A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
The Native Temple
2 XP for defeating Kurtz’s troops. (-3 XP for accepting Kurtz’s offer.) 1 XP for taking the Native’s offer.
The ancient native Temple
is mostly a ruined set of enclosed
walls in a clearing by the river.
From a broken down section of the wall, a voice calls out, “Kurtz has
been watching you. He wants to make you
an offer.” From behind the wall, out
step a couple of the Characters’ old friends, the Demon Hosts Rockman and Gas. (Oh, these guys were too cool to throw away
on just one encounter.) They will beckon
the group inside. The Demon Hosts will
stand in the middle of the enclosure.
This doesn’t smell like a trap at all. Kurtz has been very impressed with the
Characters’ progress. He knows what
their mission is, maybe he even agrees with it.
Maybe he should be killed for what he’s done. But they’ll never do it as they are. Rockman and Gas will both say that they were
once men like the Characters are, puny and mortal. Kurtz can change them into Demon Hosts and
then they can do whatever they want. Maybe
join Kurtz. Maybe kill Kurtz. Maybe the rest of the Demon Host will join
them in killing Kurtz. Kurtz can instantly
teleport them to his lair and begin the change.
All the Characters have to do is agree.
There is a glowing teleport circle in the center of the temple.
(I am not making any allowances for the Players accepting
the offer. Sigh. Okay, fine.
Jump to the Final Encounter.
Give the Characters superpowers and let them fight it out with Kurtz,
maybe have a few the other Demon Host come in and help. Afterward, tell the Players that their
Characters have now succumbed to evil and are running Kurtz’s scheme
themselves. Roll some new Characters
with the mission of killing their former Characters and pick up the adventure
again right here.)
If the Characters refuse the invitation to talk or refuse
Kurtz’s offer, Rockman and Gas
attack (and the teleportation circle stops glowing). 10 Chimp-Men and the Chimp-Men Chieftain swarm over the walls of the
enclosure. 10 Ape-Men and an Ape-Man Leader come up from behind. Thankfully, the
monkey men are mostly there to either keep the Characters pinned in or
surrounded. They don’t attack, unless
attacked themselves. This is the Demon
Host’s show. If the Characters can kill
them, the monkeys start to attack, but if their leaders are killed (and they’ll
be at the forefront of the battle), the rest will disperse.
When the Characters are finally left alone, they’ll notice
that there’s a large number of Native Warriors standing along the
treeline. They’re just watching. If the Characters saved Seeker earlier,
he comes out to meet them with an elderly Witch Doctor, who makes a speech in
the native tongue. Seeker will do the
translating. (If the Characters didn’t
save him, then it’s just a native named Seeker.)
“The Elder says you are mighty warriors. He has heard my tales and now seen you for
himself. We face a common enemy, the
colonist you call, Kurtz. He is the one
responsible for the rebellion. He is the
one creating the Demons. Some of the
people followed him, wanting to throw out your kind. But now, he has replaced them with monstrous
animals or had them possessed by demons themselves. He must be stopped. We want your help. Our god can offer you wisdom in how to find
and defeat Kurtz. Do you accept?”
I hope the Players say, “Yes,” here, though given what
happened with the Demon Host, I can understand them being leery. If they accept, go to the next encounter with
Satha. If not, the Natives leave,
and then you ask the Players, “Now what?”
Perhaps they have a brilliant plan in mind. Maybe you’ve made up some random encounter
tables for jungle travel. Otherwise, you
can have them meet Seeker again, who might lead them to Kurtz’s Plantation. Perhaps another native
may arrive as an emissary of Hellion and escort Characters to the Dragon Boneyard.
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