Thursday, January 29, 2009

Another Savage Worlds Fantasy Introduction Adventure

So my father-in-law wants to play an RPG with me. I don't think he nows about the narrative part of it and imagines it more as a tactical board game, but I can give him a nice dungeon crawl for sure.
At first I was wandering if I should give him a system that is more statistically solid and uses less extra features than Savage Worlds (for a beginner strangely formed dice plus Wild Die plus Initiative Cards plus Bennies are for sure a lot), but in the end, it is the system I know best and the rule book is a nice compromise between lots of feature (how do I build characters?) and a simple basic system (roll 4).

Anyways: I built a dungeon with my Wizards of the Coast Dungeon Tiles and while doing that I came up with a simple story. I also want to have something going on, before entering the dungeon. I call it:

Dungeon Temple the Death God (Horok)

(Combat) Encounter 1:
The lonely player character is ambushed by 2 orcs while traveling from one village to another. You could let the PC roll notice to see if he really notices them.

Orcs, Minor
Minor orcs are about the size of humans, but walk squatted. [Basically LotR movie orcs.]

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d8, Notice d4, Shooting d6, Stealth d4, Throwing d6
Pace: 6; Parry: 5; Toughness: 6 (5 w/o armour)
Gear:
Leather armor (+1), short sword (Str+d6)



(Non Combat) Encounter 2:
The PC notices that the orcs had a hostage. When talking to this woman (Jonovia), we find out, that the population of the village has been taken as prisoners to an underground temple by Horok, the evil priest of the Death God. Jonovia gives the hero Warrior Seeds (3) and a healing potion, in case he is willing to free the villagers.

Warrior Seed
Put the seed in the earth. After 1 round a full grown warrior in plate armor digs his way out of the earth. After a few minutes, or if wounded warrior and armor crumble to dust. Dispel magic has the same effect. Seed Warriors don't speak, if not asked straight questions. They are soldiers from a long collapsed empire and lost their memory over the millenia.

Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d8, Guts d8, Notice d4
Pace: 5; Parry: 6; Toughness: 8 (5 w/o armour)
Gear:
Plate Armor (+3), long sword (Str+d8)



Encounter 3:
The hero enters the nearby dungeon and could be able to sneak by the 2 sleeping orc guards. The problem: the door only opens when the gong is used, or you need the key one of the guards carries on his body. Optionally the treasures of 2 more guardians sleeping in their beds can be ramsacked. (Those to guards hurry nearby anyways if they hear any noise of battle.) Treasure: 1 healing potion (if necessary) or a magic weapon or armor.

Orcs, Minor
Minor orcs are about the size of humans, but walk squatted. [Basically LotR movie orcs.]

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Guts d8, Notice d4, Shooting d6, Stealth d4, Throwing d6
Pace: 6; Parry: 5; Toughness: 6 (5 w/o armour)
Gear:
Leather armor (+1), short sword (Str+d6)



(Non Combat) Encounter 4:
Fire trap. The hero has to sneak by with Agility rolls or find a way to activate the lever on the other end of the trap. (Puzzle) The flames also stop for 2 minutes if the gong is used, but this warns all creatures in the temple.

(Combat) Encounter 5:
The big temple hall where the villagers a held prisoners and there is a blood altar.
2 orc assassins and the Wild Card dark priest Horok await the hero. Should it be to easy, the priest summons 2 giant spiders. 2 cauldrons with magic liquids create extra possibilities. (Priest tries to push hero in?) Extra feature: bottomless pit.
At the end there are 2 treasure chests and the freed village people.

Orc Assassins
Bigger orcs, but without armor. Instead they wear black ninja outfits. :)

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d8, Guts d8, Notice d4, Shooting d6, Stealth d4, Throwing d8
Pace: 6; Parry: 6; Toughness: 6
Gear:
Short sword (Str+d6), 1 throwing axe (Str+d6;3/6/12)
Special:Size +1


Death Priest Horok (WildCard)
Your classical dark priest. Likes to talk that way too.

Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Faith d8, Fighting d6, Guts d8, Notice d6, Stealth d6,
Pace: 6; Parry: 5; Toughness: 6 (5 w/o armour)
Gear:
Leather Armor (+1), Ceremonial Dagger (Str+d4)
Powers: Burst, Dispel, Beast Friend
Power Points: 15



I hope this contains a lot of the clichés that drew me into RPGs when I was starting out 20 years ago. :)

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