A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
“Once a
white man in an unbuttoned uniform, camping on the path with an armed escort of
lank Zanzibaris, very hospitable and festive--not to say drunk. Was looking
after the upkeep of the road, he declared. Can't say I saw any road or any
upkeep, unless the body of a middle-aged negro, with a bullet-hole in the
forehead, upon which I absolutely stumbled three miles farther on, may be
considered as a permanent improvement.”—Joseph Conrad, Heart of Darkness
[Forgive me. As much
this diverges from the source material, I’ve stayed away from using quotes from
the book, but this one works pretty well here.]
The Africannes
River is not navigable to
Central Station, so a week of portage is in order. The road is well trod, but was dangerous even
before the revolt. Travelers seldom go
alone. The group needs make its way to
Central Station and then hire a boat to get up river. The revolt has made it difficult to find caravans
willing to take a fare at any price.
Caravan
The recommended service is run by the no-nonsense Captain Alexandra Raye (ret. 8th level Fighter, but she’s
really just a plot device here), which is just mounting up to leave as the
Characters approach them.
Their travel permit papers will be asked for right up
front. Alexandra is immediately
suspicious, noting that they’re dated today, and tells them she doesn’t have
room for any more travelers. The Baron’s
generous funds won’t be accepted for such a late arrival. If they try to bribe her with plundered
diamonds and gold from the quarry, she’ll tell them to get lost. “I figured you were a bunch of fugitives and
thieves. I don’t know you, and I don’t
want to. Who sent you to me?” Name dropping the Baron will make her
reconsider. “Oh, you’re friends of the Baron. I’ve heard what you did for Mrs. Kurtz.” “Okay, you can keep your fare money. I really don’t have room for any more
passengers, but I did have a couple of guards back out at the last minute. As long as you can follow orders, you all can
take their place.”
Twenty oxen-drawn wagons and over a hundred people are in
this resupply train for Central Station.
While there are other mercenary guards, Captain Raye will be inclined to
use the totally expendable Characters to do any dirty work. The caravan will go by several large estates
and native villages. Some are bustling
with activity and well-guarded. Others
are abandoned. The Characters will hear,
or perhaps from interacting with others, that everyone seems to be talking in glowing terms about Kurtz. His successes in the field are giving
everyone hope that this nasty uprising business will soon be put down.
If you are
inclined, there could a multitude of random encounters on the “road”
(well-traveled dirt path) or out in the jungle.
All sorts of colonists, such as prospectors, foreign agents,
bandits, soldiers, traders, and missionaries ply the road. Native work gangs travel from town to
town, while “unfriendly” native assassins and raiders may be setting ambushes
or stalking groups. Any number of dangerous
animals and insects may cross the path or have it staked out. Anyone wandering into the jungle may run into
their lairs or disturb dangerous herd animals, such as warthogs, elephants,
hippopotami, and rhinos. Certainly
people separated from a group will be targeted by large predators, like
leopards and crocodiles. Listed here are
some possible encounters.
The Characters may be out on point a lot. As such, they could run into a Bandit Ambush. These highwaymen are motley collections of colonial
miscreants, native thieves, and even a few foreign nationals on the run from
other colonies. They will flee from
stiff resistance. Finding their jungle cave
hideout (DC 18 Tracking) might be lucrative, or recovering the treasure and
turning it over to the authorities in Central Station, along with the head of
the Bandit Captain, would be worth a commendation from the Station Master (which
isn’t worth anything except free drinks at the Dagger Inn). (1 XP)
Bandit (x20)
HD 1+1 (d8), Hp 5, AC 11 (None)
Fort +1, Ref +3, Wis
+0
Melee: Short
Sword +1 to hit 1d6
Ranged: Short Bow
+3 to hit 1d6, M (20 arrows)
Stealth: +2 (DC
14 to Detect)
Bandit Captain
HD 5+1 (d8), Hp 20, AC 12 (None)
Fort +2, Ref +6, Wis
+1
Melee: Long Sword
+7 to hit 1d8+2
Ranged: Light
Crossbow +7 to hit 1d8, M (10 bolts)
Stealth: +4 (DC
16 to Detect)
Intimidate (Physical)
+4
Horse-mounted Raiders
from the Hegemony partition of Africannes
often strike at unwary travelers on the flat Savannah that borders the jungle. They will also break off, if they encounter
stout resistance. DC 12 Tracking to
follow, but only if the pursuers have horses (which the caravan doesn’t, unless
the Characters can get some from the Raiders).
Finding their camp, which is across the river at a fording point and
technically in Hegemony territory, and perhaps some evidence that these raiders
are actually sanctioned by the Hegemony (which they deny) would earn the group
the gratitude of the caravan and perhaps a commendation at Central Station. (1 XP)
Hegemony Raiders
(x10)
HD 2 (d8), Hp 9, AC 14 (Leather)
Fort +4, Ref +5, Will +2
Melee: 2
attacks/rd Scimitar +3/+2 to hit 1d8+1
Ranged: 2
attacks/rd Short Bow +4/+3 to hit 1d6 (20 arrows)
Hegemony Raider
Captain
HD 5 (d8), Hp 25, AC 14 (Leather)
Fort +5, Ref +6, Will +4
Melee: 2
attacks/rd Scimitar +7/+4 to hit 1d8+2
Ranged: 2
attacks/rd Short Bow +7/+4 to hit 1d6 (20 arrows)
Any stop at a Waterhole
is potentially dangerous, especially if the wildlife has been stirred up by a
Demon Host member (see below, he will be seen by the Characters, but won’t
engage here). A single stealth attack on
the livestock by a Crocodile, suddenly turns into a swarming attack against the
whole caravan while by the river. Their
eyes will have a curious red glow.
They’ll retreat after about 6 rds of attack and their eyes will return
to normal. (1 XP)
Crocodile (x10)
HD 3d8+9, Hp 22, AC 15 (Natural)
Fort +6, Ref +4, Will +2
Melee: Bite +6 to
hit, 1d8+6 + DC 12 Will Sv or Energy Drain 1 negative Hp
Grapple: Once it
has successfully bitten a victim, it will attempt to grapple the next rd, DC 18
Str or Escape Artist to break. The
victim will take automatic damage and need to make a DC 12 Fort Sv to avoid drowning. However, the Croc cannot attack anyone else
while engaged in the act. It will
release the victim if successfully hit.
Stealth (in
water): +3 (DC 15 to Detect)
Captain Raye does allow herself one pleasure on any business
trip. She loves the native melons and always makes a personal side
trip to a certain village to
purchase their particular variety. Unfortunately,
this habit has been noted by others.
She’ll order the Characters to make a “melon” run, when the caravan
stops nearby. When coming upon the
village, it’s completely destroyed without any signs of life. Native bodies are scattered about. They were clearly attacked and resisted. All of them have been punctured by spiny,
sharp quills.
There’s the blast of an Elephant trumpet and then
another. Out of the bush, 6 Elephants charge the group. Their eyes all glow red. The mammoth creatures will attempt to trample
the group. After their charge, they’ll
continue on back into the bush. “Who are
you!” shouts a strange, fur-matted man in Common, “Have you been sent after
Kurtz!” Suddenly, his “fur” stands up
into sharp quills. Porcupine Man attacks the group to the death (probably his). His last words to the group are, “He knows
who you are. This was just a test. He’ll put a bounty on you. Nowhere will be safe.” Even though the mad Elephants attacked the
caravan and Captain Raye will believe their story of the Porcupine Man, she’ll
still be angry that they didn’t get the melons.
(1 XP earned the hard way.)
Elephant (x4)
HD 10 (d8), Hp 80, AC 15 (Natural)
Fort +12, Ref +7, Will +6
Melee: Gore +14 to
hit 2d8+8
Trample: +10 to
hit 2d8+10 + knocked prone + Stunned 1 rd, requires a mad charge at victim
Porcupine Man
HD 5 (d8), Hp 40, AC 14 (None, See Below), Enhanced Init +4
Fort +4, Ref +5, Will +1
Melee: Needle
Punch +9 to hit 1d6 x 2. The barbs will
have to be removed causing 1 hp damage.
Spiked Roll: PM
can tuck into a ball and roll at enemies. 2d6 and can hit up to 4 adjacent
opponents. PM can’t attack or move the
next rd, but can still defend himself.
Ranged: Needle
Fire +9 to hit 1d4 x 4, S, fires 4 needles from arm at the same target. The barbs will have to be removed causing 1
hp damage.
Special Defense:
Anyone attempting to grapple for some reason, automatically takes 2d6
damage.
Special Weakness: Getting splashed with water ruins all of his
attacks until he dries.
Description: PM
has a thick matting of quills, which stand up when combat begins.
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