A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Light
Watchtower
1 XP for clearing the Watchtower.
The rest of this is going to make the assumption that the
Characters are heroes and are going to try and save the town. If they concoct some scheme to enter town
directly, not involving the method describe below, let them go for it and
improvise a response.
As soon as the riverboat drifts into the harbor, it will
start taking fire from the Light Watchtower.
There are 4 Possessed Witch Doctors at the top. Their job is to
fire on any ships trying to come into or leave the harbor. The military galley at the military pier is
already sinking and on fire. (The
Players, perhaps remembering that their next contact, Captain Verity, commands such as vessel, may find this news
disconcerting.) Once again, you can use
the Naval
combat rules, but I’d suggest just using the general guideline that if the
ship gets hit by 2 Fireball spells (they just need to roll to activate the
spell, there’s no Save) the ship catches on fire. The rowers and crew will immediately abandon
ship. They’ll make for shore and then
start heading back down river on foot.
The ship itself will run aground in front of the tower 1 rd later, break
up, and sink.
(If the Characters can pilot the ship into the harbor
without getting hit twice, they’re extremely lucky. It will take 4 rds to maneuver it to anywhere
in the harbor.)
The Witch Doctors will be distracted by another ship
attempting to leave the harbor while they’re distracted by the group’s entry. However, the 8 Possessed Pygmy Natives guarding the base of the tower will swarm
the Characters’ landing area. This is
what’s left of the force that took the tower by stealth. The Characters should have little trouble
dispatching them. Here is also where
they’ll notice that these natives are clearly not natural, with their glowing
red eyes and animalistic mannerisms.
Further, the tower can be climbed via a spiral staircase on the
inside. The Witch Doctors on top won’t
be expecting an attack from below, unless the Characters make an undue amount
of noise. Again, the Witch Doctors will
have the red eyes, though slightly more human in behavior.
From the top of the tower, the Characters will be able to
get a good overview of the town (go ahead and describe the town layout). The Warehouse area has scattered groups of
natives grabbing other natives and dragging them off. They’ll be able to hear the bell ringing at
the temple and seeing signs of conflict in the area. The Keep appears to be deserted as does the Tent City
area. The Estate area appears to be
under siege by natives. Taking out the
Witch Doctors will allow five riverboats from the docks filled with residents
to escape. However, there are still a
multitude of people on the docks. The
natives are clearly massing nearby to attack them.
A small jetty with a rowboat is available next to the Light
Watchtower if the Characters are wondering about getting to town.
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