Re: An Introductory Adventure
Posted: Wed Sep 10, 2014 1:00 am
Ok, I missed yesterday so that means a double post tonight.
Combat with the thieves is not a foregone conclusion, but it is likely. Either from the company catching up to the thieves (if we use a chase mechanic), ambushing them at the meeting site or the thieves discovering the PCs.
The thieves will be Viglunders, (one of the reasons that I moved the Sickle from the Woodmen to the Beornings) and I'll probably use Valter's outlaws as a template. I want it to be a tough, but winnable, fight for the heroes. That probably means that at least the leader will have Hideous Toughness... I don't feel like I can get away with Great Size but HT and decent armour should do the trick.
Viglunder:
AL: 3 End: 12 Hate: 3 Parry: 5 (2 without shield) Armour: 3d+1
Per: 2 Sur: 2* Mov: 2* Cus: 1 Per: 2 Voc: 2
Axe: 2*
Spear: 2
SA: Horrible Strength
Viglunder Boss:
AL: 5 End: 20 Hate: 5 Parry: 5 (2 without shield) Armour: 3d+1
Per: 2 Sur: 3* Mov: 2* Cus: 1 Per: 2 Voc: 3
Great Axe: 3*
Spear: 2
SA: Hideous Toughness, No Quarter
What do folks think of that?
- - - - -
For the denouement scene, hopefully we'll have at least one Wounded hero, so that we can explore how being Wounded affects healing and travel.
The Marshall celebrates the return of the Sickle and praises the heroes (perhaps giving them a small monetary award). Now he does not have to have a very awkward conversation with Beorn!
Speaking of awkward conversations, what if the heroes fail for some reason? Well then, Beorn takes care of the matter off screen (taking matters into his own paw, as it were). It will be a long time before he entrusts the Sickle to anyone else; in this case Viglund wins... without the Sickle, the holdings of the Beornings decrease while his holdings grow.
I'm thinking of having the example characters start the game with 3 XP and 5 AP already collected. If we're lucky enough, players will be able to spend time after the AP session and actually experience a FP session. With the 1-2 XP and 1-3 AP (remember all those fair activities, great for gaining an AP or two!), they should have enough to make some interesting choices.
Combat with the thieves is not a foregone conclusion, but it is likely. Either from the company catching up to the thieves (if we use a chase mechanic), ambushing them at the meeting site or the thieves discovering the PCs.
The thieves will be Viglunders, (one of the reasons that I moved the Sickle from the Woodmen to the Beornings) and I'll probably use Valter's outlaws as a template. I want it to be a tough, but winnable, fight for the heroes. That probably means that at least the leader will have Hideous Toughness... I don't feel like I can get away with Great Size but HT and decent armour should do the trick.
Viglunder:
AL: 3 End: 12 Hate: 3 Parry: 5 (2 without shield) Armour: 3d+1
Per: 2 Sur: 2* Mov: 2* Cus: 1 Per: 2 Voc: 2
Axe: 2*
Spear: 2
SA: Horrible Strength
Viglunder Boss:
AL: 5 End: 20 Hate: 5 Parry: 5 (2 without shield) Armour: 3d+1
Per: 2 Sur: 3* Mov: 2* Cus: 1 Per: 2 Voc: 3
Great Axe: 3*
Spear: 2
SA: Hideous Toughness, No Quarter
What do folks think of that?
- - - - -
For the denouement scene, hopefully we'll have at least one Wounded hero, so that we can explore how being Wounded affects healing and travel.
The Marshall celebrates the return of the Sickle and praises the heroes (perhaps giving them a small monetary award). Now he does not have to have a very awkward conversation with Beorn!
Speaking of awkward conversations, what if the heroes fail for some reason? Well then, Beorn takes care of the matter off screen (taking matters into his own paw, as it were). It will be a long time before he entrusts the Sickle to anyone else; in this case Viglund wins... without the Sickle, the holdings of the Beornings decrease while his holdings grow.
I'm thinking of having the example characters start the game with 3 XP and 5 AP already collected. If we're lucky enough, players will be able to spend time after the AP session and actually experience a FP session. With the 1-2 XP and 1-3 AP (remember all those fair activities, great for gaining an AP or two!), they should have enough to make some interesting choices.