Monday, March 28, 2016

Dark Continent Redux: Character Setup/Ref Setup

Dark Continent Redux
A Fantasy Core Adventure
© Jerry Harris 2016
(This link will take you to the Fantasy Core Playtest Rules.)


Character Setup
The Characters are a group of veteran adventurers.  For the purposes of this adventure, the Characters might owe somebody in authority big time.  Or maybe things have gotten kind of “hot” for them in their home stomping grounds and they need a “vacation” far away.  Maybe the group’s reputation and accomplishments proceeds them, and this possible big score for wealth and power naturally falls into their laps.  In any case, the group has no direct ties to the people involved and is basically totally ignorant of the situation in the Africannes colony.  Their recruiters need outsiders for this job, because no one in the colony or people in the Commonwealth associated with it could ever believe that the famous Kurtz could ever be a traitor.

Their meeting is in an upscale hotel room.  Present are a very serious Commonwealth General, his aide (played by Harrison Ford), and a man in noble clothing, though not Commonwealth fashion.  The unnamed General does all the talking.  As the Character group has already volunteered for the trip, they’re given fairly sparse information, which will be filled in more after they get there.  They are being sent to the jungle colony to assassinate an insane wizard named Kurtz.  He’s gone native and started a rebellion.  Discretion must be used.  Kurtz is revered as a hero.  Currently, he’s thought to be fighting the rebellion, that he’s leading it would be devastating to morale.  Of course, few would believe that he’s a traitor anyway.   

“Your mission must be kept a secret.  Your lives and mine are in jeopardy if this knowledge gets out,” the General pauses, “The Emperor doesn’t know.  The government doesn’t know.  This operation is technically. . .” the General looks directly at the Characters, “It’s treason, but it’s the only way.  Kurtz is too well connected and . . .  After what he’s done, and, God help us, whatever he’s planning, he has to be stopped.”  The nobleman finally speaks and betrays an unidentified foreign accent, “Stopped by any means necessary.”  The General nods to him, “This gentleman represents . . . various interests.  They agree with this operation and are bankrolling it in return for considerations after Kurtz is eliminated.  They will be your very generous benefactors, should you succeed.”

There will be a couple contacts along the way that know the truth and will be available to help.  As the group goes further inland, their contacts will direct them their next contact.   The group will be given Interior travel documents showing that that they are incorporated as a mercenary company, a common enough profession in the area.  They will be given equipment and some small amount of seed money.  Their transport and accommodations will be paid for in advance. 

Upon successful completion, the Characters will be given their own title and land in the colony, or gold remuneration of equal value.  Any treasure recovered along the way belongs to the group, but remember that time is of the essence.  The more chaos that this rebellion foments, the harder it’s going to be to get to Kurtz.  “Upon your arrival at the colony, you’ll be met by a representative of . . .” the General nods at the nobleman, “. . . a representative of the group.  He’ll be expecting you.  Good luck.”  The nobleman adds, “For all of us.” 

Ref Setup
The theme of this adventure is psychological discomfort (that, and copious amounts of bloodshed).  This should be directed perhaps more at the Players than their Characters.  Starting right at the opening introduction, the Characters are in over their heads.  As they go along, there will be moments of deep ambiguity and doubt.  By the end, if you’re doing it right, they should be numb to it.  Their goal should crystallize into one monomaniacal objective: Kill Kurtz

This adventure may seem something like a “railroad” to the players.  Well, there’s only one main river to travel on for much of the adventure.  Straying from it should be almost certain death. The Players will hopefully be smart enough to ally with the Colonials in the areas under their control.  Otherwise, they’ll be fighting both sides from the beginning.

I should mention the money thing in this adventure.  There are places where I vaguely refer to treasure without being specific.  There are several reasons for this.  There’s no XP to be earned for accumulating wealth in this adventure.  The Characters are going to be on the move continuously and without horses, so there’s nowhere to put it.  Completing the adventure will not be contingent on their funds, and they’re not going to be able to buy their way through it either.  Let the Players have pretty much whatever gear and supplies they want and don’t let them worry about their bank balance or any bean counting.  If they kill Kurtz and stop the native uprising and stay in Africannes, they’re set for a very wealthy life and will never have to pay for a meal in a colonial restaurant when they eat out.  

This adventure would be for perhaps 4 to 6 Characters, averaging 6th level, and there should be magic-users in the group.  For fewer Characters, adjust the level upwards.  Paladins would also be very useful.  (Again, their Smite works on anything demonically tainted.)  There should also have some magical weapons in group. 

It would be good if the Characters gained a level by the time they reach the Serpent Men’s temple.  Be free and easy handing out XP, even beyond what’s listed.  If the group loses members, you should allow NPC’s to join them as Characters, perhaps as mercenaries (rolling up a new Character), Commonwealth officers separated from their unit, native chiefs helping their cause, even one of Kurtz’s Demon Host allies could change sides.  At certain points in the adventure, low-level troops may be joining the group as allies.  Let the Players direct them, within reason.     

Metal armor and jungles don’t mix.  Essentially, leather and Elvish chain mail are the only types that will not cause undue stress to the wearer.  Likewise, heavy steel shields and tower shields aren’t practical.  This doesn’t mean the Characters will be defenseless.  Warrior types could pawn their armor before the trip and invest in magical protection.  Items could also be available in armories at Home Station in colony.  If nothing else, an opportunity to hand out some magical goods occurs early in the adventure. 

[For Ref’s who like environmental effects, this is for you.  Otherwise, just ignore this.]  For characters not acclimatized to the jungle (at least a week), they must make a DC 12 Fort Sv each day they are active (walking long distances for example).  Failing that Save, they can still function, but all of their Bonuses and Skills go to 0.  A day’s rest will cure this condition.  Without that rest, DC 18 Fort Sv the next day.  Success means you’re still in the same condition.  Failing it, you’re incapacitated and must rest two days to fully recover.  Also, traveling in metal armor automatically zero’s out your Bonuses within an hour and forces the DC 18 incapacitation save. 


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