeon into Southland.  Like Mount Conner, anything goes.]

Surrounded by a swarming jungle and carved out of a mountain, Malu, was the mightiest fortress of the Ancients.  During the Civil War, the General in charge was ordered to hold it at all costs.  Under intense siege, the General allowed himself to be possessed by a powerful demon.  The entire mountain was then turned into a giant Ward Cage.  He sacrificed the rest of his human troops in a mass summoning ceremony to bring in a horde of demons.  Because the demons were inside the cage they were kept in the fortress permanently (24 hours is usual maximum). 

The demonic fortress garrison held, and the siege would be destroyed by the Catastrophe.  The demons inside survived, holding a position that no longer mattered, in a war that was now over.  Further, the summoned demons were trapped in the mountain fortress by the powerful ward.  While the General is content to man his post indefinitely, some of his demon officers are continuously plotting ways of expanding the Ward Cage to encompass a larger area, perhaps the entire continent.  Others are plotting rebellion, so that they can break the cage and return to the Abyss.  

The fortress isn’t a defensible position anymore, so much as a potential torture chamber for unwary explorers.  As potent as the demons and devils holding the mountain are, they are continually at odds with one another and “lead” (in the loosest sense of the word) by a maniac.  As such, ironically for a military base, there’s no discipline and little active security. 

While the “Master” demons are capable of Summoning more demons from the Abyss, they are reluctant to do so without stressing need.  Any demon they bring in is trapped, just like they are.  Many don’t take well to it and may turn on the summoning master as soon as they find out what their situation is, and usually they talk others into rebelling with them.  (“Death” for a demon sends them back to the Abyss, but in larval form, to begin the long, dangerous, demonic lifecycle again.)

The Ward Cage has turned the fortress into a mirror of the Abyss, in that it is a logic-defying deathtrap for humans.  No one has left the keep with a consistent tale of its contents or layout.  Some say it’s completely deserted and empty.  Others say it’s swarming with demons.  Others, sole survivors, escape shaken and insane.  A very few have come away with a bag of treasure and magical weapons, hard won from traps and monsters. 

The colonial government has a definite interest in the place for the potential booty (especially that arsenal of magic weapons).  Even more, they’d love to occupy the fortress to buttress northern defenses.  For now, they’re hoping adventuring groups will be able to scout the place and wear down its defenses before they make their move.

I wouldn’t want to cramp your style, but I’d suggest at least somewhat randomizing encounters inside Hells Gate, even randomizing the map, in between character visits.  It’s one of the reasons why it hasn’t been invaded by the humans or the Humanoids.  (So you could use multiple “funhouse” dungeons in this location.) 

The characters should have some opportunity to learn that there are four “link pins” to the Ward Cage that keeps the demons in and scrambles the landscape.  Undoing these links, brings part of the fortress back to reality and sets free whatever is in those areas.  (The General himself is the final link pin.)  Demons that were summoned into the fortress will have to return to the Abyss within 24 hrs.  (That could be a long time if they decide to start teleporting around the continent raising hell.  Canny characters might able to work a deal to get their aid before they go.  Devils are always looking to work a deal for willing souls.)    

Sure, I’ve got a few goofy ideas for this area to get you started.
--A mirror maze
--A demonic dentist office
--A mad alchemist lab
--Acid steam baths
--A Succubus pleasure den
--Torture chambers (seems redundant, but there’s always room for more torture) --An unholy cathedral (how cliché)
--A treasury filled with poisonous Gold bugs (+1 to hit, auto hit if handled, 1 damage + Poison DC 12 Fort Sv or Die in 1 + Con bonus hrs)
--An armory with animated weapons and armor (and magic weapons)
--Teleport traps, anyone?
--Candyland, filled with evil cookie and candy creatures
--Encounter with the demonic custodial crew
--A totally trapped corridor (every square is a trap)
--The mess kitchen with a giant oven for baking humans

[Full disclosure: There is an actual Hells Gate town in Australia in this general area, though it appears to just be a roadhouse and signage.  The mountain picture, however, isn’t from the area.  I’m not sure where in country that’s from, maybe somewhere on the east coast.  The original name for this encounter site was Doom Keep.  The image just fit too well.  A little dramatic license.]

Tuesday, October 13, 2015

Southland: The Necromancer

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


The Necromancer
The most mysterious entity in the Southland.  No one doubts his presence, but there’s no hard evidence of his existence, a true enigma.  Frontier towns and caravans have been devastated by attacks of the undead, sometimes in coordination with humanoid tribes.  Survivors have noted a red-cloaked human observing the attacks.  Is he working with the Humanoids?  How is that even possible?  No one knows who is (even his real name), where he came from, or, most importantly, what his goals are.

The Necromancer
+4 Int, +4 Wis, +4 Dex
HD 10+ (d6 Wizard), Hp 52, AC 16 (Leather)
Fort +3, Ref +7, Will +11
Melee: None
Ranged: None

Contingency spell: If rendered unconscious or brought to 0 or less Hp, the Necromancer immediately teleports away.

Arcane Eyes: Invisible floating eyes with Permanency cast on them.  The Necromancer maintains a network of these creations around the continent to monitor and observe certain places and individuals.  He can only monitor and move 1 at a time though.

Spellcheck +10, Save Against DC 17, 3 Failures/encounter
(The Necromancer has +2 to his Spellcheck from his magic research and experience.  He has a wider spell selection, but these are his favorites.)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Comprehend Languages: You understand all spoken and written languages. 10 turns.
Expeditious Retreat: Your speed increases by 30 ft. 10 turns.
Magic Missile: 14 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: 14 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Command Undead: Undead creature obeys your commands. Up to 10 HD. (Will Sv) Forbidden spell.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Scare: Panics targeted creatures of less than 6 HD.  All in immediate area.  10 turns. (Will Sv)

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 16 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) M range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit
Gaseous Form: Subject becomes insubstantial and can fly slowly. 10 turns.
Tongues: Speak any language. 1 turn/level.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Animate Dead: Creates undead skeletons and zombies 20. Can directly control up to 20. Forbidden spell. Ceremony Spell. 
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Dominate Person: Controls humanoid telepathically. 10 turns. (Will Sv)
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

6TH-LEVEL WIZARD SPELLS (DC 19 to cast, can only be attempted once per encounter/turn)
Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 20 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 electrical damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.

7TH-LEVEL WIZARD SPELLS (DC 20 to cast, can only be attempted once per encounter/turn)
Finger of Death: Magically kills one subject. Must be of lower level or HD than caster. Forbidden spell. (Will Sv) Medium range.

Simon, Summoned Minor Demon
HD 5 (d8), 40 hp, AC 15 (Natural) 
Fort +4, Ref +4, Will +4
Melee: Claw +5 to hit, 1d6+5
Ranged: Acid Spit +5 to hit 2d4

Detect Thoughts: Allows "listening" to surface thoughts. 10' range.
Never sleeps
Necklace of Freedom: Keeps Simon permanently on the material plane (Summoned demons normally have a 24-hr time limit), made of diamonds

Though usually in the company of a Humanoid army or a group of undead (zombies and skeletons usually), Simon is always by the Necromancer’s side as a bodyguard.

Monday, October 12, 2015

Southland: Undead Inhabitants

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


Undead Inhabitants

Skeleton             
HD 1, Hp 4, AC 12 
Fort +2, Ref +0, Will +0                      
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6

Many of the people killed in the attack were eaten on the spot, leaving only their bones behind.  These have been reanimated into warriors. 

Zombie                         
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                      
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd        

The buried bodies, along with the Humanoid bodies that weren’t burned in the bonfire set by the relief column, have been reanimated into warriors.  Those who die in the town and their bodies are left there, will rise as zombies the next day.

Poltergeist
HD 1, Hp 8, AC 10* (Magic to hit)        
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.) 
Always Invisible and Intangible (0 Bonuses to attack)

Invisible psychic force.  Many of the burned out buildings and houses contain these violent supernatural forces, if not several of them.  They simply want the intruders out.  Their spirits are chained to building where they died.  Poltergeists will reform by the next night if destroyed, if they are not exorcised. 

Ghost
HD 10 (d12), Hp 60, AC 13* (Magic to hit)     
Fort +0, Ref +0, Will +10
Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack when invisible), but the Ghost cannot attack in those forms.
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).  This attack may be attempted on a person once per encounter.

Translucent undead human.  Unlike Poltergeists, Ghosts can move around the town freely.  They may or may not have physical remains.  Because of the manner of their death, they are totally mad, but sometimes quite talkative and desperately wanting help.  Unfortunately, their inability to coherently communicate their needs or end their suffering can make them violent.  Ghosts will reform by the next night if destroyed, if they are not exorcised.  Finding and properly burying their remains may put them to rest.  

Friday, October 9, 2015

Southland: Cairns

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


Cairns (The Lost Settlement)

[This would be a good place to put your favorite haunted village.]

Commonwealth colonists found their northern limit along the east coast the hard way.  Cairns was a major settlement attempt near the Cape York swamps as primarily an agricultural township.  It was fertile farmland, but far too close to Lizardmen territory, not to mention the Gillmen Kingdom offshore, and occasional marauding Humanoids coming around the mountains. 

The settlement was progressively weakened by attacks over several months until one horrific night raid.  In a nearly unprecedented alliance, three different Humanoid groups (Orcs, Lizardmen, and Gillmen) encircled the town and destroyed it to the last man.  A relief column arriving two days later could do little more than bury the dead. 

There was not enough potential wealth in the area to justify restarting the settlement, not that you were going to find any volunteers to do so anyway.  Reprisal raids would be carried out (the Orcs were tracked down and destroyed, the nearest swamp with a known Lizardmen settlement was ignited with Alchemist/Greek Fire, and the nearest known Gillmen city was hit with primitive depth charges).  The town site was abandoned, though not forgotten. 

Particularly, it wasn’t forgotten by the so-called “Necromancer.”  There are actually few haunted areas in the Southland, in spite of all the mass deaths of the Ancients.  A strange byproduct of the Catastrophe is that it absorbed nearly all of the souls on the continent, including those of the dead still “chained” to reality for whatever reason.  Cairns, as a site of a recent mass murder, would be an irresistible “laboratory” for a Necromancer.

After un-hallowing the site, hostile spirits rose to haunt the former town.  The Necromancer then brought up a legion of corporeal dead.  These undead are usually hidden and only come out if the living are trespassing nearby.  They are hostile to both humans and Humanoids.  The Necromancer has lairs across the continent, but this is his main lair.  The worst of it, there’s been plenty of other massacred colonial villages, outposts, mines, and caravans for him practice his craft.

Officially, Cairns is quarantined by the Colonial government.  While everyone is aware that the town is currently haunted, there are only rumors that the Necromancer is involved.  Unofficially, Cairns is under constant surveillance by the Rangers.  Adventurers have been well paid to make quick raids into the place, which is interesting, since there’s nothing worth looting left in the town.  They’ve also been paid to keep quiet about what they were sent for. 

The most common undead present are listed here.  The violence done in Cairns would naturally give rise to probably a few ghosts, but it was the Necromaner’s unhallowing of the grounds that has created so many undead here.

Thursday, October 8, 2015

Southland: Desert Denizens

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


Desert Denizens

There are two other persistent denizens of the desert that bear explicit mentioning.


Sand Worm
HD 16 (d10), Hp 160, AC 19 (Natural)
Fort +17, Ref +8, Will +4
Melee: Bite +16 to hit and Stinger Tail +8 to hit 2d6+6 + Poison DC 12 Fort Sv or Incap. 1 hr
Swallow: On a Natural Bite hit, victim is pinned in mouth, DC 18 Str or Escape Artist check to escape.  Any hit will also cause the Worm to drop the victim.  Otherwise, swallowed next rd, 2d8+8 dam each rd.  A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 12).

These gigantic worms were not an Ancient creation.  Rather, the magical devastation of the Civil War, opened up accidental portals that allowed them in from another desert world.  They dwell beneath the surface.  Detecting slight vibrations from those traveling above, they rise and attack.  Normally, those above get plenty of warning from the shaking ground of the worm’s imminent arrival.  Water and rock seem to be the only surfaces they actively avoid.  Thankfully, these creatures confine themselves to only the sandiest areas to the west. 

Stalker (Feral Vampire)
HD 4, Hp 29, AC 15* (Magic or silver to hit)    
Fort +1, Ref +5, Will +5
Melee: Claw +5 to hit 1d8 + Energy Drain DC 12 Will Sv or lose 1d4 Negative Hp.  A hit on a Natural hit, the Stalker has also grappled, DC 18 Str or Escape Artist check to break.  Next rd, victim is helpless, automatic hit (1d8) and possible Energy Drain.  Stalker is helpless while feeding and will usually disengage themselves if they can’t kill their held victim within two rds.
Stealth +5
Can crawl on walls and ceilings
Metaconcert: Can work together with a group mind
Minor Telepathy: DC 12 Will Sv from them to successful fool a victim with a voice, a distraction, or an illusion for 1 rd.

These animalistic-looking humanoid undead are from another world, also brought in via an accidental portal.  (They’ve also been encountered by an expedition to the Doomed Peaks ***link***, which is somewhere in within the Commonwealth homeland.  I guess.)  As per their name, packs stalk their prey in the desert for energy draining.  They do not exhibit more intelligence beyond feeding themselves, but they’re pretty clever at that.  They are capable of luring and fooling victims into traps, as they have some small telepathic sending ability.  Packs then tightly coordinate their attacks with feints and infiltration.

There are rumors that they operate out of a ruined city deep in the desert.  It has not been discovered as it exists in an area of tenuous reality.  They take captives, making them thralls, and imprisoning them there as a steady food supply in between hunts, even using them as decoys for traps.  These creatures seemed to be confined to the northern end of the desert.   

Wednesday, October 7, 2015

Southland: Big Sandy

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


Big Sandy (The Southland Deserts)




Seven Sisters Myth: The Sisters found no refugee across the battle-scarred landscape of their homeland.  They cursed this land to never bear inhabitants again. 

[I’m sure you’ve got or read some weird little adventure delves that you’re not sure what to do with.  Here’s where to put them.]

The deserts of the Southland were the sites of the many of the heaviest of magical battles in the Ancient Civil war, where cities were razed to component atoms.  They go by several names, but the locals tend to lump them together under the name, “Big Sandy”.  Not only has the environment been destroyed and reduced to near lifeless desert, reality itself has been warped.  The Humanoids instinctively avoid the worst areas.  So far, the humans haven’t been quite as bright, as explorers often wander off into the desert never to be seen again.   

As reality is tenuous in this desert, anything can happen.  There are ghosts, demons, spirits trapped in time loops, and transit zones to other times in Southland history (past and future).  Sandstorms are often prelude to weirdness and travelers can end up anywhere, encountering anything.  Just as suddenly, they can find themselves back right back where they started.

[For Ref’s who like environmental effects, this is for you.  Otherwise, just ignore this.]  For characters not acclimatized to the desert (at least a month), they must make a DC 12 Fort Sv each day they are active (traveling for example).  Failing that Save, they can still function, but all of their Bonuses and Skills go to 0.  A day’s rest will cure this condition.  Without that rest, DC 18 Fort Sv the next day.  Success means you’re still in the same condition.  Failing it, you’re incapacitated and must rest two days to fully recover.  Also, traveling in metal armor automatically zero’s out your Bonuses within an hour and forces the DC 18 incapacitation save.  So, just put your armor on right before expected combat.


Mad Maximilian and the Lost Caravan is one of the most famous Southland colonial legends.  Max was a famous retired Ranger who lead 200 colonists inland to a massive oasis he claimed to have found in the desert.  It’s not that they’ve entirely disappeared, it’s that 20 years later, people in the desert are still claiming to have encountered them.  Most of the tales say that Max, un-aged, is still trying to lead his people to the Promised Land.  Sometimes, the teller of the story had dinner with them and stayed the night, only to wake up alone.  Others say, the caravan has turned into cannibalistic monsters and teller only barely escaped them.  There are any number of variations on the story.  It has been said that those lost in the desert can call for Mad Max, and he’ll appear and lead them to safety.  

Tuesday, October 6, 2015

Southland: The Olgas

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


The Olgas (Ancient-Kata Tjuta, also The Giants’ Playground)



Seven Sisters Myth: The Sisters sought the wisdom of the earth for help in their escape.  They blessed the rocks here with life for their assistance.

Ancient records call this “The Place of Many Heads.”  It is not immediately obvious to the casual observer, but the 30 large red stones here are sentient.  They radiate strong magic.  They may be conduits to entities in the Astral Plane or other distant places.  Perhaps they are giant memory stores for the Ancients.  Perhaps they are large stone beings.  They could be all of that and even more exotic possibilities. 

With the proper Calling ceremony, these rocks can be awakened and consulted.  (DC 12 or 18 Will Sv for the Calling character to awaken a Rock and have them acknowledge them.)  They understand any language and seem to have knowledge on any given subject.  Whether they want to say anything worthwhile to the petitioner, is up to them.  These divinations are a whimsical crap-shot, though if one rock is being obtuse, perhaps another will be more useful.  Regardless, they will always speak the truth, of a sort.  The main problem isn’t the rocks’ personalities though.    

This potentially valuable resource is not well visited.  The Giant clan inhabiting this place were put there as guardians by the Wizard-Kings.  These are completely unnatural creatures.  Essentially they are giant golems, artificial men.  They require no substance and are not flesh-eaters, but they are fiercely territorial about defending Kata Tjuta.  They do sleep, but are very light sleepers, with excellent hearing, sight, and sense of smell.  Thankfully, there are only a handful of them, and they aren’t disciplined or smart in their patrols (though they will mass to engage a dangerous threat and call for reinforcements).  Their range seems to be limited to the only the rocks area, likely needing the strong ambient magic there to animate. 

The Humanoids generally give this place a wide berth, as there is no native food supply there, and the Giants are dangerous, hard to kill, and inedible.  (It’s so frustrating because there’s so much meat on them.)  However, it is another mystical spot for the Humanoids.  Small, brave, stealthy groups will make trips there to “talk to the rocks,” for insight.     

Giant
HD 12+48, Hp 102, AC 20 (hide armor)
Fort +12, Ref +3, Will +4
Melee: Greatclub +16 to hit 2d8+10, Reach 10’
Grab: +15 to hit, DC 18 Str or Escape Artist or held

Ranged: Large Rock +8 to hit 2d6+7, L