A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
1 XP for the Characters deciding to join the fight
immediately, by whatever means necessary.
At first sight of Inner Station, the Characters can see the Keep
and a ship at a dock on fire. The town
is clearly under major attack. Ship’s Captain
Maddox, is a brave man, but not stupid. After
the attack at the village, the Captain has had enough combat for the
day. He’s going to turn the boat around
and go back downriver and hope for the best.
This may be something of a turning point in the adventure. The Captain cannot be bribed or talked into
going in, and the crew will follow his lead.
Mind control or magic used on the Captain will be met with suspicion by
the crew. If the group uses force, the
crew will fight, though only as long as the Captain is able to fight, and then
they will abandon ship. They’ll jump
overboard and make for shore. The native
rowers will continue on course until the ship is hit by fire or runs aground,
at which point, they desert.
[I don’t want to under-sell this moment. This is the Players’ Kobayashi Maru test. There is no good solution here. Do not let them deliberate over this for more
than a minute. This should be a
high-pressure situation.]
The Characters by themselves should be able to
steer the ship in to port (or rather into
the port, likely crashing the ship) from where they are, if needed. There are no lifeboats or canoes aboard. Swimming, especially with armor and gear,
will be highly impractical. If the group
can fly or teleport, good for them.
If the party decides to go back up river and debark on shore
further away from the battle (the Captain will insist on at least a mile), the
town falls. The party will run into Possessed
Native patrols that are looking for survivors on the way back. When they arrive, the town is overrun with Possessed
Natives. The Colonists are either all
dead or been carried away as captives. There
is no one to save there, though the Characters could easily track them into the
jungle and try to rescue somebody (but they’ll have to do so quickly, otherwise
the Possessed Natives will simply disappear into the jungle). The dragon will still be resting at the Keep
and Commonwealth reinforcements will arrive around sundown.
[Note: There are
several possible encounters in town.
There’s no prescribed path, in spite of the listed order, and not every
encounter has to be interacted with. Some
improvisation will be required. The
encounters are written in a somewhat cinematic fashion (things happen when the
Characters show up). If this is
distasteful to your sensibilities, just set a turn countdown for when certain
actions happen, such as the Temple
being captured, whether the Characters are there or not.
I’d say that the Dock encounter is crucial, since that’s the
bulk of the enemy forces. Other
encounters will likely just disperse if that attack is foiled if the Characters
do not engage them. There should be some
consequences for not making an effort though.]
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