Wednesday, September 7, 2011

September Short Adventures 7: Run You Fools

Preamble
A September of Short Adventuresis an OSR Challenge initiated by Matt over at the Asshat Paladinsblog. You can click on the Moustache Dragon over on the right-handside-bar (just above Features) to learn more about all of this stufffrom Matt directly. All of our 25 (possibly more...) entries areformatted along the lines of what Matt calls the Get Ready, GetSet, Go! format. In a nut-shell, this approach breaks eachadventure into a Title, Three escalating sections of adventuredetails (the Ready section is limited to an elevator pitch only 2sentences...), and a final catch-all section for any NPC notes/stats.The idea is to keep it short, simple, easy to read without any maps,drawings, diagrams or 8X10 glossies. Keep description to a minimum,avoid lengthy exposition, and no casts of thousands -- unless it's aninvading horde of three-eyed orcs or goblins riding purple wombats.

We're also going to aim to keep thingsgeneric, setting agnostic and thus portable or adaptable to anycampaign/setting using the particular rules-set we'll be using in anygiven September Short Adventure such as Mutant Future,Labyrinth Lord, Swords & Wizardry (White Box), etc.

FreeRules
Labyrinth Lord:http://www.goblinoidgames.com/labyrinthlord.html
Mutant Future:http://www.goblinoidgames.com/mutantfuture.html
Swords and Wizardry (White Box):http://www.swordsandwizardry.com/whitebox.htm
SeptemberShort Adventure Number 7
Title: Run You Fools!
Rules: Mutant Future

Ready
The Player Characters are back out in adeep, dark forest out past anyone's claimed lands. They hear aterrible thrashing in the underbrush--

Set
--and a bloodied and seriously woundedadventurer tears through the brush right at them, dragging along thestill twitching corpse of a Vile Slasher (MFp. 100).

“Run You Fools!” He bellows loudlyas he hurries past them...

Go!
Pause for one full minute then roll tosee how many adult Vile Slashers and/or adolescent Vile Slashers comechasing after that lone survivor.

Oh, and for added fun, there's also areally P.O.ed Mate of the deceased Vile Slasher that might now behunting after that guy and they will kill any and everything thatstands between them and their prey...

Notes / NPCs
Vile Slasher (Adults) (1d4) [ALC, MV 180' (60'), AC 3, HD 12, #ATK 4 (2 claws, tail, bite), DG1d8/1d8/1d6/2d6, SV L9, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Adolescents)(1d4+2) [AL C, MV 90' (40'), AC 3, HD 12, #ATK 3 (2 claws, bite), DG1d4/1d4/1d6, SV L6, ML 12, Mutations: Natural Armor] (MFp.98)

Vile Slasher (Berserk Mate) (1)[AL C, MV 220' (80'), AC 3, HD14, #ATK 4 (2 claws, tail, bite), DG2d8/2d8/2d6/4d6 (all of it double damage), SV L9, ML 12, Mutations:Natural Armor] This enraged beast will need to bereduced into the negative numbers range before it will give up itsattempt to kill those who slew its mate...

4 comments:

  1. There's nothing quite like getting thrown in the deep end. I think I'm a fan especially because it forces a reaction from the players - there's less chance of avoidance, and the added possibility of panic. This is a good example of that. The sense of fight or flight is palpable.

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  2. Cool! To the point like a punch in the gut. :)

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  3. @Porky: Thanks. We like to start with a bang and go from there, otherwise it can take some groups hours to sort out their wardrobe, or argue about nothing in particular, fiddle with their character sheet, etc.

    Any encounter that the players do not react to, is by default not worth wasting time on in-game. A good encounter creates situations from which all manner of possibilities cascade outwards, and at least some of them will be of especial interest to those involved. Then it's a matter of seeing who pursues which ends and how it all works out--and that will drive a ton of role playing or even make a war gaming session a bit more memorable.

    You're already bucking up against the suspension of disbelief, so it's very useful to get people engaged and invested and involved...and sudden drastic flight/fight choices are perfect for the Wilderness and the Underworld. When they are used like catalysts or fire-starters, and are not the core feature of the whole session...though that could work for a zombie-style apocalypse game...maybe...

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  4. @Trey: That's the aim--Short, Sharp, Simple and ready to go. This is also a great way to kick things off after a half-hour of party preparation and player over-thinking...

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