A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Central Station
Central Station is a large walled town and well-guarded with
many troops. Unlike Home Station, the
natives live in villages in the area, but aren’t allowed to settle en mass next
to town. The soldiers manning their
posts here are alert and suspicious. As
long as visitors at the main gate have their travel papers (or a work seal for
natives) with them as they enter town, they won’t cause any undue concern.
Inside, the attitude is much more relaxed, if not drunk and
disorderly. The town is crowded with
anxious refugees, greedy merchants, mercenaries spoiling for a fight, and
natives trying not to attract any attention.
There are actually fewer natives here than colonials. It is the safest place outside of Home
Station for colonials from the revolt, but not from each other. The streets here are muddy from constant rain.
Sewage and garbage float freely
everywhere. Though many are trying to
have a good time here, Central Station is unpleasant and uncomfortable
everywhere within.
If the Characters
were involved some tasks on the trail worthy of commendation, they will be
welcomed as heroes at Central Station.
News of their exploits will have somehow proceeded them. The guards will recognize them after seeing
their permits and immediately call attention to them. A cheer will go up from the other guards and
an excited crowd will form around them inside.
(So much for a low profile.)
Captain Raye will be taking some of the credit for having hired
them. The group will be asked if they
were sent by Kurtz. The crowd will be
feel some optimism, “With lads like these and Kurtz on our side, this uprising
will soon be over!” “Huzzah!” says the
crowd.
Soon an official committee cuts through the crowd. It is led by a smiling, simple-looking man in
freshly pressed colonial fatigues. This
is the idiot commander of Central Station, Colonel
Charles Malacky. It is said he
inherited the position because he never gets sick, unlike most colonists in
Africannes*. His title is bit
questionable, since he’s not actually military, and he seems to have no service
record. Were there cameras present, the
good Colonel would be here for a “photo-op.”
As is, he’s here to issue written Commonwealth commendations for the
group, though with all of their names misspelled. (No doubt including the usual standby Player-created
names such as Stan Orc-Buster, Mr. Piddles, and Kick Yo’ AZZ.) After asking them about themselves and not
caring what they say, the Colonel immediately tell them that the bar tab is on
him at the Dagger Inn, and they’re
pointed right at the bar. What a
wonderful coincidence, that’s right where the Characters needed to go. (I
could see handing out 1 XP depending on how the Players handle this
adulation.)
(*No, I’m not putting in environmental disease rules for the
Characters. We’re just assuming they’re
heroes and never get malaria. Don’t
worry, they’re going to have plenty of other things to fight other than illness.)
Meetings
The Dagger Inn and Meade House is the largest inn in town and easy to spot. There are a bunch of beehives in the back of the building to make the honey for the meade. Weapons and armor are checked at the door, but fighting is somewhat encouraged. If the group needs reinforcements or replacements, there will be plenty of options here. However, there will be a constant buzz in the air about Kurtz. He is revered here, so the party best not divulge their real mission, only mentioning that they are joining up with him.
Getting Guffey the Owner’s attention behind the bar is easy, especially if the Colonel is there buying them drinks. Otherwise, they just need to order drinks at the bar. He won’t know who they are, without the party saying that they were told to find him and name-dropping the Baron. He’ll want to talk business in the back by the hives.The Guff basically knows just about everything going on the colony. He’s been able to put two and two together about Kurtz and the native uprising just from what he’s heard. He’s also the one who is responsible for alerting the General (from the Introduction) to the threat, so he definitely knows what he’s talking about. Go ahead and drop some hints about things to come in the adventure. He can recommend only one ship for the Characters’ transit up river.
At this time, there’s a single independent ship captain
willing to go up river in reasonably short order. Most of the cargo ships are waiting to go
with an “armada” that is being formed to reinforce Inner Station. Captain
Maddox asks for a hefty price to be paid up front (which is thankfully
being covered through Guffey, reimbursed by colonial authorities). He’ll want to see their travel papers, of
course. His boat is unfortunately stuck
in the river at low tide and needs money for repairs, which is the only reason
he’s taking the job. He needs the money
right now. The Characters are going to
have to cool their heels for a couple of days waiting on the boat.
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