A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Last Bridge
No doubt the Players are wondering about their mission. “What about our next contact?” “Are we going in the right direction?” “What’s going on?” At least, the Characters will now all be
fully healed and well-provisioned the next day (give each 2 full Healing
potions, 5 days rations, and a waterskin).
At dawn, they’re personally roused by Colonel Killgore for a
little hike. The river isn’t navigable
further up river. Four hours away by
portage path from Inner Station is the narrowest, shallowest part of the river,
which is next to Leon Falls . There is a nearly ruined bridge and two small
forts on either side of it, Forts
Stanley and Livingston. Fort Stanley
is on the Characters’ side of the river and is still being held. The Fort Livingston ,
on the other side, has been abandoned for the moment.
During the trip, Killgore will be constantly chatting to the
Characters. “You hero boys faced down a
dragon? I love the smell of dragon
breath in the morning. It really clears
up the sinuses.” He’ll pepper them with
questions about their adventures, what they’re doing in Africannes, and “What’s
this Kurtz fellow like? I’ve never
actually met the man, but I’m sure he’s magnificent if half of what I’ve heard
about him is true.” Play up that the
Commander is not only nuts, but he’s also a fanboy of Kurtz. (You really should watch Apocalypse Now for help in setting the tone for this scene.)
No doubt the Players will likely be looking for some means
of escape from this chicken outfit.
Unfortunately, they are surrounded by 50 extremely wary troops and are
travelling through deep, uncivilized jungle, so desertion is not a wise idea. If they’re getting truly uncomfortable,
you’re doing your job correctly, but you might give them a wink, letting them
know this situation isn’t going to be lasting long.
The Commander and his troops arrive at the fort with the
characters in tow. The troops being
relieved are completely shell-shocked from constant attacks. The Commander’s first task, as he sees it, is
to re-take the fort on the other side of the river. He’ll order a two-pronged frontal assault
over the bridge and fording the river at its lowest point. The troops already at the keep will strongly
advise against it (“That’s native territory, sir. We can’t hold it.”), but he’ll only chastise
them for not doing it themselves (“It’s our damn river, son. It’s already ours!”).
If the Characters ask around among the local troops about
Kurtz (or more likely the troops will ask them about him, hearing from Killgore
that they know him), they know that Kurtz is somewhere in the Interior. Sergeant
Randal knows the landscape fairly well.
The only way to get on the trail to Kurtz’s plantation is to get up the Falls
and hook up with a friendly native tribe.
However, at the top of the Falls is an old native temple held by
unfriendly natives and lead by (slight quiver in his voice) “some demon
creatures.” There is a narrow portage
path up the side of the Falls on the other side of the river. It’s suicide to try it. There is also a hidden tunnel behind the Falls
that leads up to the temple. It’s
guarded by something dangerous. There’s also
another option, which the Sergeant doesn’t know about, that we’ll discuss
shortly.
The Colonel asks for volunteers to join him on a recon of Fort Livingston
before the attack. In other words, he
orders the Characters to escort him and his guards and personal staff. If the Players are smart, they’ll recognize
this as a great opportunity to escape.
The party will ford the river.
It’s only ankle deep here. Large
stones on the bottom make the crossing fairly easy. The guards are alert, the aides nervous, and the
Characters bewildered, as Killgore strides in front of them, certain of
impending victory.
[This map works for either of the forts.]
The front gate of the small fort has been smashed open. The inner bailey is partly submerged from a
flash flood of the river during the initial attack upon it. Everything is ominously quiet within. The keep itself is actually nearly deserted,
but for a few dead bodies floating in the water. Seeing it deserted, Killgore will want to
start moving troops over at once and attack the temple at the Falls
tomorrow. Then there is a series of
high-pitched shrieks outside overhead.
If you own a copy of Ride of Valkrieyes, this is
where to start the music. Taking off
from the top of the Falls, a squadron of 30
red-eyed Chimp-men riding giant bats attack the other fort. They begin firebombing the battlements with
primitive Molotov Cocktails and then dive crapping it for good measure. A large force of 100 red-eyed Ape-men comes howling down the stone steps of the
portage path beside the Falls. They
charge across the low part of the river and begin a frontal attack on Fort Stanley . Colonel Killgore is flabbergasted. He and his men begin running for the other Fort. He tells the Characters to hold this position
in a rearguard action and to await reinforcements. At this point, the Characters are finally
back on their own.
Though investigating Fort Livingston
was the trigger for the attack, the flooded keep is actually fairly safe from it. There aren’t enough troops there to bother
attacking it. How the battle goes on the
other side of the river is irrelevant to the Characters’ mission. They may choose to wait it out, join the
battle, or perhaps (hopefully) try to find a way up the waterfall to get to the
temple. While they’re deciding, mention
that 6 of the Giant Bats will lose
their riders and decide to rest on the fort’s towers. They seem docile enough and have riding
harnesses attached to them. Hmm.
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