Wednesday, May 27, 2009

DARK CONTINENT: SETUP

Characters are a group of condemned convicts, either highly skilled or having a special ability, who have volunteered for a virtual suicide mission in the jungle colony to assassinate an insane wizard named Kurtz. He’s gone native and started a rebellion. Discretion must be used. Kurtz is revered as a hero. Currently, he’s thought to be fighting the rebellion. That he’s leading it would be devastating to morale. Of course, few would believe that he’s a traitor anyway.

There will be a few contacts along the way that know the truth and will be available to help. As the group goes further inland, their contacts will direct them their next contact. The group will be given documents showing that that they are incorporated as a mercenary company. They will have to get acquire their own money to make it up river.

A bounty will be placed on the characters’ heads two weeks after they leave the home country, roughly the same time they should arrive by ship at the colony. The bounty will only be paid for a live capture. If they are recaptured before completing the mission, it will be regrettable. If successful, the group need only return to the colonial governor with the proof (Kurtz or his head) to remove the bounty.

Upon successful completion, the characters will be given their own title and land in the colony. Any treasure recovered along the way belongs to the group, but remember that time is of the essence. A foreign ambassador, who also has colonial interests on the continent, is present at the meeting but doesn’t say anything. He acts as a witness and also signs the contract. This provides some small amount of legal protection for the group.

This adventure may seem something like a “railroad” to the players. Well, there’s only one main river to travel on for much of the adventure. Straying from it should be almost certain death. The players will hopefully be smart enough to ally with the colonials in the areas under their control. Otherwise, they’ll be fighting both sides from the beginning. The group should probably start with a fairly large number of characters, as reinforcements and replacement characters will be difficult to find.

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