Split the Party

“Don’t split the party!” is a classic refrain from the early days of D&D that still holds a surprising amount of traction. It’s also absolute rubbish; your games will be much more fun if the group separates and gets back together during the course of an adventure. This is especially true in investigative games like Vaesen or Call of Cthulhu – but even in your classic F20 game it can lead to much richer play. Here’s why.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

More Content!

If you’ve got two potential leads out from a scene, why go to each in turn? Send a couple of PCs to talk to the old woman, while the others poke around in the merchants’ quarter. By cutting between them, you get a nice contrast, and it’s easier to be an audience for the other pair when things are being resolved by the others. Things move quicker with fewer PCs on the scene, too.

In-party roleplaying in action

More (In-Party) Roleplaying!

Four PCs in the same place, talking to someone – they might talk to each other, but the focus of their investigation is going to get more of their time. Two PCs in the same place, it’s much more natural for them to talk to one another – and it will happen more. This is especially true online, where a conversation between more than two people needs structural help to avoid talking over each other. 

Mix up the pairings a few times, and you’ll soon get some neat character interactions going. If you’re doing this in a very trad game, or as a one-shot, you might want to lay the groundwork for this with some in-party setup questions.

More Verisimilitude!

Another cliche from the early days of roleplaying is the Cthulhu investigator team – six men with shotguns showing up in the suburban street to talk to the little old lady about her neighbours. In genre fiction, it’s very rare that the whole ensemble cast go together to resolve a problem – this is reserved for the finale (and maybe the start of the episode). 

If you’re looking at a one-shot structure like the Ur-Plot, it could be as simple as the middle bits are with the party separate – you’ll end up with a grabbier plot, that’ll move faster and cover more in-party chat – all for the good!

How To Make It Happen

First, let’s make sure we’ve got the conditions for this to happen. You need to banish any sort of adversarial “the-GM-is-out-to-get-us” mentality from your players – which means, try and not give them the obvious potential risks from splitting up. Eventually, you probably want to throw that ambush – and the subsequent rescue – but to start with you probably just want peril to be the consequences, not actual character death.

Keeping the PCs in contact – with cell phones or the fantasy equivalent – should also make them more comfortable splitting up. Eventually, you want to remove these and cut them off, but that will only be effective as a change from the norm, so keep that in reserve for the first couple of times.

You can also put a timer on it – if there’s only 3 hours until the next killing has been foretold, and there’s two temples to search for the anti-ritual, there’s a big incentive to split up and cover both places. 

Getting Into Trouble

I’m certainly not advocating that when the party is split up it should be peril-free; the scenes should be exciting and dangerous, or what’s the point of them. But the peril doesn’t have to be combat. Skill checks or challenges (even longer-term ones) work just as well with 2 players as with 5, so plan some of these for big payoffs. 

There’s a knack to getting spotlight right with this – you don’t want one group making a single Persuade check while the other has some multi-layered challenge to resolve their scene – but you can always give the successful Persuaders something else to do.

And, combat doesn’t have to be off the table. Balance it carefully, and make sure there’s an objective behind it – one group getting ambushed or captured and having to be rescued makes for great drama. In games with tight combat design (like D&D), 2-PC combat does some really interesting/weird things sometimes, which can make it exciting and dangerous even if you adjust the opposition’s level challenge.

For any action-based challenges while the PCs are split up, and even for investigative scenes, smash cut between the two groups frequently – try to aim for cliffhangers, even if minor ones. Techniques like this keep the momentum going, and help players be good audiences for their other group – which spares you having to do an awkward roleplaying scene later where they tell each other what they’ve just found out. It’s unnecessary – they already know – so encourage them to cut to the analysis of their discoveries, not the reporting.

Even in the Dungeon…

A lot of this advice has been focussed on investigative games, but I should say it all applies just as much to more traditional fantasy games. How often do parties in F20 games send the rogue first to scout out the next room, and how often do they actually get separated? Take that as the consequence of a failed perception or find traps roll, and you’ve got an extra layer to your dungeoneering.

Have you ever split the party? Are your players reluctant to do so, or do they just need a bit of a push? Let me know in the comments.

The Curse of Clearview Forest – a 1st-level D&D one-shot

I’ve got another 1st level D&D adventure for you here, ready-to-run, and this one is even playtested – at Go Play Leeds last year. It’s pretty rough-and-ready, and contains a collapsible set of scenes in the middle so you can expand or contract to fill the available time. I’d be generous with any alternative plans that the PCs make to get to the dryad’s grove – but all paths will eventually lead to the druid. 

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

If you want to toughen up the fight, add a few twigblights into the mix – although the big bad Garrett, designed using Matt Collville’s villain actions, is pretty effective as a solo boss. Villain Actions take place out of initiative order after a player’s action – usually one per round in the first three rounds, although feel free to tweak this if they’re needed in order to survive. He also has a Bonus Action and a Reaction that make him a bit more survivable – I’d recommend a watch of Matt’s youtube video for some good examples of building boss monsters with Villain Actions.

In terms of NPCs, I got a lot of mileage from making Prince Kyle a feckless loser convinced of his own heroism, and Mayor Goodbarrow as a somewhat sinister leader. I used regular 1st level characters, using my simplified character sheets, for this.

Background

Twenty years ago, Green Goodbarrow, mayor of Clearview, struck a deal with the fey of Clearview Forest. In return for Clearview’s continued prosperity and protection, he offered the services of his son to the dryad Qualan – confident that he would be well looked after, and his wife would bear more children for him.

A difficult birth followed, and Gwen Goodbarrow gave birth to twins. Rushing both dying mother and twins to Qualan’s glade, he begged for the deal to be cancelled – but he had already been elected mayor, and bargains with fey cannot be undone. The mayor’s son, Garrett, was taken by the dryad into the Feywild, to serve her as an apprentice and guardian of the forests. The daughter, Gynnie, was left to grow up with her father.

Time passed and Clearview prospered – the bandits and goblins that had troubled the other villages of the forest never troubled Clearview, and it became wealthy and prosperous. Garrett was comfortable enough serving the fey, and his druidic magics grew, even as he wished to return to his own, human world.

Clearview’s prosperity will be sealed now – for the great beauty of Gynnie Goodbarrow has attracted the attention of Prince Kyle, who has courted her and arranged a marriage. As he and his love walked in the forest, the talking trees of the forest saw them steal a kiss – and reported it back to the fey court – where Garrett heard of it.

Enraged to be reminded of all he has missed, and the life he could have lived, he turned on his former wards, capturing the dryad in a feywild prison and breaking the vows that protected Clearview. Even now, though, Prince Kyle and his Kingsguard yomp through the forest for their wedding, unaware of what has happened – with Garrett no longer serving them, the forest will demand the other child…

Prelude – The Forest Path

There is a wedding in Clearview, where Gynnie Goodbarrow, daughter of the town Mayor, is to be wed to Prince Kyle – youngest and least impressive of the King’s son, but a Prince nonetheless! You are making your way there…

  • Ask each player:

Why have you got an invite to, or are attending, this wedding?

As they round a turn in the road, they come across quite a scene. A mean, one-eyed bandit brandishes a crossbow from the trees at a well-dressed travelling group – surely the Prince and his Kingsguard. In a plummy, high-pitched voice, the Prince speaks –

You would challenge me? Fair know it, that I am a master with the sword, and in fact I insist that my guards stand down and allow me to slay you single-handedly!

A crossbow bolt flies from the woods and slays a Kingsguard, and combat ensues.

It is assumed the PCs will join in. They will face 5 bandits (AC 12, hp 11, +3 club for 1d4 or +3 crossbow for 1d8+1) plus One-Eyed Isaac (same but hp 18) – the bandits will engage the dangerous-looking Kingsguard first until they have been attacked.

The Kingsguard are utterly useless, and the Prince is worse.

Once they are vanquished, the Prince introduces himself – and tells you how lucky that his two Kingsguard, Erlin and Harlin, were there to save them – despite them doing almost nothing.

They can then proceed to the wedding – allow them a long rest as they are fed and watered at Clearview.

Scene One – The Wedding Party

Before the wedding, there is a great, drunken, feast, around the Clearview Oak, a huge tree in the centre of the village. During the festivities, they can attempt to find out about the wedding

  • Clearview is richer than it has ever been – it is said the forest is blessed, and even bandits don’t dare to interfere with Clearview’s prosperity
  • Green Goodbarrow is a good mayor, but he’s been more and more melancholy as the wedding day has approached – maybe memories of his late wife – who died giving birth to Gynnie – have been bothering him
  • The mayor has been taking many long walks in the woods of late – last time he returned looking like he’d seen a ghost!
  • Clearview is blessed by the forest – even the beer is the best in the forest! (as she says this, she takes a big swig, frowns a little as if it’s not as she expected it, and then returns to pretending it is good)

At the height of festivities – from the Clearview Oak burst 1 Needle Blight and 8 Twig Blights. A pair of Twig Blights grab Gynnie and pull her into the oak – immediately she is in the Feywild and captured again. As they do, the wise woman Ernestine shouts out

They come to take their prize! What is owed to them?! Where is the other child?!

Once they are defeated, Green Goodbarrow is extremely upset. He demands that people go after and rescue his daughter – of course, the Prince and his Kingsguard immediately volunteer. He also eyes up the heroes and asks them to go, but the Prince will have no truck with it – nevertheless, he promises at least 200gp of his considerable wealth if they can ensure the wedding goes smoothly. He suggests they travel to the dryad Qualan, the guardian of the forest – maybe something has happened to her that means the forest’s blessing may be ended.

Scene Two – Forest Exploration

Clearview’s forest paths are dim and oppressive.

There are a number of encounters the players can have, depending on time available, until they find the dryad’s grove – if you are short of time, feel free to skip ahead to that.

Talking Trees

The Trees used to be a source of wisdom, but are grumpy and angered now the curse has landed. They must be entertained – with a joke, a dance, or similar – a DC 13 Performance or similar check – from all the PCs (group check, needs half successes) to talk to them.

They can tell the whole legend of a boy taken as a price for the prosperity of Clearview, and that there was another child – a beautiful girl – and a dying mother. 

The Pool

You come across a tranquil pool, with lilies floating on it and an idyllic bridge tripping over it beyond thick, impassible forest. As you take the first steps over it, though, strange bubbles emerge from the pool, and a thick mist begins to cloud your vision.

The PCs must all make Con saves to remain awake, and then succeed on a group check (half successes needed) of Athletics or similar to cross the bridge – further failed Con saves inflict 1d4 hp damage. If all PCs fall asleep, they awaken in the dryad’s grove in the Feywild, and are awoken by the dryad by it’s dying breath after Garrett soliloquises the reason for his anger.

The Webs

They hear weak shouting ahead – from the Kingsguard, trapped in spider’s webs – a proper chance to save them! Luckily the Giant Spider who snared them is out hunting, but his three children – stats as Giant Wolf Spiders – stalk and will attack. After three rounds, their mother arrives – hope they have saved the Kingsguard by then!

Scene Three – The Dryad’s Pool

The Dryad’s Pool is clearly in trouble. The water is stagnant and stinking, and the tree looks to be dying on it. Arcane symbols scratched around it indicate a passage to the Feywild, recently used.

A DC 10 Arcana or Religion check will allow them to enter the Feywild and confront Garrett – they emerge on a scene of Qualan tied to a tree, and Garrett will tell them the history and why he feels aggrieved. Qualan tells them he is right – that for the blessing to continue Gynnie must be taken by the forest instead. Either way, Garrett attacks – Qualan using her last energy to Long Rest the PCs, if needed. If it looks sketchy, one of the Kingsguard tosses a PC a healing potion – they are much too terrified to join in the actual fight. 

Garratt – corrupted Druid (villain monster, CR 2+)

AC 11 or  16 (assume Barkskin), hp 52 (40 if just 4 PCs)
Speed 30ft
Multiattack 2 of –
–        make one shillelagh attack (+4 reach 5ft. damage 1d8)
–        make a sling attack (+4 range 30ft, damage 1d4)
–        cast a spell (Entangle, Thunder Wave, or Dust Devil)
Spells – Thunderwave (15ft cube, Con save or 2d8 damage and pushed 10 ft away – save for half and no push) – Entangle is a 20ft cube – Dust Devil is a movable 5ft square
Bonus action – get an additional save vs. an effect
Reaction – when struck by an attack, cast Barkskin to raise AC to 16
Villain Action Round 1 – Cast Entangle on all opponents within 50ft, Str save or restrained
Villain Action Round 2 – Immediately cast Longstrider on himself and move (no attacks of opp) up to 40 feet
Villain Action Round 3 – Summon a Dust Devil (Str save or 1d8 damage and pushed 10 feet away) against all opponents engaged with him

Scene Four – Return

The wedding is back on – or is it? Will the PCs tell the village the truth, or will they keep their counsel. Prince Kyle, in a rare show of bravery, is determined to marry Gynnie no matter what – and can be persuaded to reveal the secret or not by the PCs.

End with a montage of the next scenes in the PCs’ lives, showing how they move on from these heroics.

Three Terrifying Pubs: A Deep Dive of  Mistaken Identity from The Enemy Within, Part 1

Mistaken Identity is the initial adventure from the Enemy Within campaign for Warhammer Fantasy Roleplay, and acts as a prelude to Shadows Over Bogenhafen, the first adventure proper. In the latest iteration of the campaign, the two are folded together as Enemy In Shadows. Enemy Within has a reputation as one of the “great” RPG campaigns, so I played it through with my Tuesday group – you can get hold of it from Cubicle 7 here.

The first of many mutants in this adventure / campaign, and a former associate of our thief.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

In this first part I’ll give you a session-by-session breakdown of how I ran it, including what I changed from the published adventure. In Part Two, I’ll summarise what worked well, and what worked less well – and suggest what can be taken from it for other games. There are, of course, a huge number of spoilers below – if you’re still wanting to play it “fresh,” 35+ years after it was first published, you might want to look away now!

Synopsis

I ran Mistaken Identity over 5 online sessions of between 2 and 3 hours for 4 PCs, with the first session including character generation. The adventure as written has some very useful “Grognard Boxes,” ways to alter the adventure if your players are familiar with it already. I used them to just pick from if it looked more interesting – especially in the first session.

The adventure as written has chapters that are roughly one session long (if you play with a fair lick of pace) – and I’ve written them up below, along with the names I gave each session as part of my prep notes. If Patrons would like sight of my actual prep notes, feel free to get in touch – although I find the writing up of them is more useful to me than reading them, if that makes sense – the process of creating them revises and solidifies the game in my head. I used Roll20 (which has a bit of a fiddly WFRP interface for improving PCs, but it’s too late now for us to switch) and Google Meet for A/V, if people are interested in those things.

You’ll note as you read this that I have a crew of absolutely top-drawer players. In this, my regular Tuesday group, plots are aggressively pursued and roleplay opportunities are harvested from even the least interesting scenes. Situations like one PC not knowing a secret the other three are keeping from them (the player knows, obviously) are handled maturely and leaned into for maximum roleplaying fun – your mileage may vary, obviously – but it’s worth invested in play culture at the table if you want to be able to engage with an adventure like this that’s full of unresolved secrets and bait-and-switches.

Session 1 – The Coach and Horses

After character generation and session zero stuff, they montaged talking to some NPCs at the Coach and Horses and then fought a daemon summoned by one of the patrons.

I completely ditched the structure of the first session in the adventure, which is the coldest of cold opens – some gambling (out of budget for almost all starting characters as written), some meeting strangers who don’t like them – the only action is if and when they catch the gambler cheating. Oh, and we did chargen by the rules – and ended up with human nun, smuggler, and wizard’s apprentice, and a halfling thief.

I quite liked the NPC Phillipe Descartes, so didn’t want him to be an enemy, so had him merely regale them with tales in his outrageous Brettonian accent. Each PC got a single short scene where they made a skill check (usually Gossip) to impress an NPC, and then received 1 or 2 of the rumours supplied. We cut from PC to PC as they did this, before I triggered “The Rival Magus” from the Grognard Box and had a daemon appear.

After they’d fought the demon, of course, they were basically an adventuring party, and we’d got to know the interface and basic rules in session 1. All this took maybe an hour of play after characters were done – it’s my favoured approach for a session zero to get a bit of play in at the end to whet everyone’s appetite.

Session 2 – The Road to Altdorf

They fought a mutant, went further down the road, fought some more mutants, and discovered the adventure’s hook – a body looking identical to one of the PCs, with a will to collect from Bogenhafen and a signed affidavit that the bearer is indeed the long lost nobleman, and instructions to claim his inheritance in Bogenhafen.

I pretty much ran this as described – the players made it more interesting by three of them being in on the identity theft, but keeping it quiet from the fourth – a nun of Myrmidia – as they expected she’d not be in favour. Instead, they told her that Othelbert the apprentice actually was Kastor Leiberung, just travelling undercover to Bogenhafen – and swore her to secrecy.

Session 3 – Welcome to Altdorf

After a confusing encounter with some strangers, and surviving a theft attempt, they caught up with Josef – a boatman and old acquaintance who just happened to be going to Bogenhafen – and went with him on a very dangerous bar crawl. It becomes very obvious that everyone they meet at the moment seems to end up dead very quickly – and they see a shadowy figure tracking them.

I added in a quick chase scene at the start with some pickpockets for two reasons – firstly, to start with some action, and secondly to give a big of the ‘dangerous big city’ vibe. This happened at the same time as the Emperor’s procession, which the module stressed is important later. As they’d all been travelling to Altdorf, they each had a scene where they resolved that – the nun resolved to continue travelling in Myrmidia’s name, the halfling went to his uncle’s pie shop and made contact, the wizard’s apprentice tried to enrol at the university. These gave a bit more verisimilitude and allowed the players to drop their previous lives a bit as they seemed committed to be adventurers now.

The bar crawl I ran as written, with the halfling thief enthusiastically joining in with Brandy Bounce and them using their wits to navigate the situation. The whole bar scene is a great set piece – as they realised just how much danger they were in – and balanced off nicely by several of their NPCs being found dead the next morning.

Session 4 – Come Drown With Me

We were a player down, so with the finale approaching, I ran a fill-in session of Come Drown With Me from One Shots of the Reikland – the three remaining players survived a zombie attack and re-sealed the tomb of Kurgon Three-Eyes while they travelled down the Weissbruck Canal. Testament to how dangerous Altdorf felt that a potential zombie apocalypse was a welcome light relief.

The character art in the adventure is brilliantly evocative – e.g. this portrait of Maria Braund, the highwaywoman who I used as an extra link to the follow-up adventure

Session 5 – No Mister Lieberung, I Expect You To Die

After meeting a highwaywoman and agreeing to do her a favour on the canal, they went onwards to Weissbruck, where they tangled with their pursuer. Evading him, they went on to Bogenhafen – where they realised they’d inherited a setup meant to catch a cultist, and neither the inheritance nor the title were true. As a horrific beast appeared to ‘save’ them in the nick of time, they were left pondering what to do next – luckily, the Schaffenfest is in Bogenhafen, and they had an assortment of plot hooks leading them there!

Maria Braund, the highwaywoman, is from the Enemy in Shadows Companion, and I added her in to give a hanging plot hook to the Schaffenfest for when they arrived – the start of the session also had them avoid a robbery from their fellow riverfolk, who’d heard one of them was a nobleman in disguise. I had Adolfus smoke some distinctive cigarettes so they could tell he’d been around the pubs with them, and he fled when they confronted him and they fought his heavies.

The final scene, while a bit deus ex machina (daemonium ex machina?) is another great set piece – as they watch through the windows the splashes of blood, before finding the body of their pursuer ripped apart.

In Part Two, I’ll summarise what stood out about the adventure, what didn’t work as well, and what tricks and components of it we can steal for future one-shot (or campaign) play. Questions or feedback as always are welcome to @milnermaths on twitter.

Day of the Manta Ray – a Sentinel Comics One-Shot

Last weekend, I was at the Owlbear and the Wizard’s Staff, an improbably-named convention in Leamington Spa – and this was the scenario I ran for it. I’d previously playtested it online with my pick-up Supers Gaming group, and made quite significant changes to some of the encounters based on how that went. I thought I’d share it here as a verbatim example of my notes for a one-shot game, along with a few explanatory things.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

I designed this scenario for the pregen group Daybreak in the Sentinel Comics rulebook – they are teen superheroes, and I played up their lesser status in Freedom City by having lots of spectators and NPCs wearing Legacy merch (the other, more established, superheroes). Sentinel has a really structured encounter/scene structure, which I stuck to for the set pieces, but I freeformed a lot of the investigation scene by just asking for 6 successes and giving them some plot hooks when they made their Overcome rolls.

I knew I had 3 players, but added an extra into each scene to allow for an extra player to arrive. I’ll be following this up with a Sentinels review, and probably something on playtesting con scenarios, so watch this space!

Intro / Con Pitch

In this terrifying issue, Ray Manta (p400) has hatched a devious plan to hold Freedom City to ransom, by kidnapping the hapless Mayor Thomas at the opening of Freedom City Aqualand. After dealing with the aftermath of his kidnapping, the heroes have to track down Ray Manta to his secret underwater base, find him, and battle him and his aquatic friends to save the mayor.

SCENE ONE -THE GRAND OPENING

Easy/Medium Action Scene

The heroes are guests of honour, or just there for a day out, at the opening of Aqualand, the Freedom City aquarium. It’s been rebuilt after a terrible incident of collateral damage that the heroes were somehow involved in. Standing in front of the prize pool is Mayor Thomas, his too-tight suit and the blazing sun making his hair dye drip onto his collar. As he readies to cut the ribbon, Orca and Morca, the aquarium’s prized killer whales, jump a pirouette behind him. 

A great day for the fishes! A great day for the city! As I always say, with cod on our side, we’re always sure to have a whale of a time! I’ve always been a fin of the aquarium, and I’ve often said this day was manta be! 

As Mayor Thomas giggles at his terrible puns, the fireworks go off – and smoke fills the area. Slightly confused, there are soon some secondary explosions – and screams!

Ray Manta has set off his trap – his squid-bots have been waiting in the wings, and his shark-bots have already replaced the beloved Orca and Morca.

As the smoke clears, Mayor Thomas is nowhere to be seen, and man-sized squidbots terrorize the assembled crowds. An explosion under a stand has left the assembled people tumbling into the pool, where a now-enraged Morca has been dropped from the sky.

Scene Tracker – Standard

3 Players:

ELECTRIC EEL – D8 Lieutenant

Herman Gyros got caught in an oil rig accident and given the ability to turn into living electricity – now he works for Ray Manta after a hastily-arranged re-image to fit his fish theme

Ability: Can ATTACK and HINDER a target with the same die roll if making a ranged attack with his ELECTRO-SHOCK

Tactics: Flies around from zone to zone targeting the most dangerous-looking opponent. Flees if the fight turns.

HAMMERHEAD – D8 Lieutenant

One of King Shark’s followers, Hammerhead has been loaned out to Ray Manta for this mission. He is utterly clueless and doesn’t understand much of what is going on

Ability: At home in the water – +2 to close-combat attack or defend actions when in the water

Tactics: Keeps fighting until the bitter end – like we said, clueless.

ROBOCTOPI

These look like unconvincing plexiglass octopi

Ability: 16 arms are better than 8! They get a +2 to Boost fellow octopods

(H) D6 Minions

ENVIRONMENT – The Bombing Campaign

Frequent random explosions D8

Escaping wild aquatic animals D6

Hacked water cannons and fire trucks D8

Green – a few explosions happen towards the edges of the scene – the whole place has been booby-trapped!

Minor: Explosions fire at one hero on the ground of the scene, making an Attack using the Mid die

Minor: Another roboctopi activates!

Major: Two heroes are buried under a pile of rubble – Hinder at Mid, Attack at Min

Yellow – spectators are dropped into the orca tank, as fish swarm from all directions

Minor: A wave of water targets everyone on the ground who isn’t aquatic – Attack with Min vs. everyone

Minor: One hero is covered with mating octopi – a persistent and exclusive Boost action

Major: Advance the scene tracker by one space as the ground begins to creak under the water

Red – the stand collapses into the city’s water system – there are sharks all over the city now!

Minor: Water sprays up, a Hinder (Mid) on everyone – including the flyers

Minor: An arc of electricity flies up to Electric Eel and restores him to full strength!

Major: Waves of water stand between the heroes and their opponents – a Max Defend action

4 players:

ADD

SAVE THE SPECTATORS

OO Right the stand

O Calm the enraged killer whale

SCENE TWO – AFTERMATH

Montage Scene

As the scene clears, a message has been scorced into the grass in front of the aquarium – unless THREE MILLION DOLLARS is delivered to an unmarked post office box downtown, they will never see the mayor – or Orca – again. Commissioner Brown is beside himself

But the people of Freedom City – they love that goddam dolphin! And Mayor Thomas, of course. Him as well. But, how will poor Morca cope without her mate?

Players can narrate their scene to heal/help/boost as usual.

SCENE THREE – INVESTIGATIONS

Easy Action Scene

As they race to find the location the mayor (and the beloved killer whale) is hiding, they need a total of 6 successes on Overcome actions to do so.

Possible approaches –

Hack the robots to find their ‘homing location’ somewhere in Freedom Bay

Investigate the PO box – where they find a terrified employee who says a ‘fat man who smelled of fish’ asked him to set it up, then crawled back into the river

Look into the aquarium contractors – where there are a lot of contracts given to on Mandy Tallahasie Raynham – with the location of the warehouse that he used

Go bust some heads at the warehouse – where they can reveal Ray Manta’s underwater base

SCENE FOUR – PREPARATIONS

Montage Scene

They know where Ray Manta’s base is, and they know how to get there -and that it’s underwater. How do they prepare to get there?

Players can narrate their scene to heal/help/boost as usual.

SCENE FIVE – SHOWDOWN

Moderate Action Scene

As they burst into Ray Manta’s base, they find the mayor and the Orca already tied to a laser cutter, and the swarms of bots all around them

Scene Tracker – Standard

3 Heroes:

SAVE THE WHALE!  (AND THE MAYOR)

OOOO Defuse the laser

RAY MANTA (see full profile, with upgrade suit, in the Sentinel Comics core book)

ELECTRIC EEL (AGAIN!)

D10 LIEUTENANT

Can Attack and Hinder the with one action

KING ORCA

A man in a shark suit just as unconvincing as Ray Manta’s costume, King Orca is nevertheless a dangerous villain

D10 LIEUTENANT

+2 to Boost actions

4 heroes – ADD

HORDES OF FLYING FISHBOTS

(H) D8 MINIONS

Annoying blighters: +1 to Hinder Actions

Once the scene is finished, the heroes are victorious! They have saved the mayor, and the beloved Killer Whale, Orca! Narrate a closing scene where they celebrate their victory.

Cut to the Chase Scene – 5 In Medias Res Starts for your One-Shot

I’ve blogged before about the importance of a strong start in your one-shots, and a good way to achieve that is to start in medias res – in the midst of the action.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

In Medias Res as a term was coined by Horace in his Ars Poetica, when he pointed out that Homer’s games of D&D he was running down the Parthenon didn’t start ab ovo – with the dragon hatching from the egg – but right in the middle of a pitched battle against orcs. Or something like that. What it means for us is a reliable way to get dice rolling within the first twenty minutes – and get the pace tripping along right from the start.

So, here are 5 In Medias Res’s to get your one-shots off to a bang.

The Previous-Quest-Maguffin

Gamma World’s famous flow-chart – more fun to look at than play through, in my experience

Begin at the end of the last adventure – where they find a fantastical item that spurs them on to the main quest. A good chance for an ‘easy’ section of dungeoning – a ‘training level’ – to get the item, and then some problem solving / roleplay to interpret the item and pick up the trail.

Credit to Dirk the Dice of The Grognard Files who did this in a memorable Gamma World one-shot that I’ve shamelessly stolen (both here, and in other con games) – in that game we used the infamous artifact flowchart to decipher the mission.

Trapped in the Tomb

Don’t just start at the door to the dungeon, have the party on the wrong side of it as the trap triggers and the door closes behind them. You might want to have another peril activate at the same time, just to lay it on thick that they need to find a way out – as well as whatever they came here for in the first place.

Note that if you’re doing this you’ll need some NPCs or other roleplaying opportunities in the tomb/dungeon/derelict space station in order to make this more interesting – so throw in a chatty mummy/off-message AI/reactivated golem for the PCs to interact with and help/hinder them as well.

The Contest

You don’t think just anyone gets to represent the king while plundering the treasures of the forgotten jungles? No, every year you must compete for the privilege against the nations most foolhardy heroes. Feel free to have some of the failed contestants travel over there anyway as a rival adventuring party – that the PCs will eventually have to save and/or fight.

In terms of pacing, don’t make the contest too long, or it might become the focal point of the whole session – a few skill checks or a simple combat should be enough. Last year I started a Legend of the 5 Rings campaign with each PC describing the gift they’d brought for the daimyo they’d appeared to serve, and then make a skill check for how successful their gift had been – and one bushi’s terrible sake became a recurring theme for the whole campaign.

In Medias Res-ervoir Dogs

The heist (dungeon crawl, assassination, saving the city, etc…) went wrong – or at least drew a lot of heat. Now they’re on the run, trying to escape and fix things. A good way to start with a chase scene – either using the RPGs chase mechanics or just some opposed skill checks or a fight.

This is a good example of a fight with a clear objective – and an opportunity to intersperse the scene with flashbacks of the actual job they’re running from. Note that in Reservoir Dogs they just lie low and chew scenery at each other – diverge from the film in your game and have them carry out the even bigger score that will make things right, hunt down the contact who betrayed them, or finally get the jewels back.

Zombies Attack!

Wherever the PCs are at the start (tavern, castle, space station, etc…) is suddenly subject to an invasion. A recent session of Deadlands I played in started with zombies crawling through the saloon floor, and it’s a well tested method for starting with a bang.

As with Trapped in the Tomb, you’ll need to make sure there’s a few NPCs for the PCs to interact with during the session so it’s not just a string of fights, but having the call to action be an actual invasion is a classic trope. See here for more ideas about managing invasions – you might want to think about what weakness of the attackers can be exploited, and how they can find it, for instance.

So, five ways to start your one-shot with a bang – what other ways have you seen a one-shot started? Let me know in the comments.

Fighting Talk, Part One – Know Their Enemies

Particularly in one-shots, building battles is a bit of an art. Most crunchy games include some guidance on balancing encounters (and those that don’t should), but I’ve found some general principles that will improve almost any fighting encounter that you have. In Part Two we’ll look at the battlefield itself, but in this post we’ll look at your opponents.

For this post I’ve given examples based around 5th edition D&D, because it has guidance for balancing encounters in the DMG that is both thorough, and also a bit misleading – but the same principles apply to other games.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here.

Balancing Your Opposition

I’ve said this a few times on the blog already, but I’ll say it again – fights, especially in one-shots, should be easy or hard – not “medium.” An easy fight at the start of a session to help everyone learn the rules is a fine thing, or an opportunity for the players to show how awesome they are, but a ‘medium difficulty’ fight is, generally, weak. If you play D&D or Pathfinder, the majority of the fights you’ll find in published scenarios are at this level – just cut some of them out and beef up the ones that are left to make it at least “hard” by whatever difficulty metric they give.

The reason that games often give a ‘medium’ difficulty level is about attrition. The classic D&D resource management game is that you will gradually use resources through the adventuring day, meaning a selection of averagely difficult fights will wear you down and provide a tactical challenge. I don’t really agree with this approach, even in long-term play – a few big battles are better than lots of middling ones, and I think resource management like this is overrated.

You Need More Than You Think

One opponent per PC is an absolute minimum if you want an exciting battle. There’s tricks and ways to make a fight against one big opponent work, which I might talk about in a later post – but if you’re looking for an exciting fight, you probably want the number of opponents to be between 1.5 and 3 times the number of PCs.

How do you do a big fight against, e.g., a dragon then? Simple, just add in some low-level supporters. If you’ve got 4 6th level D&D characters, a “hard” fight can be a Young White Dragon (CR 6) and 5 or 6 Scouts (CR ½) – the scouts won’t be as big a threat as the dragon, but they’ll still harry and whittle away at the party’s resources ensuring that they won’t just be able to mob the dragon from the start. It’s easy in D&D to fall into the trap to think that low CR monsters aren’t suitable for mid- or high-level parties, but they absolutely are – which brings us to…

Minions, Mooks, and Hordes

Big fight scenes need a big cast – which means more enemies

If you’re going to have lots of opponents without swamping the PCs, some of those opponents might have to be quite low-level. A group of low-level minions is an excellent set of opponents to add to a challenging fight. They’ll draw the PCs’ fire, get between them and the main opponents, and give the players a chance to show their awesomeness by going down easily.

If you’re worried that there might be too many, give some thought to morale options – maybe once their leader is killed they’ll run off into the hills, or half of them hang back as they attack in waves. With lots of opponents you have a few ways to pace battles you can use depending on how it’s going – make it logical, and don’t hold back, but you don’t have to have them all charge in at once.

Make Them Individual

Give your opponents identifying traits, names, or other characteristics. On a VTT, it’s easy to drop name labels on to each of your mooks – it feels much cooler when the goblins they pick off have names. Otherwise, even just listing a characteristic of each of them – this one has one eye, this one is overweight and limping –helps it to feel like a TTRPG instead of a video game. Generally, I’d not recommend altering any of their game statistics for this – keep it simple for yourself – but you can use it in their descriptions.

Another more general way to improve individuality is to reskin monsters liberally. Bestiaries will act like they’ve gone to loads of trouble to make monsters individual, but it’s so easy to reskin monsters to make similar opponents. Need stats for Big Baz, the slow-moving henchman of the chief bandit for your bandit encounter? Baz is a zombie with no undead traits. A low-level evil sorcerer can easily be a reskinned Sea Hag  with his claws a magical bolt and the Horrific Appearance a fear spell.

And one of D&D’s great secrets is page 274 of the DMG, the “Building a Monster” section, that lets you design monsters from the ground up – also perfect if you want a slightly stronger monster to lead a pack of them – just go to the next level up and increase its CR.

Putting it All Together – An Example

With this in mind, let’s set up the personnel of encounters for a D&D one-shot, exploring a group of goblins who’ve hidden in a cave and are harrying villagers. I’ll be talking about the “3 Fights” one-shot structure in a later post, but you can probably grasp the basic idea of it from the name, so for our three encounters – balanced for a 2nd level party of 5 PCs – we’ve got:

Fight 1 – The Guards (at the entrance, or patrolling) – a DMG “easy” fight, although we’ve gone a little over budget – it’s likely the PCs will get some sort of surprise on them, and they’ll be fighting them fresh, so this should be straightforward for them.

2 Goblins (CR ¼) and 3 Goblin Hounds (Mastiffs – CR 1/8)

Even for an easy encounter, having enough 5 opponents will still mean that they’ll have to think about who they engage, and if they can afford to protect a ranged-based character or wizard.

Fight 2 – The Kennels  – this is a “hard” fight, and again it’s a little over budget – we’ll have the worg hang back for the first round, and only arrive to defend its pups in round 2.

2 Goblins (CR 1/4), 1 Worg (CR 1/2), 4 Goblin Hounds (Mastiffs – CR 1/8)

More opponents this time, and a big beast that they might want to join forces to handle – but by arriving on Round 2, they’ll already be engaged with the hounds and goblins. Depending on how the PCs are looking at this stage, we have some tactical options to balance this – we could always throw everyone in at once, or have the goblins hang back in cover and fire arrows at the party.

Fight 3 – The Boss Fight – this is a DMG “deadly” fight – we want to try to engineer that the PCs are pretty healed up and ready for this fight, which shouldn’t be too much of a problem as it’ll be the climactic battle of the one-shot

1 Goblin Tribe Leader (a Hobgoblin – CR ½), 1 Goblin Champion (a non-undead Zombie – CR ¼), 3 Goblins (CR ¼), 4 Goblin Rabble (stats as  Bandits) (CR 1/8)

Nine opponents make this fight challenging, and the Rabble/Bandits and the Champion can get between the big boss and the goblins who can pick players off with missile weapons – while the bandits will be quickly dealt with, this will pace the fight so that they still have to face the main opponents – the leader and the champion.

So, now that we’ve looked at building our opposition, the next post will deal with locating this in the session – both in terms of plotting, and in terms of the actual physical battlefield.

Tower of the Stirge – a 1st level D&D One-Shot Adventure

Continuing a series which began with The Goblins and The Pie Shop, and continued with Rats of Rothsea (with a short interlude adapting Dyson Logos’ Goblin Gully), here’s another 1st level one-shot for D&D5e. This one is a bit grimmer and darker than the others, as befits the subject matter, and isn’t recommended for younger players like the previous two. There’s zombies, blood-sucking, and egg-laying flying beasts with proboscis in this one. Oh, and the plural of stirge is “stirge,” I’ve just decided. Apologies to any adventurers who assume this means the tower only contains one of the beasties.

In terms of structure, this was heavily modelled on Johnn Four’s 5 Room Dungeon model, which is a really good way to structure linear encounters for play (there’s probably a follow-up post on that. If you want a map for the tower, Dyson Logos’ Ashryn Spire is ideal.

Tower of the Stirge

Introduction

The tower at Halk Head used to be a mage’s tower – but for many years it lay dormant after a band of brave adventurers defeated and looted the wizard. Until, a few months ago, the hermit Gorthrix came to the village. Seeking a place to rest, he moved in and begun to explore the ruined tower. Noises and rumour brought children and explorers from the village, so to deter them Gorthrix attracted a nest of stirge and reactivated the wizard’s earth elemental bodyguard.

He meant the stirge to just deter visitors, but he find the beasts have now overtaken the entire top floor of the tower; although they don’t attack him, there’s was little he could do when they ambushed and killed a pair of children who came exploring, dragging the blood-drained bodies back to their nest. Panicking, he sent the elemental out to destroy the cliffside path to the tower, and now sits tight, hoping that the villagers will avoid the ruined tower as a place of ill omen. He hasn’t counted on the recklessness of adventurers.

Characters

Gorthrix is a mean-spirited, loner of a dwarf who wants nothing more than to be left alone, and is prepared to kill to ensure that happens. Finding the tower was the first step in him finding some space for himself, and he’s not going to let an accident with his new pets stop him.

Gorthrix has a tame baboon who helps him. He has named him Gorthrox, and Gorthrox is just as brutal and angry as the stirge.

Cliff is a bound earth elemental who used to serve the old wizard hundreds of years ago. When the adventurers came, he was locked in the tower basement, so he just slept. Now, he’s slow and confused, but Gorthrix doesn’t ask too much of him and he quite enjoys the company. What he really wants to do is properly rebuild the tower, but Gorthrix won’t led him near the bird-things on the roof.

The Stirge are horrible, bloodsucking flying rats with long proboscis that drip with blood. After a feed they are bloated and clumsy flyers, but when hungry they are fast and vicious. Gothrix feeds them treats, so they like him, but he’s still just walking food to them.

The Village

The village of Clifftop sits at the top of 80 feet of steep cliffs. At their foot is a small beach, with a pier and a few fishing boats, and a treacherous path carved into the rock. A small, rickety path leads out to the Tower – in the other direction, a more sturdy path offers a shortcut to the larger town of Endholme.

The PCs will be summonsed by the Village Elders and told the story – two local boys, Edric and Embry, were wandering out near the tower last week and now appear to have disappeared. The village sheriff, Robel, went out looking and found nothing, but the elders are sure that it’s something in the tower – strange lights have been seen in recent days coming from it – it is surely a place of ill omen. Robel assumes that the boys have just run away to the tower and are hoping to attract the attention of the villagers – but he will grudgingly point the adventurers in the direction of the tower.

The villagers beg the PCs to explore the tower – if nothing else, to see if they can bring the boys’ bodies back. They offer 20gp each for their troubles. Robel is keen to stay in the village to make sure no more trouble comes to the farmers’ herds, but he can point them towards the cliff-top path to the tower.

If they ask around, a successful DC 15 skill check gets them a true-ish rumour, a failed one gets them an almost-certainly-false one. If they fail the check, the character has a fair idea that the information they have is false.

True-ish Rumours (d6)

1 – The tower was built by an old sorcerer – they say that remnants of his magic can still be found there

2 – Huge crows have been seen circling the tower – this is surely an ill omen?

3 – Farmer Copley, whose clifftop farm isn’t far from the tower, has had several sheep disappear recently – without any of the usual marks of wolf attacks

4 – A few months ago a stinking dwarf clad in rags came to the town and asked lots of questions about the tower. He stole a loaf of bread, so Robel ran him out of town.

5 – The cliffside path has withstood storms and terrible weather for years – it can’t have just collapsed on its own

6 – Last month, a body was found by the cliffside path, drained entirely of blood. The villagers who found it went to get Robel, but by the time they returned, it was gone.

Almost Certainly False Rumours (d6)

1 – The sorcerer who used to rule the tower has returned, and he has taken the boys as sacrifices

2 – All who enter the tower are compelled to stay there by dark magic

3 – The two boys were always up to no good – I expect they’ve just run away to get shot of Robel spoiling their fun

4 – Two more children went missing a few weeks ago, that the PCs haven’t been told about (they did, but Robel brought them back and returned them – they had just got stranded on the beach)

5 – The strange birds that can be seen circling the tower can only be hurt by silvered or magical weapons

6 – The tower doesn’t even exist – it’s an illusion that lures explorers to the cliffs, where they fall and are eaten by the kraken. The kraken? Nobody’s told you about the kraken?

Scene One – Approach to the Tower

The path to the tower has been damaged and pulled apart by Cliff, but he didn’t do a very good job, because he much prefers building things to pulling them apart. A few of the ropes are still there where the path has crumbled, and where boulders cover the path, they can be -carefully- clambered over.

To get to the tower, each PC must make an Athletics check with DC10. On a failure, they stumble and slide down from the path – they take 1d6 damage, with a Dexterity save for half. If half or more of the PCs (round up) fail their skill checks, the stirges are alerted by the noise and ambush them while they are on the path – the path is difficult terrain, and anyone without a secure footing will fight with disadvantage.

Stirge by Jacob E Blackmon

Stirge by Jacob E. Blackmon

Stirge Attack!

Either as they approach the tower, or half way along the treacherous cliff path, a group of stirges will attack them. Seeing the PCs approaching, their Queen has sent them out to hunt.

There is one stirge for each PC, and they attempt to attack one each as well. They aren’t used to fighting creatures that fight back much, so they don’t gang up on opponents unless an obvious opportunity presents itself.

As the stirge wobble towards them, clever players might have their characters take cover, particularly if they heard the rumour in the village about them. Their passive Perception is only 9, and a successful Stealth check will let them hide behind a useful rock. If the whole party manage to hide from the Stirges, they fly around looking for them for a while, before flying off to feast on a nearby sheep.

Scene Two – The Tower

The Ground Floor and Basement

The ground floor is were the wizard used to welcome visitors. It’s now crumbled and full of rubble; the staircase up to the next level is crumbled and treacherous.

Cliff rests in the Ground Floor – he is an earth elemental, so will be a possible insurmountable challenge for the PCs to fight, but he’s very amenable to talking. As they enter, he steps away from the section of wall he was resting against and tries to whisper to them that they should go away, or the New Master will kill them. “He never wants visitors, not living ones anyway – you should go!”

Cliff just wants to be left alone to rebuild the tower – he’s not too bright, and pretty content with his lot. He’ll tell them about the New Master and about how he wants to help them, but the New Master would be mad at him if he did – and he doesn’t want to be shouted at. He doesn’t know much about the ‘funny birds’ at the top of the tower, and he certainly doesn’t know what happened to the kids who came to explore.

If the PCs talk to Cliff, allow them to make appropriate skill checks – once they have 3 successes – most likely Persuasion or Deception, although Intimidation is possible – the only wizard Cliff has seen for many years was a mighty sorcerer, so a flashy display of magic might trick him. If they fail 3 times in total, he loses his patience with them, and starts banging and shouting, alerting Gorthrix and his baboon from upstairs.

If they try to fight him, luckily for them Cliff is very reluctant to hurt anyone. He’ll try and Grapple the biggest looking opponent and then put them in some inaccessible part of the cliff below. Only if really enraged will he attack with his Slam. If he defeats the whole party, he carries them back and leaves them at the edge of the village – feeling terribly guilty that he might have hurt them.

The First Floor

The first floor contains the remnants of the wizard’s magical traps and tricks – and is probably the most deadly of the rooms – it’s also where Gorthrix will make his stand.

As they enter, a magic mouth trap challenges them to speak their name, and then casts a slow spell at them (save DC 13). Assuming some of the PCs are affected, Gorthrix then leaps out and attacks them – his stats are the same as a spy, and he begins the fight with his pet Gorthrox, a baboon, alongside him.

If they defeat him (and Gorthrix will surrender if the fight turns against him) – he warns them of what is on the roof. The boys are there, he says, but not like they were – he begs for forgiveness – he wanted to be left alone, but those beasts were just too much for him to handle – he never meant for them to kill the boys, or – what they have become.

Gorthrix’s room is here, and it has some of his treasure – although most of the shiny trinkets have been taken by the stirges. He carries 20gp on his person in a leather purse, and two potions of healing. He will offer the money as a bribe for them to spare them – but tries to keep the potions to recover his and Gorthrox’s wounds.

The Second Floor

Has a crumbling, uneven floor – as the PCs walk across it, they can hear it creaking and moaning. Each PC has to make a Stealth or Acrobatics check, DC 10, to cross without alerting the stirge nested above. Halflings and gnomes not wearing heavy armour can make this check with advantage. If half or more of the PCs fail the check, a creaking floorboard snaps, and the ceiling above collapses as the stirge fall about onto them.

Cautious testing, looking for footprints and dust, and a DC 15 Investigation roll can show where there has been movement and where there hasn’t on the floor, also granting advantage on the above roll.

If they spared Gorthrix, when he sees the PCs in combat with the stirge and zombies he will try and seize the opportunity to get his revenge on them by assisting the monsters in this fight.

The Third Floor

This is where the stirge nest, and a horrible sight it is. In the centre of the room lie the bloated bodies of the two boys killed exploring. The stirge around seem to be feeding them their own blood, and the boys have changed into something undead and horrific. As they move to attack, a fat, blood-drenched stirge with a bulbous belly sits on the ground – the Stirge Queen, who is laying her eggs in the boys. Beyond this scene, a nest full of shiny things beckons – see Rewards below.

The two boys have statistics as zombies, and move immediately to attack backed by two stirge. As the combat continues, another two stirge join the following round, and another two the round after – defending their nest, they fight alongside one another and attempt to attack the tastiest-looking (or fattest) adventurers – they are particularly fond of halfling and gnome.

If both of the boys are killed, the remaining stirge panic, as their eggs spill out from the bodies and they flee from the tower. At this point, the stirge queen (as a normal stirge but 10 hp from her fat, egg-filled belly) fights as the rest of them attempt to flee.

Rewards

In the stirge nest, the accumulated shiny things they have collected can be found. They one malachite gem per PC (each worth 10gp), plus a single bigger bloodstone gem (worth 50gp) mixed in a pile with 100 sp and 30 cp. The cp have been polished to a shine by stirge proboscises, and will need a good wash before any merchant will accept them.

D&D One-Shots Done Right – Review: Uncaged, volume 1

If there’s one thing that is like looking for a needle in a haystack, it’s decent one-shots for D&D 5th edition. There are hundreds of them out there on DMs Guild, but picking through them to find those with good quality and the style of play that I like is a challenge. After I spent last summer running D&D one-shots, I’ve kept D&D as a regular source of one-shot fun, particularly for newcomers to the hobby (read the posts linked above for my reasoning why I think D&D is right for this).

Uncaged CoverSo, there’s Uncaged (this review is of Volume 1 – there are now three more volumes). From it’s own product description, it’s a set of folklore-themed adventures that “subvert tropes around female mythological creatures.” If that sounds a bit complex, in layman’s terms each adventure is focused around a female creature of myth, and does interesting stuff with them.

So there’s a hag adventure, a lamia adventure, a banshee adventure, and so forth. RPGs have had, and continue to have, some issues with representation, so this is a great concept for a product – a book around female monsters produced by a team of female writers and artists.

In volume 1 there are a total of 26 adventures – 14 Tier 1, 7 Tier 2, 4 Tier 3 and a single Tier 1. I’m not surprised that there are more for lower tiers, and that suits me to be fair.

The Fluff

First out, these are proper one-shots. They’re each 2-4 hours of play, and contain just enough setting to make sense. The advantage of this is that they can be slotted in anywhere – I’d put some of these in to Ravnica or Eberron without any trouble at all – which makes them useful as drop-in adventures. In some cases, the setting is pretty integral to the adventure, so this makes them harder to drop into an ongoing campaign, but it’s great if you’re looking for one-shots.

Because of this, though, it helps when you run it to try and embed the PCs into the adventure and setting a bit deeper – I’ve used Backstory cards when I’ve run them to make sure the PCs feel like they have a shared past. It’s also a good opportunity to share out some of the fleshing out of the stuff that isn’t always in the adventures – in case they encounter some town guards, the PC who used to be in them can describe how the guards work in this city.

Each adventure comes with a featured piece of art, and the book is nicely laid out without being too fussy – there’s also a printer friendly version of each adventure you can print out individually to have at the table, and separate files for player maps. There’s a hardcopy POD option from Drivethru, but I haven’t explored that yet – I just downloaded the .pdf. Also worth noting that any content warnings are up front at the start of each adventure, again really useful if you’re running one-shots for people you don’t know.

The Crunch

First up, although the adventures are all by different authors, and there’s a refreshing diversity in their plot structure, they are generally excellent. None of these are dungeon-crawling adventures, and all involve investigation and roleplaying, presented in an easy-to-use way with skill DCs up-front and clear. The adventures aren’t long, either – and they have had a solid edit to take out any unnecessary waffle.

There is combat in them (this is D&D after all), but the conclusion of an adventure is as likely to be a negotiation or compromise, or discovering a secret, as a pitched battle. The combat encounters, in the ones that I’ve run (all Tier 1), have been balanced and fair for D&D5e – which is to say, I’d recommend running the CR numbers through the D&D system and beefing them up a bit. In most of the adventures there are, at most, 2-3 combat encounters, so you might want to make key battles more challenging. Likewise, some of the adventures have adjustments for different level parties, while some are just for the set level stated – all are easy enough to adjust up and down.

There’s also quite a few bits where skills are tested and investigations take place. This is an opportunity, if you’re inclined, to try out one of the skill challenge systems here – how they are presented in each adventure varies.

The One-Shot

This is a really good book if you want to run D&D one-shots. Particularly for new players, they showcase the social interaction aspect of play really well, in a way that can be missing in more ‘traditional’ D&D adventures – it is one of the three pillars of D&D play after all. Because they are tightly presented and edited, they are also easy to disassemble, rearrange, and adapt. In all honesty, many of these would be excellent run with different systems as well – and easy to adapt.

So far, I’ve run Maid in Waterdeep (level 1), Lai of the Sea Hag (level 2) – twice, and A Wild Hunt (level 2) – and all have been really satisfying. A Wild Hunt features the kumiho, shapeshifting fox-women from Korean folklore, and manages to make them both frightening and sympathetic.

Fully recommended – and I’m sure the other 3 anthologies are similar. These are also an excellent source of plots and explorations of creatures for systems other than D&D, which is testament to its quality. A great source of one-shot D&D adventures – and a great toolkit to pull apart and reuse in pieces too.

The Rats of Rothsea – a D&D5 1st-level One-Shot

After my summer of running lots of D&D (see here and here), I have quite a few 1st-level one-shots sketched out – and I’ll be putting them up here gradually, to go with The Goblins and The Pie Shop and my adaptation of Goblin Gulley. This is a village-based investigative adventure (again borrowing structure from The Alexandrian’s Node-Based Design) with lots of giant rats in it.

Oh, and just to be clear – the similar-sounding town of Rothesay, on the Isle of Bute near Glasgow, is nothing like the village here. It’s an old-fashioned resort town where you can enjoy the bracing Scottish weather and view the finest public lavatories in Scotland (seriously) – and has almost no rats.

The Rats of Rothsea

An introductory D&D one-shot for 3-6 1st level characters

Introduction

Rothsea has a rat problem. For the last few weeks, swarms of vicious rats, and giant ones as big as dogs, have chewed their way through their supplies. Even the Vermincatcher’s Guild seem powerless to help, and all points towards an old trawler that grounded on the nearby beach. Only the joyful songs of Erwin Jest, a bard newly arrived to the village, and the stout heart of Torven the Barkeep have managed to keep the villagers from sinking into despair.

In truth, Jest is a warlock in thrall to an ancient rat-god, and it was him that arrived on the trawler that night along with his verminous host and an evil artefact, the Amulet of Rodents. He has paid off the Vermincatcher’s Guild and is hoping that the lack of food will paint him as the village’s saviour when he eventually solves the village’s rat problem.

Characters

Erwin Jest appears as a twinkle-eyed bard with a tuneful lute and a quick wit. He only arrived at the village recently but is already a firm favourite – some suspected him to be a retired adventurer when he first arrived, but his abject cowardice has made them sure he is not that. In truth, he seeks to turn the village into his own – by overrunning it with rats. He’s told Maria, of the Vermincatcher’s guild, that they’ll live together as Lord and Lady, and bribed her heftily.

Torven is a simple dwarf, a former miner who threw his lot in with Rothsea when he lost his husband in a cave-in in the dwarven mines. He is loyal to the village and enjoys Jest’s company. He keeps his tavern, The Rusty Hook, in good order, and prides himself on serving rough, simple fare for his patrons.

Actis is Torven’s only other member of staff, a wiry elf who used to be a fisherwoman but quit when a beast from the deep chewed off half of her leg. She walks with a limp now and is determined to make the best of her lot. Torven has been very good to her and she is loyal– and she also is fascinated by Jest.

Maria is the current guildmistress of the vermincatcher’s guild. A hard-eyed halfling with three missing fingers on her left hand (chewed off by rats, she claims, although it was actually a punishment for theft as a child), she has taken Jest’s bribe in good faith and is assured of a place at his right hand at the culmination of his scheme.

Locations

Rothsea is a grim fishing village on the far coast, isolated from main trade routes. Adventurers occasionally stop here, but mostly it is fishermen and trawlers who venture out for a few days at a time to the stormy seas to bring back their catch. They are grim but loyal folk, and very worried about the recent rat activities.

Beneath their streets, the inhabitants know that there are a series of catacombs and sea-caves that link to the village’s cellars sometimes – this makes them very wary of rats and other creatures lairing in them, and one reason why they employ Maria and her vermincatchers to keep them safe.

Scene One – The Rats in the Cellar

DeanSpencer-filler-ratseating

Rats (C) Dean Spencer

As the characters arrive in Rothsea, it is falling to dark. The only tavern in the village, The Rusty Hook, looks out over the sea-front, and Torven pours pints of dark, heavy ale to a few sou-wester’d fishermen and women as they sit glumly. Jest greets them in between his songs.

If the characters ask for food Torven fetches bowls of stew, but is apologetic as he hands them the thin gruel and mouldy bread – supplies are low, he says. Then a scream is heard from below the tavern in the cellars, and the patrons hang back in fear. Torven leads the way, and they can see into the cellar, where Actis is scrabbling to get away from a swarm of rats that are chewing her good leg away. As the characters approach, they see a group of huge rats the size of dogs appear through the collapsed wall and bear down on them.

There is one giant rat (MM327) per player. If your players are experienced, and you want to make this first encounter more of a challenge, replace two of the giant rats with a rat swarm (MM339) – but be warned that they can be a dangerous opponent to the players.

Once they have dispatched the rats, Torven sends his patrons away and makes to repairing the wall. He offers the characters employment to solve the village’s rat problem – 150gp between them if they can resolve it in the next few days – and suggests a few lines of enquiry.

The might want to investigate the hole in his cellar and see where the tunnels lead (Scene Two). His patrons are sure that the rat problem started when a trawler washed up on the beach nearby (Scene Three). They could also pay the Vermincatcher’s Guild a visit and ask them why they haven’t managed to resolve the rat problem (Scene Four).

Scene Two – The Tunnels Beneath Rothsea

If they explore the broken wall, they can soon make their way into Rothsea’s labyrinthine tunnel system. The caverns have at times been hollowed out and crafted, and at one time these tunnels have been used as lairs for various creatures. The following skill checks are relevant.

The tunnels are damp and stinking, with only the occasional shaft of light from about to provide some fresh air and illumination. The tunnels are an odd mixture of natural passageways linked to the sea caves and man-made corridors.

DC10 History – the tunnels predate the building of Rothsea – many of these passages were here before the town was built

DC10 Survival – there are tracks all over of rats and giant rats, but also a few humanoid footprints here and there
DC15 Survival – the humanoid footprints are from well-made city books, not the rough wellingtons worn by most of Rothsea’s inhabitants
DC20 Survival – most of the tracks can be traced to the Vermincatcher’s Guild, but a few lead out towards a hut on the outskirts of town.

DC10 Perception – there are some sources of food down here – it appears as if some waste has been deliberately left for the rats

A longer passage leads out towards the sea cave to the side of the trawler (Scene Three), and a thorough exploration of the links to cellars will lead them to a few different places – including the Vermincatcher’s Guild. A rough wooden board has been made into a makeshift door into the Guild House cellars – and clearly it has been used recently (Scene Four). If they follow the tracks to the hut, they will come to Jest’s house (Scene Five) – although since their arrival he has boarded up his route into the cellars, sure that he can always use the entrance in the Guild House if he needs to see his rats again.

Scene Three – The Old Trawler

A few minutes walk outside the village, washed up on a quiet beach surrounded by cliffs, is the old trawler. A tatty sign painted on the side that is out of the tide gives the vessel’s name – the Rum Jug. Locals can tell how it arrived one storm-filled night, and ever since the rat problem has been significant. On the night of the wreck, a few fishermen went out to look for survivors, but there were none, and most assumed that the sailors must have abandoned ship earlier on the stormy seas. Such storms are fairly common, and although it has been a few years since there has been a wreck, old fishermen speak of the dangers of the cliffs to the south of Rothsea. Looters have long since taken anything of value, they say, and locals are extremely reluctant to return to it.

The ship lies on its side half-in and half-out of the water at high tide, and a thorough search of the surface reveal only old chests of grain and supplies that have long since rotted or been looted. A door leads to the captain’s quarters and is locked – it is a DC12 Thieves’ Tools check to pick, or a DC15 Athletics check to kick open. If neither of these are successful, concerted effort can lead them to open it, but the guardians inside will be able to surprise the characters.

Inside the captain’s cabin are the final guardians of the ship’s secrets, one or more undead octopi. These have statistics identical to the Giant Octopus on MM326 but have damage resistance to necrotic damage, immunity to poison, condition immunity to exhaustion and poison and darkvision of 60’ (thanks to the Tales of the Grotesque and Dungeonesque blog for the quick-and dirty undead template here)

Number of PCs Number of Undead Octopi
3-4 1
5 2, but one is wedged between the side of a desk and so does not act until the second round of combat
6 2

 

Within the captains drawer is a series of letters detailing the cargo – mostly grain and trinkets, but also the transport of a prisoner, one Erwin Jest, for transportation into the wilderness for his ‘depraved practices’ – a reference to his pact with the rat-god.

It also describes a small sea-chest, inscribed with a carved octopus, as being of great value and asking for it to be stored ‘in the captains quarters, and locked away with all its guardians.’ The captain’s log speaks of the terrible conditions on the sea, and of his fears as the prisoner appeared to have escaped just before the storm. There are also two daggers and a finely-made shortsword in a small display case which is trapped with a poison needle (DC15 to detect and disarm – needle does 1hp damage and a DC10 Constution save or lose 1d4 hp from maximum and cannot recover hp except by magical means).

The cliffs around the Trawler contain some damp sea-caves, which lead to the tunnels underneath Rothsea (Scene Two). Asking around about the sea-chest among the looters, none of them can remember finding such an item – although some seem to remember seeing such a thing in the Vermincatcher’s Guildhouse (Scene Four). They may seek to confront Jest, in which case asking around will reveal that he lives in an old hut on the edge of the town (Scene Five)

Scene Four – The Vermincatcher’s Guildhouse

Maria and her Vermincatchers – a motley assortment of halflings, gnomes and small humans, used to take pride in their work, but have been bribed by Jest to stay out of this until he gives the signal. Maria is quite taken by Jest, but mostly sees him as an opportunity for their Guild to gain some respectability in the village.

If the characters sneak around, they find the guildhouse is guarded by a handful of guildmembers – use Bandit statistics (MM343), and they can find the guild’s details of the arrangements with Jest; nothing directly incriminating, but their records of jobs stops entirely two weeks ago – they have not done any vermincatching for the previous two weeks. The octopus chest from the wreck sits in the Guildmistress’s office safe, although she has long since taken the gold herself and hidden it in her lodgings.

If they confront the guildmembers, they put up a reasonable fight but if it turns against them, will reveal Jest’s arrangements – they have no idea what he is planning to do, but assume that he is planning to emerge a hero in the town.

The opposition below should present a challenging fight for the characters – it is assumed however, that the guildmember’s don’t fight to the death, and will not all appear at once – they arrive at a rate of 2 every round until their full complement is present.

Number of PCs Opposition
3 Maria (as Thug MM350) and 2 Bandits (MM343)
4 Maria (as Thug MM350) and 4 Bandits (MM343)
5 Maria (as Thug MM350) and 6 Bandits (MM343)
6 Maria (as Thug MM350) and 8 Bandits (MM343)

 

Following a confrontation, if they search the Guildhouse they can reveal the doors in the cellars leading to the tunnels (Scene Two). Questioning Maria can reveal the whole plot – although she will try to direct the characters to the trawler (Scene Three) first to confront Jest, claiming that he hides out around there. If they have already searched the trawler, or see through her lies, she will grudgingly point them in the direction of Jest’s House (Scene Five)

Scene Five – Jest’s House

Jest is renting a tiny cottage just outside the village –at the furthest extent of the tunnel’s reach. On the ground floor, his kitchen and living room are modest, but down in his cellar he has a vast shrine to his eldritch rat-deity. Twigs, bones, litter and assorted detritus assembled and stuck together with saliva and blood to make a roughly humanoid shape. Behind it, a circular passageway leads to the tunnels.

If the characters arrive here without clear and compelling evidence to confront Jest, he smiles at them and tries to pin the blame on the Vermincatcher’s Guild – he had ventured into the cellars to see what was going on, and caught the Guild leaving fish guts out for the rats, but had to flee as he thought he was discovered. He claims to be a retired adventurer now, in the hope of winning their trust, but says he has no time for fighting now.

If needs be, he volunteers to come with the characters to confront Maria and her Guild, but – when they do this, he will decide at the time whether to lead them into a trap, or try to blame Maria, depending on how much he believes the characters trust him.

If the confrontation leads to a fight, immediately giant rats appear out of the walls and sewers of the village, overrunning the town – even Jest’s defeat will not be rid of them until the Amulet is destroyed.

Number of PCs Opposition
3 Jest and 2 Giant Rats – only 1 Rat appears in the first round (MM327)
4 Jest and 2 Giant Rats
5 Jest and 3 Giant Rats
6 Jest and 4 Giant Rats

 

The Amulet of Rodents is a Sentient Magical Item with Int 8, Wis 8, and Cha 10. It communicates telepathically in dark whispers to those who wear it, and has hearing and darkvision out to 120 feet. It is Chaotic Evil in alignment, and seeks to see the lands of humans overrun with rodentkind.

The wearer can control and summon rats within 240 feet of the amulet. He gains 10 temporary hit points when within 30 feet of a rat or other rodent (in urban areas, this is likely to be most of the time!).

 

Erwin Jest, human rat-touched warlock (posing as bard)

Str -1 / Dex +2 / Con +2 / Int +0 / Wis +1 / Cha +3

Notable skills: Deception +5, Perception +3, Performance +5

Armor Class: 15 (assumes mage armour active)

Hit Points: 20 (plus 10 temporary hp from the Amulet)

Erwin makes one attack per round, usually his eldritch blast

Eldritch Blast: +5 vs. AC, 1d10+3 force damage

Erwin casts spells as a 2nd level Warlock, with 2 spell slots, a spell attack of +5, and a spell save DC of 13

1st level spells: Dissonant Whispers, Ray of Sickness, Witch Bolt

Awakened Mind: Erwin can communicate telepathically with any creature he can see within 30 feet.

Challenge Rating / XP: 1 / 200

Sting of the Scorpion Men – a 13th Age Glorantha One-Shot

13th Age GloranthaI’ve run this one-shot, for 4th level PCs, twice now, at UK Games Expo and at BurritoCon, and it’s been a lot of fun both times. I’m not going to claim it’s the most original plot structure going, but the combination of two of Glorantha’s iconic (but less-known than Broo) Chaos beasts, Gorps and Scorpion Men, make it a lot of fun.

One note – these aren’t the same stats for Gagix Two-Barb as are included from p422 of the 13G book – she’s not got 1000 hp. If this bothers your Gloranthan versimilitude, maybe this is a Chaos body-double for Gagix, or rule that she’s weakened by the Stone Chair Man’s enchantments.

Pregenerated characters are here, if you want. The Praxian Bison Rider uses the optional Mounted Combat rules from 13th Age Monthly that you can find here. All of them have 3 of their Background points spent, with the others to be allocated as they please.

Want a 1st level 13G one-shot? My re-imagining of Gringle’s Pawnshop is here.

Sting of the Scorpion Men

A 4th level 13G adventure

Introduction

An unprovoked attack on an isolated village tells you that the poisoned Earth around Larnste’s Footprint is rising up. You will have to travel through the Fossil Woods, and evade the Chaos beasts therein, to steal Gagix Two-Barb’s sting!

The PCs begin as established adventurers – they may be Rune Lords of their cult by 4th level, and are travelling through the wilderness near the village of Stone Chair after a successful adventure. Once their, an attack by corrupted Earthbeasts leads them to investigate the Stone Chair Man, a guardian spirit, who sends them in Larnste’s Footprint to steal the sting.

If you are inserting this into an ongoing campaign, maybe the characters have been asked to travel to Stone Chair because Venkor and/or Sarooth have forseen that the enchantments that protect the village are fading, or they have dreamed of strange chaos-touched Earthbeasts attacking villagers in the area.

Characters

Sarooth the Wise is the Elder of Stone Chair. He half-expects trouble when welcoming Rune Lords to his village. Every time they come, Chaos seems to follow, and he is weary of the disturbance even as he knows he will need their help.

Venkor the Fair is Sarooth’s daughter, an Ernaldan Earth Priestess who sees to the medical needs of Stone Chair. She hates the village and that she has to stay in it, since the wards that protect it make the population healthy and well, and dreams of a more interesting assignment in Backford or Whitewall.

The Stone Chair Man is a Guardian Spirit of the Woods around Stone Chair – their influence allows the village to continue to prosper. He lives within a huge ancient stone chair in the depths of the Fossil Woods, where his Earth Beasts normally protect him. Since it was overwhelmed by chaos, he his Earth Beasts will not follow his commands, and his altar is overrun with Gorps. He appears as a ten foot tall, stick-thin man made out of stone, and his altar is a large stone chair.

Gagix Two-Barb is a vicious scorpion woman with two stingers at the end of her tail. Ensorcelled by the Stone Chair Man in this adventure, she is less of a threat than on p426 of the core book, but she is still a formidable enemy.

Scene 1 – Earth Shark Attack

The Village of Stone Chair is between Backford and Larnste’s Footprint, and is nestled precariously around the hills above Backford. A tight set of steps leads up to a small square, where preparations are underway for the heroes’ arrival.

  • The trickle of a brook and the smell of cows roasting – “More Cows!” if there is a Troll in the party – and the chatter of villagers
  • They notice Venkor the Fair looking glum, sitting outside the circle, despite Sarooth trying to introduce them
  • They ascend stairs to the flat area of Stone Chair, and can see a winding path leading into the Fossil Forest – “This way lies doom!”

The village square is laid out, a feast is upon them, and everyone is dancing and relaxing, when an earth shark attacks! They notice the earth around Venkor raises up to surround her, and she is carried away on a wave of earth.

An Earth Shark has stats as a bulette from regular 13th Age (stats available on the SRD), a L 5th-lvl wrecker. For 3 players, it is alone. Add one earthbeast (13G p301) per additional player as well.

No. of PCs Opposition
3 1 Earth Shark
4 1 Earth Shark, 1 Earthbeast
5 1 Earth Shark, 2 Earthbeasts
6 1 Earth Shark, 3 Earthbeasts

 

The Earth Shark and Earthbeasts burst out of the very ground beneath them, and damage the foundations of the village – describe the rumbling ground beneath their feet as they fight.

When they recover, Sarooth is beside himself. Not only is village under threat, but Venkor, his daughter, has been carried away. He pleads with the PCs to travel to the Stone Chair Man to see what can be done – he is sure that something must be up with the protective wards that keep the village safe.

Scene 2 – Journey to the Stone Chair Man

They need to travel through the Fossil Woods to speak to the Stone Chair Man, an ancient shaman.

  • The path is well-trodden at first, but gets more loose and overgrown
  • Soon wood and trees begin to show signs of stone, and soon it is like walking down the corridor of a cathedral of stone – the noises quieten, and they can hear nothing but an eerie silence – and the occasional odd squelch
  • Soon a brash, acid scent – not unlike fresh vomit – hits their senses – and an appropriate Background check will reveal that this is a sign of Gorps in the area.
  • The Stone Chair man is in a vast Stone Chair in the centre of a circular clearing – but they can see a huge mass of ooze atop it, tentacles going into and out of the ground as they watch.

They must defeat a Gorp to rescue the Stone Chair Man – for 3-4 players, this is a single Earth-Killer Gorp (13G p265) ; for more PCs, add additional Gorps (13G p264). Use the toxic terrain special feature – when a non-Chaos creature rolls a 1 or 2 they take damage equal to their level.

No. of PCs Opposition
3 1 Earth-Killer Gorp
4 1 Earth-Killer Gorp, plus on the 2nd round an additional 2 Gorp spawn and attack
5 1 Earth-Killer Gorp plus 2 Gorp (from each Arm)
6 1 Earth-Killer Gorp plus 2 Gorp (from each Arm)

 

Scene 3 – Speaking to the Stone Chair Man

Once the Gorp are defeated and the Stone Chair Man awakens, he tells them of a curse on the Fossil Woods, that the natural order of things has broken down and the Foulblood Forest has infested them. He tells them that the source of the infection is deep within Larnste’s footprint, and the Scorpionmen leader Gagix must be behind this. He tells them that the only way he can lift the curse is by hitting Gagix where it hurts – and asks that they bring him the sting from the end of one of her scorpion tails. With this in his possession, he can cure the poison that is infecting the Fossil Woods and the village. He can help them, too – he can use his magics to send the scorpion men into a deep sleep, which should allow the PCs to creep up on them.

He pleads with them to go, and if they agree, they feel a shifting in their perceptions as they enter the Hero Lands. They can see Larnste’s huge foot in the clouds above – and he bids them set off straight away!

Scene 4 – Into Foulblood Forest

This is a montage scene (explained here, or in the 13th Age GM’s kit), accompanied by the spirit of the Stone Chair man. They emerge eventually into the Scorpion Man ruins, and can find Gagix and her inner circle of guards at the top of a ziggurat in the centre of the scorpion men city. Stealing the sting will be easy – but it will wake up her and her guards, if not the entire city!

The initial scene (for the GM to narrate) is that the Fossil Woods end abruptly, at the edge of Larnste’s footprint – with a sheer cliff leading into fogged grasslands below. You think you can just make off the towers of the Scorpion Man towns in the distance, but there are no ways down the cliff as far as you can see – what little goat tracks you can see disappear into the distance.

As the final scene, have the players sneak into the city, which is crawling with scorpion men. Resolve the final obstacle by seeing the Stone Chair Man’s face above them, and Larnste’s foot falling, sending all the inhabitants into a deep sleep. They can ascend the steps to the palace and find Gagix softly sleeping.

Scene 5 – Steal the Sting

Within the Scorpion Man Palace:

  • There is a thick aroma of spices and strange meats, and smoke and dust are everywhere. Pools of poison dot the bare sandstone grouns.
  • There is a light snoring all around. Gagix is fast asleep, on either side of her rest her champions.
  • Tied up in cane cages around the scorpionmen are a group of villagers, including Venkar. If the fight is going badly for the PCs, allow Venkar to help – maybe she casts some healing magic on an injured PC, or she summons an Earthbeast to distract one of the Scorpionmen.
  • Assuming the PCs attempt to either kill her or cut off her stinger, she will still awaken, along with her immediate bodyguards. Who else will fight them depends on the opposition table
No. of PCs Opposition
3 Gagix and a ScorpionMan Bruiser
4 Gagix, a Bruiser, and a Warrior
5 Gagix, a Bruiser, and a Shaman
6 Gagix, a Bruiser, a Warrior and a Shaman

 

Gagix is a Scorpion Man Bruiser for the purposes of this fight – except that her ranged attack is the Shaman power. All scorpion men have the nastier specials

The Bruiser is Mesh, and old, aged Scorpionman whith countless scars across his bare torso. The Warrior is Flex, a youth not older than his teens who wears bright red armour. The shaman is a female Scorpionman, who carries a strange glowing staff.

Scene 6 – Return

They can effect their escape and return to Stone Chair with the help of the Stone Chair Man – as the rest of the city awakens and tries to avenge their leader. They return as heroes, the village saved.