Showing posts with label encounter scenarios. Show all posts
Showing posts with label encounter scenarios. Show all posts

Wednesday, August 21, 2013

Patrons By The Dozen: Bruce Ayala, Interplanetary Playboy...

Good Afternoon, All:

I'm working on a small Traveller product at the moment, which I am tentatively calling Flynn's Guide to Azri Drakara: Patrons By The Dozen. It contains a dozen Patron Encounters, each of them built to my usual standards. (For more details on that, I will direct you to my post entitled Traveller Sandbox: My Thoughts on Patron Encounter Design...). Below is one of the Patron Encounter write-ups for your review. What are your thoughts about it?

Bruce Ayala, Interplanetary Playboy

Required: Investigate, Streetwise; No special equipment required.
Reward: Cr 500 a day, plus expenses; minimum of two weeks.

Players’ Information
Word on the street is that the famous holovid star and interplanetary playboy Bruce Ayala is cruising the local bar scene. That night, Bruce Ayala, along with his entourage of publicists and models, staggers into the same locale as the party and buys a round for every offworlder. Over the course of the evening, he continually hounds the party for details of their exploits, always comparing their adventures to roles he's portrayed. Late into the evening, Ayala corners one of the party members and offers the crew a job, if it can be handled with discretion. He provides contact information, and arranges a meeting to discuss terms, if they are interested.

Referee’s Information
When Bruce Ayala achieved system-wide fame as a holovid star, he admits that it went right to his head, and it cost him the love of a wonderful young woman by the name of Martha McKernan. He's kept tabs on Martha over the years through private investigators and the like, one of whom has reported that she's gone missing a few days ago. Ayala wants to hire the party to discretely investigate Martha's disappearance, locate the young woman and rescue her from whatever situation she might be in. He's concerned that his current media distributor, Penultimate Productions, have pulled something, as he has been secretly planning to sign a new contract with a competitor, System Media Studios. That represents a great loss for Penultimate Productions, and Alaya feels that they are not above coercion to insure the holovid star continues to bring them money. In all of the options presented below, further development is left to the discretion of the Referee.

1. All is as it appears. Bruce Ayala is correct; Penultimate Productions has discovered their star's clandestine plans. Slowly moving away from the verge of bankruptcy, the media distributor owes their recovery to Bruce Ayala's success in the box office. Worried that the star's departure could cost them everything, the executive producers have hired thugs to kidnap Martha McKernan and use her to force him to extend his current contract.
2. Sadly, Bruce Ayala is incorrect. His own agent, Cornelius Brass, has a gambling problem, a huge gambling problem. He's fallen in so much debt to the local crime syndicate that they've started threatening his life and the lives of his family, and the man has become desperate. Brass has arranged for the kidnapping of Martha McKernan, hoping to ransom her to enough to pay off his debt and tuck away a tidy bankroll so he can continue his gambling habit.
3. Bruce Ayala has been less than truthful. He's been stalking the innocent Martha McKernan for years, using his fame and fortune to attempt to force her into marrying him. In an act of desperation, Martha has gone on the run, trying to make her way out of the star system undetected in an effort to find safety from Ayala's overwhelming attentions.
4. System Media Studios has kidnapped Martha McKernan as a form of leverage to use on Bruce Ayala in the event he changes his mind and backs out of the secret negotiations. They believe he is unaware of her disappearance, and only intend to reveal her status as a prisoner should he start entertaining the thought of extending his current contract with Penultimate Productions.
5. Martha McKernan has watched Bruce Ayala's meteoric rise to success with envy and jealousy. She feels scorned by the holovid star, and every image of Bruce Ayala with some starlet has pushed her further into the depths of hatred and loathing. Martha has arranged her own "kidnapping", so that she can demand a costly ransom from Bruce. Any extended contact with Martha will reveal that she is not completely sane, and will likely go to extreme lengths to harm and humiliate Bruce Ayala.
6. Martha McKernan is actually on vacation, hiking deep in a wilderness preserve to get away from civilization for a few weeks. Edmund Sang, a private investigator employed by Bruce Ayala, has reported her missing simply to get more money from Mr. Ayala to "locate" her. When the party shows up and begins investigating, he realizes that he might get caught and so desperately attempts to redirect them, to avoid having his deception discovered. Sang's efforts to create a false trail points to the local crime syndicate, who do not take kindly to the party investigating their illicit activities looking for a girl they've never heard of.

I look forward to your comments.

With Regards,
Flynn

Monday, February 18, 2013

Traveller Sandbox Patron Encounter: Crisis Station...

Good Afternoon, All:

Here is another example of a Patron Encounter developed for the Traveller Sandbox Experiment. This one focuses on the Five Families, and provides some potential insight into some of their less-than-legal methods. As this particular "bad guy" isn't your standard "Big Evil Bad Guy," having a way to start looking behind the curtain seems like a good idea.

Kathleen Napier, Free Trader
Required: Investigative Skills, Stealth; Space Transportation
Reward: Cr10,000 or free passage out of the system.

Players' Information
Kathleen Napier is a Free Trader carrying shipments between interstellar markets. A little over a week ago, an outpost on one of the outlying planets of the local system suffered a catastrophic life support failure. Many of the privately-owned ships in the system were pressed into emergency service under the administration of the local Five Families chapter. Kathleen's particular job was to ferry medical supplies to the emergency base established on the moon not far from the original outpost. However, the Five Families administration is now reporting that her shipments didn't make it to the station, and Kathleen's vessel has been locked down pending a full investigation. Kathleen knows that she's delivered them, and wants to hire some investigators to dig into the matter so she can clear her name and get back to the business of making money.

Referee's Information
A cursory search for information verifies that Kathleen Napier's situation is as she has described it. Further research will show that two other ships are being held on similar charges. It appears that the local chapter of the Five Families is overwhelmed with the recent emergency effort and have not begun their own investigations, as yet. They will not take kindly to outside investigators, and will accuse Kathleen of trying to interfere with their internal investigation if the party is caught. In all of the options presented below, further development is left to the discretion of the Referee.

1. All is as it appears. The processing of the supplies was simply mishandled in the emergency, and a new inventory will ultimately clear Kathleen Napier of any wrong-doing. However, astute characters might notice that the amount of supplies moved from the main world of the system to the outpost is far more than the emergency called for.
2. A deeper investigation will reveal that much more than three ships' worth of supplies went missing, and that the only discrepancies being publicized are those belonging to non-Family vessels. If the party is successful, they should be able to track down the missing supplies to a warehouse owned and operated by the Five Families, where the supplies await secret shipment off-world for unknown purposes.
3. As Option 2 above, except that the warehouse is not owned by the Five Families, but by a local smuggling ring. The party will also discover that the Five Families have a crack team of mercenaries secretly hunting for the same cache of supplies, with no apparent interest in making its recovery public knowledge.
4. With enough investigation, the party will discover that the original emergency was caused by sabotage, which is information that is being suppressed. The supplies that Kathleen Napier carried to the moon were not medical supplies, but communication equipment that technicians secretly installed in the station while it was evacuated.
5. As Option 4 above, except that the players discover that the emergency base will continue to be maintained by the Five Families after this emergency is over and the evacuees return to their original outpost. The more astute might notice that the location of the base could provide for a great smuggler's base, so long as the sensor equipment at the outpost did not pick up the presence of ships flying in or out of the base.
6. Through underground contacts, the team will discover that goods are being sold on the black market in a secret auction. Further digging will reveal that Max Gainer, the current director of the local Five Families chapter, has been indicted before on charges of embezzlement and fraud, but was exonerated by lawyers serving the Five Families. If the team reveals the director's involvement with this fraudulent effort, the Five Families will fire him, and then escort him off-world to be tried back on Zinsu (Segin 2308 A621533-B). He may or may not make it back to Zinsu safely, at the discretion of the Referee.

In this case, I wanted to create a number of possibilities. The first presents an innocent situation that could clue characters in to a bigger problem. The second and third options focus on the supplies themselves, making them the focus of the encounter. The fourth and fifth paint a darker picture, in which the Five Families have instigated an emergency in order to further much bigger plans. The final option simply shows that even big organizations can have a few bad eggs among their management, and further illustrates that the Five Families take care of their own problems, when such things happen. All of them build on the big picture that something isn't right with the Five Families, an element that should become more and more obvious should the player-characters continue to deal with them over the course of the campaign.

With Regards,
Flynn

Friday, February 15, 2013

Traveller Sandbox Patron Encounter: Race Against The Factor...

Good Afternoon, All:

Here is an example of a Patron Encounter developed for the Traveller Sandbox Experiment. Ultimately, I'd suggest that you develop at least six of these to help create hooks that lead into your campaign setting. I'm probably only going to do two or three as examples, but these are fairly straightforward, and I think writing them up will help any Referee when inspiration is not striking on a particular evening.

With that in mind, I'm going to start with a patron encounter that emphasizes a sector-wide element, namely the Factor of Malsumis:

Jamie Engstrom, Starship Pilot
Required: Social Sciences, Sensors; Scientific Equipment
Reward: Cr3,000 per person, or a small percentage of any profits from the venture.

Players' Information
Jamie Engstrom is a pilot for hire. His most recent contract involved chartering his scout ship and his services to agents of the Factor of Malsumis, who performed a number of sensor scans of specific moons in a nearby system. As the Factor is known for her interest in Progenitor sites, Jamie ran his own scans of the various satellites, in hopes of discovering a previous unknown site and staking a claim on it. Sadly, he isn't sure what he should be looking for, and has hopes of hiring a skilled archeologist to help him interpret the data and then stake a claim on the site, should there be one. Jamie would prefer to offer a small percentage, definitely no more than 10%, in case this doesn't pan out. A skillful negotiator could talk him up to 20%, but anything above that and he'll walk.

Referee's Information
Jamie Engstrom is in a race with the Factor's agents to return to any site that might have shown up on sensor scans. He's signed a non-disclosure contract, but feels confident that a good attorney could nullify it if there's an actual discovery. Jamie hasn't thought through all of the legal ramifications, and tends to be a "get rich quick" idealist. One of the sensor scan results look promising, and upon hearing the news, Jamie will want to quickly be underway, in order to check it out. In all of the options presented below, further development is left to the discretion of the Referee.

1. All is as it appears. The moon in question does appear to hold the remains of a Progenitor site that was utterly destroyed in an ancient battle. Nonetheless, it is an important discovery, and will bring in some money. The Factor's Agents arrive 1d6 days after the team gets there, which further complicates matters.
2. As above, but the Factor's Agents have already arrived, and are searching the surface for the actual site when Jamie's scout ship arrives in high orbit.
3. Upon investigation, the player-characters will discover a secret military research facility operating on the surface near the target site. Jamie immediately suspects the base as investigating a Progenitor site. He'll want to search nearby moons and planets for other sites, all while avoiding challenges from military ships launched from the secret base.
4. The Factor's Agents were actually attempting to locate mineral resources needed for her future plans. Although the deposits are of considerable value, Jamie has become obsessed with the belief that there's a Progenitor site somewhere in the system, and will become increasingly difficult to deal with. The Factor's Agents arrive 1d6 days after the team gets there, and further complications arise.
5. As Option 4 above, except that the Factor's Agents arrive with significant military backup. It is their intention that the site of the deposits will be taken by force, if necessary, and aggressively defended against any potential violators or claim-jumpers until the mining ships arrive to begin recovering and processing the raw ore.
6. The team will discover that there is indeed a small Progenitor outpost which has now fallen into ruin, but some portion of it remains intact for exploration. Shortly after the team starts investigating the site, they will activate the outpost's internal defenses. Should the team overcome the internal defenses, the site will set itself to self-destruct with the intention of taking "the Enemy" with it. If the team escapes with anything, it would only consist of what they could carry with them, and would not likely operate once the limited internal power reserves has been consumed. The Factor's Agents arrive 1d6 days later.

Hopefully, this provides an interesting adventure for players to pursue. A third of the options point to natural resources, one to a military site (think Area 51), two to nothing except the right to claim they found a Progenitor site, and one to a small "dungeon crawl" with the classic Collapsing Lair trope, so as to avoid contaminating the campaign with an endless supply of mysterious TL-18 technology that soon won't be so mysterious with that kind of availability. I only put the last one in because I know my players would love the chance to explore such a site. However, for the purposes of setting continuity, the other options are simply better choices.

Enjoy,
Flynn

Wednesday, February 13, 2013

Traveller Sandbox: My Thoughts on Patron Encounter Design...

Good Afternoon, All:

Today, I'd like to talk a little bit about my thoughts on Patron Encounter design for Traveller. I practice these myself in the materials that I publish, and I have had good feedback on my patron encounter write-ups, even when I used them in the Hammersong's Legacy fantasy campaign setting for Swords & Wizardry.

If you are not familiar with patron encounters, these are a common way of capturing the beginning of an open-ended adventure idea in older Traveller products. Each one describes a basic mission or goal, as presented by a patron (aka the guy that hires you). It then offers you a list of up to six different options about how it could play out. These options provide inspiration, re-usability and options. If you can't decide on a particular option, then you can roll a d6 and choose one. Per the Traveller System Reference Document, each patron encounter write-up should list:

  • The patron’s name and role.
  • The skills and resources required to complete the mission.
  • The suggested reward for the mission.
  • The mission as described to the characters.
  • What’s really going on. Several possible variants will be presented – either pick or roll for which is the real situation.

For example:

Jefri haut-Oschem, Planetologist
Required: Life Sciences, Survival; Spacecraft
Reward: Cr. 2,000/day plus expenses.

Players' Information
His Excellency haut-Oschem is a respected Planetologist, specialising in worlds that are nearly habitable. A planet might be a little too cold, or too dry, or be infested with a lethal native species. Haut-Oschem’s genius is in making tiny changes to a planet’s ecosystem or climate. All too often, a change can ripple out through the complex balances of a planetary environment and have unforeseen consequences.
Haut-Oschem requires a spacecraft and a crew trained in the sciences for a brief period of research – no more than a few weeks, possibly a month or two. While haut-Oschem has worked with the Scout Service in the past, this mission is entirely under the aegis of private research. The ship will be visiting worlds outside settled space.

Referee's Information
Any character with contacts in the Scout service can find out that haut-Oschem has quarreled with the Survey section, and that his once-stellar career has dark clouds hanging over it. Something has gone wrong…

1. Haut-Oschem has been replaced in the eyes of the Scout service by a younger researcher, Harad Leish. Old haut-Oschem wants to prove that his theories and methodologies are still valid. Leish and a laboratory ship from the Scout Service are currently surveying a jungle world inhabited by numerous hostile species. To prove his worth, haut-Oschem needs to find a way for humans to live safely on the world before the Scout service do.
2. As above, but haut-Oschem is bitter, and his real plan is to sabotage Leish’s survey team.
3. Haut-Oschem has discovered that he made a terrible mistake at the start of his career. He approved the settlement of a world before he fully understood the ecosystem. Every few centuries, a species of carnivorous locusts hatches in vast swarms and devours everything in their path. The characters need to find a way to stop the insects from hatching.
4. As above, but haut-Oschem wants to preserve his reputation above all else. The characters need to stop the insects without revealing what they’re doing to the settlers.
5. Haut-Oschem discovered something very valuable on his most recent survey, such as a massive deposit of precious metals or alien technology. He wants the characters to help him recover it.
6. As above, but haut-Oschem is in a race with the Scout service. He’s not the only one to have read between the lines in his latest survey.

Let's talk about each component in turn.

Patron's Name and Role
This is an excellent opportunity to capture some of the background flavor for your setting. The name and role should include something that empowers further investment in the setting.

Required Skills and Resources
This is pretty self-explanatory. Choose at least two different skills that you know will be used to resolve the matter, and list those here. Not all patron encounters should require a ship, but if so, list that here.

Suggested Reward
In general, I try to use a month's Standard of Living expenses (found on Traveller core rulebook, pg 87) or the monthly salary of a position (found on Traveller core rulebook, pg 137) as the basis for my suggested rewards. If the mission is of short-duration, I halve that base value. If the mission is dangerous, I double the base value. If the mission is extremely dangerous, I use five times the base value. That way, things don't get too far out of hand. If the players try to get more, the patron makes them cover expenses. Sometimes the patron offers alternate services or non-monetary rewards, depending on his position.

Players' Information
This is the basic layout of the mission. Essentially, in a five-act story arc, this would encompass the first arc, which I've called The Hook in my One Shot Adventure Creation series, when the offer is extended to the player-characters. If the party chooses to accept it, then the Referee dives into the Referee's Information for further adventure development. If not, then the Referee moves on and offers them their next opportunity or encounter. This section shouldn't be less than three sentences, and typically no more than seven sentences in length.

Referee's Information
This section lays out the basics for developing an adventure that fits the mission described above. This should include notes on supporting data, opposition, challenges, potential locations, etc. This section shouldn't be less than three sentences, and typically no more than seven sentences in length.

Variants/Options
Notice that, in the example above, there are six distinct options. In past Traveller products, you might see an option taking up two or even three spaces in the d6 roll. I personally think that's a cop-out for a lack of creativity, and it induces bias should you attempt to select an option randomly. In my opinion, every patron encounter write-up should have six distinct options. Anything less, and such a write-up isn't meeting the needs of Referees as well as it possibly could.

Generally speaking, one of the options should be that the situation is exactly as it is described. The other five often involve complications or plot twists that change the story up from that which was described to the player-characters. Common alternatives include, but are not limited to, the following:
  • A third party has an interest in the events that opposes the party's goal.
  • A third party has an interest in the patron and attempts to subvert the player-characters into pursuing a new goal related to the original patron.
  • In the case of a rescue mission, the target doesn't want to leave and must be taken by force.
  • The entire situation as presented is a lie to set up the party to take the fall for another crime.
  • The patron is really the bad guy.
  • The target of the mission is more dangerous than it was originally portrayed.
  • There's one or more significant challenges that the party is initially unaware of, usually of a legal or physical variety.
  • This scenario may be a combination of two or more of the above.

Hopefully, the notes I've provided above should help you in writing your own Patron Encounters for your campaigns (or even for your own future publications, should you be so inclined.) Even if you don't use them, I hope that you've at least considered the points I've offered, in the hopes that it helps round out your own skills in this arena. In the next few posts, I'll provide some examples based in the Beta Quadrant, to show you different ways that you can work to present some of your setting material within the context of these small adventure scenarios.

Enjoy,
Flynn

Wednesday, January 16, 2013

Traveller Sandbox: Interstellar Threats - Djinn...

Good Afternoon, Fellow Travellers:

Here is the last of our four examples of Interstellar Threats. Prepare to face the military might of Djinn!

Djinn (Segin 3212 C658311-9)

Library Data: A garden world located in the far reaches of space beyond the frontiers of any polity, Djinn has been the site of several failed colonies. Most colonies collapsed as a result of distance from the worlds that sponsored the colony. However, the most recent settlement fell to an assault by the forces of the naval mercenary Captain Shikike Todei. In addition to the main colony, "Star Emperor" Shikike Todei has captured the system's newly created Naval Base and, in a second wave of attacks using captured naval vessels, the Scout Base present. Using this as the base for a strong Stellar Navy, the Star Emperor has consolidated his hold on the Djinn system and has started efforts to expand his subjugation of other worlds.

The Star Emperor's Navy

Brief Description: The Star Emperor's Navy has recently begun attacks on other worlds. Although many of these efforts are aimed at collected resources and interfering with the flow of goods, a number of these efforts support Star Emperor's efforts to weaken and subjugate new worlds to add to his future interstellar empire. His forces are fierce, determined and well-armed with smaller warships.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Imperial Starmen, 1 Imperial Leader. Armed scout ship.
  • Seasoned: 15 Imperial Starmen, 3 Imperial Leaders, 1 Imperial Commander. Close escort, three armed scout ships.
  • Veteran: 30 Imperial Starmen, 6 Imperial Leaders, 2 Imperial Commanders. Mercenary cruiser, three close escorts.

Stat Blocks: The following stats are provided as stock NPCs for quick reference.
  • Imperial Starman     Navy (crew) 1     777777
    Comms 0, Gunnery (turret) 1, Mechanic 1, Pilot (spacecraft) 1, Sensors 0, Vacc Suit 1
    Snub Pistol, Toolkit, Vacc Suit.
  • Imperial Leader     Navy (crew) 4     688AA7
    Comms 1, Engineer (life support) 1, Engineer (P-plant) 2, Gunnery (turret) 2, Mechanic 2, Melee (unarmed) 1, Pilot (spacecraft) 3, Sensors 1, Tactics (naval) 1, Vacc Suit 2, Zero-G 1
    Combat Armor (TL11), Snub Pistol, Toolkit.
  • Imperial Commander     Navy (flight) 3     7978AA
    Comms 1, Gun Cbt (slug pistol) 2, Gunnery (turret) 2, Leadership 2, Pilot (spacecraft) 2, Sensors 2, Tactics (naval) 2, Vacc Suit 1
    Combat armor (TL11), Hand computer, Snub Pistol.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Star Emperor's Navy are engaged in military practice maneuvers.
  2. The Star Emperor's Navy are escorting another vessel between the surface and the 100-diameter jump limit.
  3. The Star Emperor's Navy are lying in wait, prepared to ambush anyone in the vicinity.
  4. The Star Emperor's Navy are patrolling the region when the party encounters them.
  5. The Star Emperor's Navy are returning to Djinn with a captured trader.
  6. The Star Emperor's Navy hail the vessel and demand to inspect its cargo for contraband.

In our next post, we'll be creating a Hall of Infamy for the Beta Quadrant. This should be lots of fun, I think.

Enjoy,
Flynn

Monday, January 14, 2013

Traveller Sandbox: Interstellar Threats - Daruma...

Good Afternoon, Fellow Travellers:

Using the format I described in the previous post, I am going to describe the third of our four examples of Interstellar Threats. Welcome to the dangerous world of Daruma!

Daruma (Segin 2605 D7CA211-A Amber Zone)

Library Data: The name of the planet Daruma strikes fear in the hearts of most Shogunate children. An exotic world with a corrosive atmosphere and covered by acidic oceans, Daruma is widely known to be the base of operations for the dreaded Koga Clan. These covert mercenaries were once hired to perform many missions for the noble families during the rule of the Fujiwara Clan, but they've have fallen on hard times since the Emishi Faction gained control of the Shogunate. This rejection by the new regime of the Shogunate has forced the Koga Clan to attack outlying communities and interstellar traders during the worst of times, reinforcing the criminal connotations given to them by the Emishi Faction media. In the Shogunate entertainment field, it is currently popular to portray powerful enemies of the heroes of holovid tales as having access to the Black Ships of the Koga Clan. The problem has become so prevalent that the Shogunate recently established a Scout base in the system to monitor and locate the Koga Clan stronghold. To date, these efforts have failed.

Black Ships of the Koga Clan

Brief Description: The Koga Clan are an extended family of covert mercenaries skilled in the arts of espionage, intrusion and assassination. Desperation after the rise of the Emishi Faction within the Shogunate has forced the family into the role of raiders and thugs, rather than the more honorable position they once held under the Fujiwara Clan. Their characteristic black ships are a dreaded sight in the spinward half of the Shogunate, due in no small part to their reputation of leaving no one alive who cannot barter for their life. It is considered unwise to pose as the Koga Clan, but their sense of honor requires that the Clan slay any outsider who uses the family name.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Koga Shinobi, 1 Koga Senpai. Armed far trader.
  • Seasoned: 15 Koga Shinobi, 3 Koga Senpai, 1 Koga Sensai. Two armed far traders, close escort.
  • Veteran: 30 Koga Shinobi, 6 Koga Senpai, 2 Koga Sensai. Corsair, three close escorts.

Stat Blocks: The following stats are provided as stock NPCs for quick reference.
  • Koga Shinobi     Navy (crew) 1     786777
    Comms 0, Gunnery (turret) 0, Mechanic 0, Melee (unarmed) 1, Pilot (spacecraft) 1, Sensors 0, Stealth 1, Vacc Suit 1
    Snub Pistol, Toolkit, Vacc Suit.
  • Koga Senpai     Navy (crew) 4     697AA7
    Comms 1, Engineer (life support) 1, Engineer (P-plant) 2, Gunnery (turret) 1, Leadership 1, Mechanic 1, Melee (unarmed) 2, Pilot (spacecraft) 3, Sensors 1, Stealth 2, Tactics (naval) 1, Vacc Suit 1, Zero-G 1
    Combat Armor (TL11), Snub Pistol, Toolkit.
  • Koga Sensai     Navy (flight) 3     7A68AA
    Comms 1, Gun Cbt (slug pistol) 1, Gunnery (turret) 1, Leadership 2, Melee (unarmed) 3, Pilot (spacecraft) 2, Sensors 1, Stealth 3, Tactics (naval) 1, Vacc Suit 0
    Combat armor (TL11), Hand computer, Snub Pistol.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Black Ships of the Koga Clan hail the vessel and demand tribute to avoid further engagement.
  2. The Black Ships of the Koga Clan are engaged with an unarmed free trader, and are in the process of taking it as their own.
  3. The Black Ships of the Koga Clan are lying in wait, prepared to ambush anyone in the vicinity.
  4. The Black Ships of the Koga Clan are patrolling the region when the party encounters them.
  5. The Black Ships of the Koga Clan are releasing a drop capsule above a planetary site when they are encountered.
  6. The Black Ships of the Koga Clan are returning to Daruma with a captured free trader.

One more example to complete, and then we can look at creating a Hall of Infamy for the Beta Quadrant. Seven forces for conflict in the setting equals a lot of great adventure potential. Looking forward to it!

Enjoy,
Flynn

Monday, January 07, 2013

Traveller Sandbox: Interstellar Threats - Bastet...

Good Afternoon, Fellow Travellers:

Using the format I described in the previous post, I am going to describe the second of our four examples of Interstellar Threats. Welcome to the barbaric world of Bastet!

Bastet (Segin 1908 C558534-5)

Library Data: One of only two garden worlds in the Sutekh Empire, Bastet is the home of 700,000 people. Ruled by the Pharaoh Sheshi Semerkhet II, Bastet is the holographic image of a picturesque parochial life. The rule of Pharaoh Semerkhet II has been overshadowed by the actions of a local celebrity, Mahmoud Pasha, a former Star Admiral of the neighboring system of Seshat. Protected under the Pharaoh's political sanctuary, Admiral Pasha has taken to acts of piracy and raiding on nearby worlds. The naval squadron he has forged under his command has been known to make very precise strikes against Abrakos, Sutekh and a number of other worlds, bringing back luxury items and advanced technology to share with the ruling family.

Admiral Pasha's Personal Navy

Brief Description: A personal friend to Pharaoh Seshi Semerkhet II of Bastet, Mahmoud Pasha was once a Star Admiral for his homeworld of Seshat. Dismissed from duty and exiled under mysterious circumstances, Admiral Pasha sought refuge with his most powerful friend. Enjoying the Pharoah's protections, Admiral Pasha has gathered together a mercenary naval squadron, and now performs acts of piracy and raiding on the worlds of nearby systems. Despite their smaller numbers, Admiral Pasha's Personal Navy often survives due to exceptional naval tactics. The most talented of the Admiral's crews are former students of his, who have joined their mentor out of loyalty.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Pasha Spacehands, 1 Pasha Lieutenant. Close escort.
  • Seasoned: 15 Pasha Spacehands, 3 Pasha Lieutenants, 1 Pasha Commander. Corsair.
  • Veteran: 30 Pasha Spacehands, 6 Pasha Lieutenants, 2 Pasha Commanders. Two corsairs.

Stat Blocks: The following stats are provided as stock NPCs for quick reference.
  • Pasha Spacehand     Navy (crew) 1     777777
    Comms 0, Gunnery (turret) 1, Mechanic 1, Pilot (spacecraft) 1, Sensors 0, Vacc Suit 1
    Snub Pistol, Toolkit, Vacc Suit.
  • Pasha Lieutenant     Navy (crew) 4     688AA7
    Comms 1, Engineer (life support) 1, Engineer (P-plant) 2, Gunnery (turret) 2, Leadership 1, Mechanic 2, Melee (unarmed) 1, Pilot (spacecraft) 3, Sensors 1, Tactics (naval) 1, Vacc Suit 1, Zero-G 1
    Combat Armor (TL11), Snub Pistol, Toolkit.
  • Pasha Commander     Navy (flight) 3     7978AA
    Comms 1, Gun Cbt (slug pistol) 1, Gunnery (turret) 2, Leadership 3, Pilot (spacecraft) 2, Sensors 2, Tactics (naval) 3, Vacc Suit 0
    Combat armor (TL11), Hand computer, Snub Pistol.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Pashan Navy hail the vessel and demand tribute to avoid further engagement.
  2. The Pashan Navy is engaged with an unarmed free trader, and are in the process of taking it as their own.
  3. The Pashan Navy is lying in wait, prepared to ambush anyone in the vicinity.
  4. The Pashan Navy is patrolling the region when the party encounters them.
  5. The Pashan Navy is protecting an unidentified ship on the surface below, which is engaged in an undisclosed activity.
  6. The Pashan Navy is returning to Bastet with a captured free trader.

Two more examples to provide, and then we move on to our next step, creating a Hall of Infamy for the Beta Quadrant. That should be a lot of fun, and I'm pretty sure Admiral Pasha is going to be one of the individuals I'd want to consider for that step.

Enjoy,
Flynn

Friday, January 04, 2013

Traveller Sandbox: Interstellar Threats - Aseramachi...

Good Afternoon, Fellow Travellers:

For the write-ups of our Interstellar Threats, I'm going to pursue a different format. Because this format is more involved, I'm only going to write up one world per post. This is an experiment, as is everything about the Traveller Sandbox Experiment, and so any feedback you might have would be appreciated.

The basic format is simple. First, I'm going to provide the Library Data for a given world. After that, I'll follow with information on the primary Interstellar Threat, following the Encounter Scenario format I've been using for the last year. This format was inspired by the encounter format used in Red Tide: Campaign Sourcebook & Sandbox Toolkit. There may be some adjustments as I work through the first write-up or two, but that's the core concept I'm working with. I hope that this makes the data more organized for use later.

Aseramachi (Segin 2214 C300678-8)

Library Data: An airless moon of a solitary gas giant, Aseramachi is home to four million people. Originally settled by a mining corporation that has since gone bankrupt, the individual domed cities have become city-states in their own right. The best starport in the system belongs to Cosaica, although other domed cities possess spaceports that are up to the challenge of handling small traders and other vessels. The city-state of Moldanda is, in particular, noted for its strong theocratic government. The state religion, the Moldandan Universal Church, defines its citizenry as the Chosen Protectors of the Iridium Chasm. Acting on the belief that they possess a divine right to do whatever it may take to insure their survival in performance of their duty, Moldandan forces utilize starships and military weapons that have been purchased or stolen from elsewhere to perform raids on neighboring star systems with more advanced technology, such as the Litha League and other worlds on the Orvil-Heujava Main. The other city-states of Aseramachi turn a blind eye to Moldanda's activities out of fear of reprisals from Moldanda.

Holy Crusaders of the Moldandan Universal Church

Brief Description: The domed city of Moldanda maintains an interstellar strike force that identifies itself as the Holy Crusaders of the Moldandan Universal Church. This small ramshackle space navy performs raids on nearby worlds and interstellar merchants, seeking food, life support and, when possible, military-grade hardware. Other star systems regard the Holy Crusaders of the Moldandan Universal Church as little more than Moldandan privateers, and maintain vigilance against the raiders.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Holy Crusaders, 1 Veteran Holy Crusader. Armed far trader.
  • Seasoned: 15 Holy Crusaders, 3 Veteran Holy Crusaders, 1 Holy Crusader-Commander. Corsair.
  • Veteran: 30 Holy Crusaders, 6 Veteran Holy Crusaders, 2 Holy Crusader-Commanders. Two corsairs.

Stat Blocks: The following stats are provided as stock NPCs for quick reference.
  • Holy Crusader     Navy (crew) 1     777777
    Comms 0, Gunnery (turret) 1, Mechanic 1, Pilot (spacecraft) 1, Sensors 0, Vacc Suit 1
    Snub Pistol, Toolkit, Vacc Suit.
  • Veteran Holy Crusader     Navy (crew) 4     688AA7
    Comms 1, Engineer (life support) 1, Engineer (P-plant) 2, Gunnery (turret) 2, Mechanic 2, Melee (unarmed) 1, Pilot (spacecraft) 3, Sensors 1, Vacc Suit 2, Zero-G 2
    Combat Armor (TL11), Snub Pistol, Toolkit.
  • Holy Crusader-Commander     Navy (flight) 3     7978AA
    Comms 1, Gun Cbt (slug pistol) 2, Gunnery (turret) 2, Leadership 2, Pilot (spacecraft) 2, Sensors 2, Tactics (naval) 2, Vacc Suit 1
    Combat armor (TL11), Hand computer, Snub Pistol.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Holy Crusaders are acting derelict in the hopes of attracting salvagers.
  2. The Holy Crusaders are engaged with an unarmed free trader, and are in the process of taking it as their own.
  3. The Holy Crusaders are lying in wait, prepared to ambush anyone in the vicinity.
  4. The Holy Crusaders are patrolling the region when the party encounters them.
  5. The Holy Crusaders are returning to Moldanda (on Aseramachi) with a captured free trader.
  6. The Holy Crusaders have become derelict after an unsuccessful attack on another starship, and desperately need help.

This is not a classic presentation method for Traveller, but I'm curious if it will help with actually running the game as a sandbox. At first blush, it appears so, but I'd love to hear from others as to their thoughts on the matter. After all, my goal here is to see whether I can create a playable sandbox setting using this approach. If it doesn't lend itself to good play, then I need to rethink my format.

Enjoy,
Flynn

Friday, September 21, 2012

Savage Odyssey Prime Factions: Rival Governments...

Good Afternoon, All:

The fifth and last group I'd like to develop publicly for my Savage Odyssey Prime campaign involves Rival Governments. While FEMA, the organization that supports Project Odyssey, is harangued by the Committee on Oversight and Government Reform, particularly the United States House Oversight Subcommittee on National Security, Homeland Defense and Foreign Operations, within the domestic political arena of hidden government agency agendas, the project's biggest challengers on our own world are actually other nations.

Based on my review of the material of the core rulebook, and some calculations based on the relative gross national product of each nation, these countries are known to the US as having Project Odyssey-style programs: United States (10 operating rings), Great Britain (1 operating ring), Japan (4 operating rings), Canada (1 operating ring), Israel (1 ring, almost operational), Germany (2 operating rings), Brazil (1 operating ring) and Australia (1 operating ring).

The United States government suspects that the following countries support Project Odyssey-style programs, but these rumors are currently unverified: China (4 operating rings), North Korea (1 operating ring) and Russia (1 operating ring).

Given these figures, it is easy to imagine that the Odyssey Teams might occasionally encounter an off-world team from one of these rivals. In addition, members of these rival governments may also be involved in local affairs, leading to interaction with the Damage Control (DamCon) Teams.
Rival Governments

Brief Description: Like the government of the United States, other governments have learned of the existence of both the Doomsday asteroid and the Sherman Ring, and are exploring other options. Some are seeking ways to deal with the asteroid, while others are following America's example in seeking a new home for elite members of their population. Similarly, these rival governments tend to possess their own variations of Odyssey Teams and Damage Control Teams. The generic stats provided below should work for most instances.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Soldiers, 1 Squad Leader.
  • Seasoned: 10 Soldiers, 2 Squad Leaders, 1 Commander.
  • Veteran: 20 Soldiers, 4 Squad Leaders, 1 Specialist, 1 Commander.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your given scenario.

Soldier
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Shooting d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Bullets]
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations).

Squad Leader (WC)
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Healing d4, Intimidation d6, Knowledge (Battle) d4, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 8(2) [10(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Marksman (+2 Shooting if not moving)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding).

Specialist (WC)
Abilities: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Knowledge (Demolitions) d6, Notice d8+2, Repair d4, Shooting d10, Stealth d6
Pace: 8 (+1d10 running); Parry: 5; Toughness: 7(2) [9(4) vs Bullets]
Edges: Alertness (+2 Notice), Fleet-Footed (+2 Pace, d10 running), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Steady Hands (ignore unstable platform penalty)
Gear: Assault Rifle with laser sight (Dmg 2d10, AP 2; Rng 24/48/96; ROF 3; Shots 30); Assault rifle ammo (x4 clips); Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Radio (with throat microphone); Ranger armor (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Demolitions Kit (4 lbs C4 Explosive).

Commander (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Healing d4, Intimidation d8, Knowledge (Battle) d8, Notice d8, Stealth d8, Shooting d10
Pace: 6; Parry: 7; Toughness: 9(2) [11(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Auto-pistol (Dmg 2d6, AP1; Rng 12/24/48; ROF 1; Shots 15; SA); Auto-pistol ammo (x4 clips); Night vision goggles; Portal monitor (wrist unit); Radio (with throat microphone); Kevlar (+2 Armor, +4 vs bullets; covers torso); Survival knife (Dmg Str+d4; Rng 3/6/12; ROF 1); Tactical helmet (+1 Armor; covers head); Backpack (first aid kit, sleeping bag, 10 days rations); Binoculars (rangefinding); Thermal imaging goggles.

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Rival Government Team is preparing to set an ambush when the party comes upon the scene.
  2. The Rival Government Team is interrogating some locals for information related to their mission.
  3. The Rival Government Team has recovered sensitive material, and are returning to their portal site or extraction site when the party encounters them.
  4. The Rival Government Team are engaging in the recovery of sensitive material, perhaps the very same thing the party is after.
  5. The Rival Government Team is assaulting a local installation overtly, with an apparent goal of destruction and mayhem in mind.
  6. The Rival Government Team is intentionally hunting down the party, with orders to kill one or more of them.

Enjoy,
Flynn

Wednesday, September 19, 2012

Savage Odyssey Prime Factions: False Gods, or Lords of the Iron Ring...

Good Afternoon, All:

The fourth group I'd like to develop for my Savage Odyssey Prime campaign are the False Gods. These are dictators who obtain and then maintain their position of power using cached technology left behind by the Builders. As a back-story, so that they provide a common front for my players to explore over the course of several adventures, I've made the assumption that these men were originally mercenaries who discovered the tech cache on a mission. Now, bound together by the commander's control of the cache as well as belonging to his mercenary company, these technologically elevated dictators have gone forth and conquered regions in other dimensions in the name of the Iron Ring.

Lords of the Iron Ring

Brief Description: The Lords of the Iron Ring are a disparate band of mercenaries who are using a cache of Builder technology to control worlds. Presenting themselves as False Gods to more primitive tribes, the Lords of the Iron Ring are ultimately little more than glorified charlatans and bullies. However, the weapons they bear are extremely powerful, and are particularly intimidating to less advanced cultures.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Local Tribesmen, 1 Sergeant.
  • Seasoned: 10 Local Tribesmen, 2 Sergeants, 1 Lieutenant.
  • Veteran: 20 Local Tribesmen, 5 Sergeants, 2 Lieutenants.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Local Tribesman
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Survival d6, Throwing d6, Tracking d6
Pace: 6; Parry: 7(2); Toughness: 6(1) [8(3) vs Ranged]
Gear: Spear (Str+d6), Leather or hide armor (+1 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Javelin (x2, Str+d6, Rng 3/6/12, RoF 1)

Sergeant (WC)
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Intimidation d6, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 8(2) [10(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Marksman (+2 Shooting if not moving)
Gear: Laser Pistol (2d6, Rng 15/30/60, RoF 1, Shots 12, Semi-Auto), Dagger (Str+d4), Kevlar (+2 Toughness, +4 vs Bullets), Pulse Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1), Smoke Grenade (x1, Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks)

Lieutenant (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Intimidation d8, Knowledge (Battle) d8, Notice d8, Stealth d8, Shooting d10, Throwing d8
Pace: 6; Parry: 7; Toughness: 9(2) [11(4) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Laser Rifle (3d6 AP 4, Rng 24/48/96, RoF 1, Shots 100, Auto), Dagger (Str+d4), Kevlar (+2 Toughness, +4 vs Bullets), Pulse Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1), Smoke Grenade (x1, Dmg obscurement, MBT; Rng 5/10/20; ROF 1; Shots --; -4 Notice and attacks)

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Iron Ring patrol is harassing some local citizens when the party comes upon the scene.
  2. The Iron Ring patrol is directing natives in the construction of a temple or shrine to this world's highest ranking Iron Ring officer, portraying the Lord of the Iron Ring as a god to be worshiped.
  3. The Iron Ring patrol has recovered broken Builder technology, and are returning to their portal site, when the party encounters them.
  4. The Iron Ring patrol is escorting a pilgrimage bearing tribute to the local Lord of the Iron Ring, including precious metals and "sacrificial virgins".
  5. The Iron Ring patrol is performing a demonstration of their "divine power", seeking to convert the local population, when the party comes upon the scene.
  6. The Iron Ring patrol challenges the party, demanding their worship and obedience in the name of the Lord of the Iron Ring.

Enjoy,
Flynn

Monday, September 17, 2012

Savage Odyssey Prime Factions: Berserkers of the Final War...

Good Afternoon, All:

The third group I'd like to develop for my Savage Odyssey Prime campaign will be the Berserkers. During the final war between the Builders and their as-yet-unnamed enemy, the Builders constructed semi-intelligent war machines that they turned loose on their enemy. When the Final War had ended, most were recovered and deactivated. Some of these machines, however, decided that all Builders and other organic lifeforms also needed to be destroyed, not just the original enemy. Most have been hunted down, but occasionally, one is found and reactivated, which starts another wave of assaults as the Berserkers replicate themselves using available technologies and continue a war that has now long past.

Berserkers

Brief Description: The Berserkers are the Ultimate Weapon that brought about the end of the Final War between the Builders and the Enemy. They are self-replicating, self-aware war machines with a single built-in imperative: destroy all organic lifeforms. These constructs come in various sizes, from small drones to starships and factories. Berserkers are most often encountered in the form of drone squadrons or patrols.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Light Drones, 1 Sentry Drone.
  • Seasoned: 10 Light Drones, 2 Sentry Drones, 1 Assault Drone.
  • Veteran: 20 Light Drones, 5 Sentry Drones, 2 Assault Drones.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
Light Drone
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Shooting d6
Pace: -- (see Flight); Parry: 5; Toughness: 6(2)
Special Abilities:
  • Armor +2: Metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
  • Fearless: Drones are immune to fear and Intimidation.
  • Flight: Pace 6, Climb 3.
  • Laser, Small: 2d6 AP 4, Rng 12/24/48, RoF 1, Shots 50, Semi-Auto.
  • Size -1
  • Tentacular Appendage: Str+d4.

Sentry Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d8, Shooting d8
Pace: 8; Parry: 6; Toughness: 10(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Medium: 2d8 AP 4, Rng 24/48/96, RoF 1, Shots 50, Auto, 3RB.
  • Mechanical Arms: Two attacks (Str+d6).

Assault Drone (WC)
Abilities: Agility d8, Smarts d4, Spirit d8, Strength d12, Vigor d10
Skills: Fighting d10, Notice d10, Shooting d10
Pace: 10; Parry: 7; Toughness: 14(4)
Special Abilities:
  • Armor +4: Advanced metal-ceramic casing.
  • Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease. Construct wild cards do not suffer wound penalties.
  • Fearless: Drones are immune to fear and Intimidation.
  • Laser, Heavy: 3d6 AP 4, Rng 24/48/96, RoF 1, Shots 100, Auto.
  • Mechanical Arms: Two attacks (Str+d8).
  • Plasma Blast: The Assault Drone can launch a Plasma Blast using a Shooting skill check that inflicts 3d6 damage within a Medium Burst Template, with a Range of 24/48/96. Once used, the Assault Drone cannot launch another blast for 1d4 rounds, as the plasma generator recharges. A Plasma Blast counts as a Heavy Weapon.
  • Size +3

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Berserkers are attacking native organic lifeforms when the party comes upon the scene.
  2. The Berserkers are protecting their portal site and accumulated supplies, indicating that they are preparing to establish a foothold in this dimension, when the party discovers them.
  3. The Berserkers are conducting a search of the region, looking intensely for something, when the party encounters them.
  4. The Berserkers are returning to the portal site after an unsuccessful raid against a nearby settlement.
  5. The Berserkers are returning to the portal site after a successful raid against a nearby settlement, and are laden with accumulated resources and possibly prisoners.
  6. The Berserkers challenge the party, demanding their identification and reasons for operating outside standard service protocols.

Enjoy,
Flynn

Friday, September 14, 2012

Savage Odyssey Prime Factions: Order of Zion...

Good Afternoon, All:

The second group I'd like to develop for my Savage Odyssey Prime campaign will be the Order of Zion. The Zionists are a multi-world cabal of plane-travelling spellcasters with a hidden agenda. They utilize portal magic to open gates to other worlds in pursuit of their goals, and didn't take kindly to those who would intrude on the worlds they claim as their own.

Order of Zion

Brief Description: The Order of Zion are, at their core, a mystical cabal of Archmages specialized in portal magic. They are working together in pursuit of a secret agenda, claiming dimensions as their own as magical tyrants. Their numbers are growing swiftly, as the Zionists recruit the brightest and most competent locals as apprentices into their order. The transformative nature of their Initiation into the Order insures loyalty and devotion to the secret Zionist agenda over any previous goals an Apprentice might have once held.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 5 Guardians, 1 Zionist Apprentice.
  • Seasoned: 10 Guardians, 2 Zionist Apprentices, 1 Zionist Magelord.
  • Veteran: 20 Guardians, 5 Zionist Apprentices, 2 Zionist Magelords.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Guardian
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Throwing d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Ranged]
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Light Crossbow (2d6 AP 2, Rng 15/30/60, RoF 1, Reload 1)

Zionist Apprentice (WC)
Abilities: Agility d4, Smarts d10, Spirit d8, Strength d4, Vigor d4
Skills: Fighting d4, Investigation d6, Knowledge (Arcana) d6, Knowledge (Rituals) d6, Notice d8, Persuasion d4, Spellcasting d10, Taunt d6
Pace: 6; Parry: 4; Toughness: 4
Edges: Arcane Background (Magic), New Power, Power Points
Gear: Dagger (Str+d4), Staff of Zion (10 Power Points: Deflection, Burst), Potion of Healing (recovers one wound)
Spells: 15 Power Points; Blind or Boost/Lower Trait, Bolt, Confusion or Entangle, Detect/Conceal Arcana or Environmental Protection

Zionist Magelord (WC)
Abilities: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d6, Investigation d8, Knowledge (Arcana) d10, Knowledge (Rituals) d10, Notice d8, Persuasion d8, Spellcasting d12, Taunt d6
Pace: 6; Parry: 5; Toughness: 7(2)
Edges: Arcane Background (Magic), New Power (x5), Power Points (x3)
Gear: +1 Dagger (Str+d4), Greater Staff of Zion (15 Power Points: Deflection, Blast, Burst), Improved Potion of Healing (recovers two wounds), Magelord's Ring (grants +2 Toughness to unarmored wearer)
Spells: 25 Power Points; Boost/Lower Trait, Bolt, Dispel, Detect/Conceal Arcana, Entangle, Environmental Protection, Fear, Teleport

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Zionists are ransacking a library or institute of learning when the party comes upon them.
  2. The Zionists are preparing for a large portal ritual when the party stumbles on the scene.
  3. The Zionists are searching the region, looking intensely for something, when the party encounters them.
  4. The Zionists are returning to their encampment after an unsuccessful raid against a nearby settlement.
  5. The Zionists are returning to their encampment laden with valuable goods and potentially arcane items after a successful raid against a nearby settlement.
  6. The Zionists challenge the party, demanding tribute to avoid unwanted attention from their spellcasters.

Enjoy,
Flynn

Monday, September 10, 2012

Savage Odyssey Prime Factions: Legions of Olympus...

Good Afternoon, All:

I feel the need to detail a few of the factions that I'm going to introduce in my Savage Odyssey Prime game. Having the basics ready ahead of time will help me feel more prepared for the campaign as a whole. After some thought and digging around on the Internet, I decided that the best way to handle factions would be to write them up in a manner similar to what I used for the Sandbox Encounters back in April. The only big difference here is that I'm going to be using Savage Worlds stats instead of Swords and Wizardry.

Starting with the suggestions I've made for enemies, I think I'll give each a shot in terms of development. If I can stat them out and come up with encounter groups and ideas, then they can stay in the mix. Otherwise, the idea gets tossed and I'll create something else in its place.

I will share a few of my creations in this blog for the purposes of getting feedback. Obviously, my players can read this just as easily as anyone else. With that in mind, I'm going to save some of these for my personal notes, so as not to spoil all of the surprises for them.

The first group I'd like to develop will be the Legions of Olympus. These armies are formed from Roman soldiers who have begun to conquer other worlds by using a portal device in their own dimension, leading to an alternate history. Under the banner of Alexander the Great, these Romans have been quite successful, and have picked up the basics of guns and gunpowder from one of the first worlds they conquered.

Legions of Olympus

Brief Description: The Legions of Olympus come from another dimension similar to our Earth, but whose timeline is about 2400 years prior to ours. Their timeline diverted significantly from ours when they discovered portal technology among some Builder remains, and began invading other dimensions. The Legions of Olympus now govern portions of several dimensions, including one which has provided the Legions with limited access to guns and gunpowder.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice: 8 Olympian Legionaries, 1 Olympian Decanus.
  • Seasoned: 24 Olympian Legionaries, 3 Olympian Decani, 1 Olympian Optio.
  • Veteran: 48 Olympian Legionaries, 6 Olympian Decani, 2 Olypic Optii, 1 Olympian Centurion.

Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.

Olympian Legionary
Abilities: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Stealth d4, Shooting d4, Throwing d6
Pace: 6; Parry: 7(2); Toughness: 7(2) [9(4) vs Ranged]
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Javelin (x2, Str+d6, Rng 3/6/12, RoF 1)

Olympian Decanus
Abilities: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6, Shooting d6, Throwing d6
Pace: 6; Parry: 8(2); Toughness: 8(2) [10(4) vs Ranged]
Edges: Command (allies gain +1 to recover from Shaken), First Strike (may attack one foe who moves adjacent)
Gear: Short sword (Str+d6), Chain mail (+2 Toughness), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Olympian Optio (WC)
Abilities: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Knowledge (Battle) d6, Notice d8, Stealth d6, Shooting d8, Throwing d6
Pace: 6; Parry: 8(2); Toughness: 8(2) [10(4) vs Ranged, 12(6) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), First Strike (may attack one foe who moves adjacent), Marksman (+2 Shooting if not moving), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Short sword (Str+d6), Kevlar (+2 Toughness, +4 vs Bullets), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Olympian Centurion (WC)
Abilities: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d10
Skills: Fighting d10, Knowledge (Battle) d8, Notice d8, Stealth d6, Shooting d10, Throwing d6
Pace: 6; Parry: 9(2); Toughness: 9(2) [11(4) vs Ranged, 13(6) vs Bullets]
Edges: Command (allies gain +1 to recover from Shaken), Command Presence (command radius is 10 squares), First Strike (see Improved First Strike), Marksman (+2 Shooting if not moving), Quick (redraw Initiative on 5 or less), Tactician (make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle)
Gear: Short sword (Str+d6), Kevlar (+2 Toughness, +4 vs Bullets), Large shield (+2 Parry, +2 Toughness vs ranged, Shield bash Str+d6), Revolver (2d6+1 AP 1, Rng 12/24/48, RoF 1, Shots 6, Revolver), Frag Grenade (x2, Dmg 3d6 MBT, Rng 5/10/20, ROF 1, Shots 1)

Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The Legionaries are reveling after a recent victory when the party comes upon them.
  2. The Legionaries are hard at work, preparing a site to serve as the encampment for a larger military unit that will be arriving within the day.
  3. The Legionaries are patrolling the region when the party encounters them.
  4. The Legionaries are returning to their encampment after an unsuccessful strike against a nearby settlement.
  5. The Legionaries are transporting prisoners to the site of "La Porta" and beyond to their home dimension.
  6. The Legionaries challenge the party, demanding tribute to avoid unwanted attention from these Roman warriors.

Enjoy,
Flynn

Wednesday, June 20, 2012

Isles of the Saharan Sea: Encounter Types...

Good Afternoon, All:

Having completed most of the prep steps for detailing specific sites (ports, ruins and lairs) in the nautical sandbox campaign setting known as Isles of the Saharan Sea, I turn my attention now to covering encounters that build on the information I've created previously. The first step in that process is to identify groups that will have unique encounters of their own. At first blush, I believe I need to define the following encounter types:
  • Aberration Cultists
  • Black Rose Assassins
  • Cabalists of Sandamos
  • Death Cultists
  • Disciples of the Reef
  • Elemental Magi
  • Games Arcane Entourage
  • Humanoid Hordes
  • Infernal Swarms of Black Morgana
  • Leviathan Hunters
  • Mantid Warriors
  • Mercenaries/Raiders (Human, Kelshani, Tarthani, Unliving)
  • Merchants (Denjani, Human, Tarthani)
  • Natives (Cavemen)
  • Naval Patrols (Denjani, Human, Tarthani, Zegoth)
  • Ooze Magi
  • Order of the Unshackled Brethren
  • Pilgrims (to Jetan, to Lukrada)
  • Pirates/Privateers (Human, Kelshani, Tarthani, Unliving)
  • Pterosaur Flocks
  • Sea Monsters
  • Sea Witches
  • Slavers (Kelshani)
  • Sorcerers of the Sanguine Sea
  • Storm Knights of Tarth
  • Warrior-Monks of the Viridian Glaive
  • Wendigo-Possessed Raiders
I will take a little bit of time and try to reduce this list even further, as appropriate, and still maintain distinctive flavor where appropriate. Once I've got a list I'm happy with, I'll jump into writing up individual encounters in a manner similar to that found in Red Tide: Adventure in a Crimson World, the original sandbox design supplement and campaign setting book from Sine Nomine Publishing, who brought us An Echo Resounding. This is essentially the same format I used for my Sandbox Encounters in this year's A-Z Challenge. (In fact, I will likely reuse some of those, where appropriate, to cut down on what I have to write up to get ready.)

My next question to the readers is: Do you want me to post the encounter write-ups here?

With Regards,
Flynn

Monday, April 30, 2012

Sandbox Encounters: Zegoth (Gorilla-Men)...

Good Afternoon, All:

We made it! Woohoo! For my last post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a race of gorilla-men often used as slaves and laborers. Z is for Zegoth.

Zegoth

Brief Description: The zegoths are a gorilla-like humanoid servitor race subjugated by the Serpentfolk. Known for their strength and cruelty, they are often employed as by the serpenthfolk as warriors, enforcers and laborers. Zegoths stand about a head taller than Humans, and weigh thirty to fifty pounds more. Despite their cruel and mean-spirited nature, zegoths are considered by the serpentfolk to be the most controllable and thus most trustworthy non-reptilian race. Unless  adventurers have been captured by serpentfolk and placed into slavery, they will likely only meet these gorilla-men in the form of patrols and work details. Their presence often indicates that serpentfolk are not very far away.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Zegoth Warriors, 1 Zegoth Overseer. 2d6x5 silver shillings, basic mundane equipment. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Zegoth Warriors, 3 Zegoth Overseers, 1 Zegoth Champion, 1 Zegoth Warlord. 3d6x10 silver shillings, basic mundane equipment.

  • Veteran (levels 7-10): 30 Zegoth Warriors, 6 Zegoth Overseers, 2 Zegoth Champions, 1 Zegoth Warlord. 4d6x20 silver shillings, basic mundane equipment.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Zegoth Warrior: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6+1); ST: 16; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 12; CL 1; XP: 15.

  • Zegoth Overseer: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6+1); ST: 15; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 3; XP: 60.

  • Zegoth Champion: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8+1); ST: 13; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 5; XP: 240.

  • Zegoth Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d10+1); ST: 9; SP: Brute strength (+1 damage on melee attacks), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The zegoths are a ragtag band of escaped slaves, fleeing their serpentfolk masters in the hope of keeping their freedom.

  2. The zegoths are hard at work, preparing a site to serve as the encampment for a larger military unit that will be arriving within the day.

  3. The zegoths are patrolling the region when the party encounters them.

  4. The zegoths are returning to their encampment after an unsuccessful attempt to extort a tribute of trade goods and supplies from a nearby settlement.

  5. The zegoths are transporting prisoners from one site to another at the order of their serpentfolk masters.

  6. The zegoths challenge the party, demanding tribute to avoid unwanted attention from the gorilla-men.


Enjoy,
Flynn

Saturday, April 28, 2012

Sandbox Encounters: Yakshini...

Good Afternoon, All:

We are almost done! For my twenty-fifth post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with beautiful demon-spirits with a taste for blood. Y is for Yakshini.

Yakshini

Brief Description: A type of guardian undead, yakshinis were originally summoned to look after treasures hidden in the earth. With the destruction of these treasures in the War of All Gods, these unliving guardians have been set loose upon the world, only to spread their curse through the sharing of their essence, much like vampires. Yakshinis resemble beautiful and voluptuous women, with wide hips, narrow waists, broad shoulders, and exaggerated, spherical breasts. They survive by waylaying men with their beauty and drinking their blood. Yakshinis enjoy torturing men physically and mentally, deriving immense pleasure from their sadistic predations. Given that many yakshinis are beautiful women that typically lair at the base of great trees, many adventurers hold the mistaken belief that they are nymphs or dryads that have been twisted by the blood of the Gods.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 4 Seduced Protectors, 1 Yakshini Maiden. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 8 Seduced Protectors, 2 Yakshini Maidens, 1 Yakshini. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 16 Seduced Protectors, 4 Yakshini Maidens, 2 Yakshini. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Seduced Protectors: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: fanaticism (will trade places with an attacked yakshini, if adjacent, and suffer the effects of the attack instead of the yakshini); MV: 12; CL 1; XP: 15.

  • Yakshini Maiden: AC 5 [14]; HD 3; Atk: two claws (1d4 + energy drain); ST: 14; SP: damage reduction (half damage from non-magical weapons), energy drain (1 level, save negates), immunity (all mind-affecting and enchanting magic), regeneration (1 hp/round), seduction (target dominated, save negates); MV: 12; CL 7; XP 600.

  • Yakshini: AC 3 [16]; HD 6; Atk: two claws (1d6 + energy drain); ST: 11; SP: damage reduction (half damage from non-magical weapons), energy drain (1 level, save negates), immunity (all mind-affecting and enchanting magic), regeneration (2 hp/round), seduction (target dominated, save negates); MV: 12; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The yakshini are exsanguinating an unfortunate band of travelers while their entourage watches on, admiring their beauty.

  2. The yakshini entourage pose as the remnants of a royal caravan trying to make their way home.

  3. The yakshini entourage is harassing a small band of helpless travelers.

  4. The yakshini entourage is returning to their lair with new prisoners and captured goods.

  5. The yakshini entourage is marching toward a distant site, summoned by a necromancer of great power.

  6. The yakshine entourage is patrolling the region in service to a powerful necromancer or undead master.


Enjoy,
Flynn

Friday, April 27, 2012

Sandbox Encounters: Xenophobic Patrol...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter detailing encounters with patrols from the isolated villages, townships and cities that struggle to survive in the chaos that is the Madlands. X is for Xenophobic Patrol.

Xenophobic Patrol

Brief Description: Despite the dangers of living in the Madlands, many isolated communities have survived the aftermath of the War of All Gods and have retained a foothold in the Shattered Territories. Life is hard in the Madlands, and the presence of warped abominations and shapeshifting serpentfolk has turned many simple townfolk into reclusive xenophobes. Most adventurers only encounter the outlying patrols of these communities, who discourage the adventurers from approaching any closer to the homesteads of people these patrols protect.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Xenophobic Mercenaries, 1 Xenophobic Lieutenant. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Xenophobic Mercenaries, 3 Xenophobic Lieutenants, 1 Xenophobic Captain, 1 Xenophobic Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Xenophobic Mercenaries, 6 Xenophobic Lieutenants, 2 Xenophobic Captain, 1 Xenophobic Warlord. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Xenophobic Mercenary: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: xenophobic (all reactions are one category worse than normal); MV: 12; CL 1; XP: 15.

  • Xenophobic Lieutenant: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6); ST: 15; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 3; XP: 60.

  • Xenophobic Captain: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8); ST: 13; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 5; XP: 240.

  • Xenophobic Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d8); ST: 9; SP: xenophobic (all reactions are one category worse than normal); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The xenophobic patrol are luring a warped abomination away from their homestead, and are more than willing to lead it to the party, rather than put their own people at risk.

  2. The xenophobic patrol are performing a routine patrol of the region when the party encounters them.

  3. The xenophobic patrol are returning to their homestead after clearing a nearby lair; they bear the corpses of their fallen with them.

  4. The xenophobic patrol are transporting prisoners back to their homestead when the party comes upon them.

  5. The xenophobic patrol challenges the party, demanding tribute to avoid unwanted attention from the patrolmen.

  6. With obvious distaste, the xenophobic patrol attempts to negotiate with the party for much needed food, trade goods and general supplies.


Enjoy,
Flynn

Thursday, April 26, 2012

Sandbox Encounters: White Ape...

Good Afternoon, All:

For my twenty-third post in the A-Z Challenge, I will be posting a Sandbox Encounter dealing with some of the fiercest and deadliest primates in the Shattered Territories. W is for White Ape.

White Ape

Brief Description: White apes have six limbs, four of them being thick sinewy arms and two being stout legs, and are of tremendous size. They have a head like that of the African gorilla, with a shock of thick, stiff-bristled hair that runs from the back of the skull and neck to the upper shoulders. While white apes are found in many different terrain types in the Madlands, they prefer to dwell in the ruins of dead cities which provide them with shelter and good hunting grounds.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 3 Young White Apes. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 5 Young White Apes, 2 White Apes, 1 White Ape Alpha Male. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 10 Young White Apes, 5 White Apes, 1 White Ape Alpha Male. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Young White Ape: AC 5 [14]; HD 3; Atk: bite (1d6), four claws (1d3); ST: 14; SP: rend (2d3 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 4; XP 120.

  • White Ape: AC 3 [16]; HD 7; Atk: bite (1d8), four claws (1d4); ST: 9; SP: rend (2d4 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 8; XP 800.

  • White Ape Alpha Male: AC 1 [18]; HD 11; Atk: bite (2d6), four claws (1d6); ST: 4; SP: rend (2d6 additional damage if two or more claws hit in the same round); MV: 15, climb 15; CL 12; XP 2,000.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. A female white ape takes a liking to a male member of the party, which encourages the alpha male to attempt to intimidate his newfound rival.

  2. The white apes are actually of two different communities, and are confronting one another over territory when the party comes upon the scene.

  3. The white apes are fleeing a warped monstrosity from the depths of the Madlands, and are perfectly happy to let the players distract the beast so they can get away.

  4. The white apes are patrolling their territory.

  5. The white apes are returning to their lair after an unsuccessful hunt.

  6. The white apes are sleeping after a good hunt, and do not take kindly to those who wake them up.


Enjoy,
Flynn

Wednesday, April 25, 2012

Sandbox Encounters: Vulturan...

Good Afternoon, All:

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter concerning a rather repulsive race of humanoids common to the depths of the Madlands. V is for Vulturan.

Vulturan

Brief Description: The Vulturan are a race of flightless vulterine people that have, until the War of All Gods, dwelt in relative seclusion in the hills bordering the Great Plains of Cameria. Since the Madlands have become warped and shattered, the Vulturans have found themselves traveling further and further from their homeland. Humanoid in appearance, Vulturans are covered with feathers ranging from a dull ocher to a dark charcoal in color, with a birdlike face and beak. Vulturans have poor personal hygiene and crude behavior, and are regarded as second-class citizens in many regions where they are encountered, often relegated to positions as guards and low-class mercenaries.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 5 Vulturan Mercenaries, 1 Vulturan Lieutenant. 2d6x10 silver shillings. (I use a silver standard in my campaigns.)

  • Seasoned (levels 4-6): 15 Vulturan Mercenaries, 3 Vulturan Lieutenants, 1 Vulturan Captain, 1 Vulturan Warlord. 2d4x1000 silver shillings, 1d3 gems, 1d3 jewelry, two consumable items (50% chance each), and one magic item (50% chance).

  • Veteran (levels 7-10): 30 Vulturan Mercenaries, 6 Vulturan Lieutenants, 2 Vulturan Captain, 1 Vulturan Warlord. 2d6x1000 silver shillings, 2d4 gems, 1d4+1 jewelry, one magic weapon (50% chance), one magic armor (50% chance), two magic items (50% chance each), and two consumables (50% chance each).


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Vulturan Mercenary: AC 8 [11]; HD 1d6+2 hp; Atk: by weapon (1d6); ST: 16; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 12; CL 1; XP: 15.

  • Vulturan Lieutenant: AC 5 [14]; HD 2d6+4 hp; Atk: by weapon (1d6); ST: 15; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 3; XP: 60.

  • Vulturan Captain: AC 5 [14]; HD 4d6+8 hp; Atk: by weapon (1d8); ST: 13; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 5; XP: 240.

  • Vulturan Warlord: AC 2 [17]; HD 8d6+16 hp; Atk: by weapon (1d8); ST: 9; SP: Poor hygiene (-2 on reaction rolls), resilient (+2 on saves vs heat and cold effects); MV: 9; CL 9; XP: 1,100.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The vulturans challenge the party, demanding tribute to avoid unwanted attention from the mercenaries.

  2. A seemingly innocent campsite serves as the lure for an ambush by the vulturans.

  3. Seemingly unworried by the party's warskill, the vulturans attempt to negotiate for food, trade goods and general supplies.

  4. The vulturans are returning to their encampment after retrieving their monthly tribute from a nearby settlement.

  5. The vulturans are patrolling the region when the party encounters them.

  6. The vulturans are transporting prisoners back to their encampment when the party comes upon them.


Enjoy,
Flynn

Tuesday, April 24, 2012

Sandbox Encounters: Unicorn...

Good Afternoon, All:

Just a quick note: this is the 450th post I've made on In Like Flynn. Woohoo! Yay, me! Okay, back to our regularly scheduled series of posts, already in progress...

For my next post in the A-Z Challenge, I will be posting a Sandbox Encounter focused on a once-noble magical beast whose very essence has been corrupted by the chaotic energies of the blood of the Gods. U is for Unicorn.

Unicorn (Madlands)

Brief Description: Once a noble and beloved protector of the forests of Cameria, the Madlands unicorn has been twisted by the blood of the Gods into a carnivorous, nightmarish reflection of its former self. Wandering the wilderness of the Shattered Territories in small herds, the Madlands unicorn is a vicious predator with a hatred for anyone or anything that harms the environment, including those who wear leather or cloth, or who bear implements made of wood. These beasts eat meat, and enjoy the thrill of the chase.

Encounter Groups: These are common encounter groups for this type of encounter.
  • Novice (levels 1-3): 2 Young Unicorns, 1 Unicorn. 2d6x5 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Seasoned (levels 4-6): 4 Young Unicorns, 2 Unicorns, 1 Advanced Unicorn. 3d6x10 silver shillings, basic mundane equipment on the corpses of previous victims.

  • Veteran (levels 7-10): 8 Young Unicorns, 4 Unicorns, 2 Advanced Unicorns. 4d6x20 silver shillings, basic mundane equipment on the corpses of previous victims.


Stat Blocks: The following stats are provided as examples for inspiration. Please adjust as needed to fit your preferred gaming system and style.
  • Young Unicorn: AC 4 [15]; HD 2; Atk: one horn (1d6), two hooves (1d6); ST: 16; SP: double damage for charge, 15% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 3; XP 60.

  • Unicorn: AC 2 [17]; HD 4; Atk: one horn (1d8), two hooves (1d8); ST: 13; SP: double damage for charge, 25% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 5; XP 240.

  • Advanced Unicorn: AC 0 [19]; HD 8; Atk: one horn (2d6), two hooves (2d6); ST: 8; SP: double damage for charge, 45% magic resistance, teleport (up to 360 ft, 1/day); MV: 24; CL 10; XP 1,400.


Encounter Ideas: Here are six different scenarios related to this encounter type.
  1. The unicorns are fleeing a warped monstrosity from the depths of the Madlands, and are perfectly happy to let the players distract the beast so they can get away.

  2. The unicorns are returning to their lair after an unsuccessful hunt.

  3. The unicorns are tormenting some travelers before eating them, playing with their food, as it were, when the party comes upon the herd.

  4. The unicorns are sleeping after a good hunt, and do not take kindly to those who would wake them up.

  5. The unicorns have cornered a large herbivore and are worrying it with frequent grazing attacks, killing it slowly and cruelly.

  6. The unicorns are actually of two different herds, and are confronting one another over territory when the party comes upon the scene.


Enjoy,
Flynn