Hi everyone, and welcome back to the Finder’s Archives.
Having tested the format a bit with Market Row a little while ago, I figured I would turn this into a regular column, but with a bit of a twist. One thing that always inspired me is artwork of various sorts, and one of the most prolific places for it, at least from a fantasy perspective, is Magic: The Gathering. So with that in mind, I’m going to take some of the lands from Magic: The Gathering and turn them into something you can use for your fantasy games.
The stats given in each entry assumes that you’re using Pathfinder for your games, but they can easily be converted over into any fantasy system. So without further ado, I give you the Abandoned Outpost!
Abandoned Outpost
This border outpost was abandoned over a century ago, and the only thing left standing at this point are a few dried timbers from the wooden palisade and the lower floor of the previous 3 story guard tower.
Nothing living makes its home here, though the ruins provide excellent cover from the elements. This is because the place is haunted by the ghosts of the last guards that held the place, the remnants of men killed long ago, by the plague.
Lay of the Land
Located on the edge of a desert, the central building is a 30 by 30-foot structure, where the stones that held the lowest floor of the building still stand against the fury of the wind and the sting of the desert sands. The stones stand about 8 feet tall, though they have tumbled down in places. The floor is covered in sand and dust and obscures an old trapdoor leading down into a cellar (DC 25 Perception check to notice). The trapdoor is not as strong as it used to be (having only half the normal hit points). In the cellar can be found 5 short swords and leather armors, of an ancient style, that went out of fashion about 300 years ago.
Dangers
During the day, there are no dangers involved, but during the night, anyone camping in the ruins are at risk, as 5 zombie soldiers claw their way from the ground around the tower, and live through the final throes of the plague, where they were delusional and thinking they were under attack.
They treat anyone camping in the area as hostile and attack them mercilessly. Strangely enough, they do not attack anyone inside the tower itself, only those within the compound. Anyone in the tower is considered one of their allies and will be requested to relieve them of their post and stand guard for the night. The language is ancient, but if anyone is able to understand it, and agree to stand guard for the night (and then actually do so), this act will lift their curse and release the ghosts.
Anyone unable to understand their language or who fail to uphold the promise to stand guard will be treated as the enemy as well. Once the night has passed, as long as they’re not killed, they’ll return to their graves once more, burying themselves back into the ground.
Zombie Warriors Encounter (CR 3)
Human Zombie (5) CR 1/2
XP 200
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 14, touch 10, flat-footed 12 (+2 armor,+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3;
DR 5/slashing; Immune undead traits;
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)
Space 5 ft;Reach 5 ft.
STATISTICS
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10;
Base Atk 1; CMB 4; CMD 14
Feats Toughness
SQ staggered
Kim Frandsen
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