Thursday, April 28, 2016

Dark Continent Redux: The Banana Bar, The Port Town Inn, The Temple

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)



The Banana Bar, The Port Town Inn
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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