A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Inner Station
General
Description
Inner Station is a port town located on a small lake near a
large set of falls. In peaceful times,
Inner Station is hustling and bustling with cargo coming and going into this
natural harbor. Inner Station is a hub
point for many colonial estates and villages in the Interior. Unlike Central Station, the population here
is highly transitory, even the native laborers are just temporary
occupants. Resident colonists are
scattered and few here. This has had the
effect of retarding various needed civic improvements, most notably, a
defensive wall.
While the various interested parties dicker amongst
themselves during this uprising, Inner Station has been forced to rely on their
Keep and the two forts upriver for its protection. Aggressive patrols and waterborne
interdiction have been used extensively, but unfortunately, they were not
prepared for a well-planned invasion.
The Plan of Attack
Kurtz and his
loyal natives scouted out the town pretty thoroughly in preparation for an
eventual attack. Unfortunately for him,
this caused Kurtz’s allies to back out of the attack. Even the promise of significant air support (there’s an understatement) and being lead
by the Demon Host, could not entice them to attack a fortified colonial
position.
Kurtz went with Plan B: convert several tribes of natives
into demonic servants, who won’t question his orders. These are by and large terrible troops, only
good for mass attacks with high losses.
Further, it’s alienated the rest of his native allies, who have either
fled from him (and reinforced Kurtz’s unseen native enemy, Satha, who we’ll meet later), or put them in open rebellion to
him. Regardless, the attack
proceeded.
After effectively cutting off the twin forts up river, Inner
Station would have no quick reinforcements.
Even with the town on alert, it was unprepared for such a coordinated
assault to come. The Light Watchtower
was taken first by stealth at night. It
is the high ground over the harbor.
Taking it cuts off escape and prevents sea-borne reinforcements. The Sherriff was identified as the strongest
fighter in town and leader of the militia.
A group of disguised natives allowed themselves to the taken into
custody the same night before in separate incidents. They escaped confinement with magical aids
and assassinated him and his deputies right before the fighting started.
At dawn, the Keep, with most of the military personnel, was
openly assaulted by a dragon, Hellion. Attacks by dragons are not something
Commonwealth troops drill for, nor was the fort designed to withstand an aerial
attack. Simultaneous with this attack,
suicide arcane bombers attacked the nearby mine. The cave-in trapped many of the miners, who
are also militia members, inside, taking them out of the fight for now.
The fort and virtually all of its troops fell, denying the
town any immediate military reinforcement.
But Hellion was badly wounded in the fight and survivors escaped into
town. Messages, by various mundane and
magical means, have also gone out to all of the surrounding communities and to
Central Station. Help will be coming,
but not for several hours at the quickest.
The dragon’s attack was the signal for waves of Possessed
Native troops to swarm down on the town from all directions. Ideally, the inhabitants, being attacked from
the north, south, and east, would be herded to the docks and then taken
prisoner. From the north, those at the
warehouses fell immediately, but the numerous native residents have run into in
the jungle instead of to the docks.
Possessed troops have been scattered trying to capture them.
From the east, some pockets of resistance have congregated
at the town’s most defendable structures, while the dock area and fleeing
colonists are being protected by Marines, who had just landed there in the
morning. The southern attack was badly
blunted at the private estates, which were designed to be fortified
compounds. The Possessed have only been
able to surround them and pin down the mercenaries there. However, center of town has been overrun and
troops are massing there to take out the remaining pockets of resistance.
Kurtz’s plan has been brilliant, but no military engagement
goes as planned. The troops at the Keep
went down, but went down swinging.
Hellion is licking his numerous wounds in the ruins, unable to re-engage
in the fight. The townspeople and
various mercenaries, while badly outnumbered, have been way more resourceful
than Kurtz’s mindless troops and refuse to be overrun. The appearance of an unexpected company of
Marines has made it virtually impossible to end the fight quickly before more
reinforcements arrive from downriver.
And then the Characters show up.
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