A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
2 XP for liberating the area.
Normally, the most heated conflict at Inner Station is the
ongoing competition for customers between the Banana Bar, the Golden Horde,
and the Port Town Inn. Given the large number of traders, agents,
and military in town, it’s a fierce battle for customers between these three
establishments. The Inn
has actual hotel rooms in addition to an upscale bar. The Banana Bar features the best food in town
and the best-looking waitresses. The
Horde has the cheapest drinks and gambling at their bar (it’s also the
roughest).
That’s all academic for the moment. The Golden Horde, in spite of its usual crowd
of mercenaries, was not a defensible structure and its patrons have fled to the
other bars, including the owner, Hurley. The Banana Bar was originally a two-story
armored blockhouse used while the Keep was being constructed. While Mr.
Merryman, the owner, had done everything possible to the building to make
it not look and feel like a fortification, but he’s damn glad to have it at the
moment. Having his bitter rival, Hurley,
forced to seek shelter from him, would be a bonus were it not for the
circumstances. 5 Colonial Mercenaries (equivalent to Militia Sergeants) are
holding the bar with 8 Civilians.
[If any of the Eldorado Exploration Company somehow survived their encounter with the
Characters, have them show up here as some of the Mercenaries. They will have NO remorse for their previous
actions. “Hey, that was just
business. Today we’re fighting for the
colony.” Feel free to fan the fire and
let the sparks fly.]
Mrs. Emily Salon’s
Port Town Inn has had the advantage of being a three-story structure and thus
the high ground, and has been doubly lucky to have the Marine Lt. Granger set up his troops there. The Marine unit got split up between the
Docks and the Inn when the attack hit. Besides the Marine Lt, there’s 4 Marine Shieldmen and 2 Sharpshooters inside the Inn
with 12 Civilians.
A macabre smorgasbord of Possessed Native bodies cover an
extensive kill-zone between the bar and Inn . Both Colonial groups had a good arsenal with
them and have shot at any enemy passing by.
The Possessed troops are making a final rush at the bars. 10 Giant Possessed Natives lead by 4 Witch Doctors are attacking the Banana
Bar, while 10 Pygmy Possessed Natives are keeping the Marines busy. As usual,
none of the Possessed will be expecting an attack from the rear and will not
respond in force to it. If you’re not
looking to roll everything out, assume 1 Mercenary, 1 Giant, and 2 Pygmies are
killed every rd.
After combat, the bar owners, patrons, mercenaries, and soldiers
come out to thank the group. The Temple bell ominously
stops ringing. Any mercenaries left will
stay with the civilians, but the soldiers will immediately want to go to
relieve the Temple . The Players will probably want to rest their Characters,
but there’s no time for it.
The Temple
2 XP for liberating this area.
This would seem like an odd area for a religious structure. It was built after the bars, probably placed
to service the nearby troops and encamped natives. Perhaps it was also meant to be a small
warning to the notorious debauchery in the area. (The Temple
also took the place of a proposed dedicated “companionship” facility.)
It’s also a large, sturdy structure. Soldiers, retreating from the Keep,
immediately took the Temple
as the most defensible position. Several
colonists and natives took refuge, praying and hoping for the best. Unfortunately, all these occupants have made
the Temple a
target for the Possessed. It has been
under heavy, repeated attacks. The
colonists have been ringing the bell, trying to draw help.
The last of the defenders have finally fallen as the Temple bell stops
ringing. 25 Colonists and natives are
left inside and, unable to effectively fight, are being rounded up by 10 Possessed Natives and 1 Witch Doctor, and are being taken out of the building.
The main problem here will be the civilians, as they are essentially
hostages and in the way of any area spells.
Called Shot rules may also be in effect.
As Possessed troops are killed, the civilians will be able to get
away.
Finally, whatever Colonial troops are there will want to go
to the Keep and see about the dragon.
Let everyone get a 1 turn rest.
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