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scenario_i_gabbing_with_guards

Gabbing With Guards

Level 1 Interaction Scenario

The PCs are confronted by a set of aggressive low-ranking guards. This scenario is useful if the PCs are trying to talk their way through some sort of checkpoint or gate, or if the PCs are caught somewhere they shouldn't be and try to talk their way out of it.

Setup

Round Limit 5
Counter Position 0
Conditions Counter reaches maximum (#PCs + 2) or all enemies are defeated

The Stage permits PCs to split up, with some approaching to speak with the guards directly and others hanging back a bit to observe, cast spells, linger, create distractions, or shout occasional helpful bits.

Hanging Back   -   Checkpoint

Hanging Back: Each entity receives -1 Power, -1 Skill, +1 Resilience, and +1 Mind at the start of their turns.
Checkpoint: Each entity receives +1 Power, +1 Skill, -1 Resilience, and -1 Mind at the start of their turns.

Opponent Rank Type WP Init
Sergeant Mini-boss Antagonist 29 1d10
Bully Regular Antagonist 14 1d8
Petty Official Regular Leader 15 1d10
Contrarian Mook Debater 6 1d6

Two Players

  • Bully
  • Contrarian x2

Three Players

  • Sergeant
  • Contrarian x2

Four Players

  • Sergeant
  • Bully
  • Contrarian x2

Five Players

  • Suspicious Guard
  • Bully
  • Petty Official

Six Players

  • Suspicious Guard
  • Bully x2
  • Petty Official

Starting Positions

  • The PCs may begin in either position.
  • Opponents begin in Checkpoint.

Tactics

The Petty Official and Contrarians will try to move into the same position so the Official can defend them with its superior Reaction. The Sergeant will typically use Louder Voice until the Counter is at 3 or higher, at which point it will switch to Practiced Aggression (unless a PC in an adjacent position is low on WP). Pay attention to PC Reactions played from Gear; the Bully and Sergeant will try to take advantage of Traits whenever possible.

The Suspicious Guard will play Lots of Questions every turn in lieu of drawing additional cards, though it may play a useful Strategy from hand if needed. Otherwise, it targets present PCs fairly randomly.

Note that the PCs may decide at any point to end conversation and move into armed conflict. If they do, run an appropriate combat scenario (such as Checkpoint Melee). If the interaction scenario was going poorly for them, the guards were on edge and receive +1d4 to their Initiative rolls. If the scenario was going well for the PCs but they attack anyway, the guards are surprised, and the PCs receive +1d4 to their Initiatives instead.

Victory

If the PCs win by damage, the guards feel as though they would lose in armed confrontation and back down (or alternatively, are convinced by the PCs' confidence that they are supposed to be able to pass through). If the PCs win by Counter, they spin a convincing bluff.

Defeat

The guards are not convinced and won't let the PCs pass. Depending on your adventure's circumstances, they may move to apprehend the PCs, which could lead to armed conflict and a combat scenario (such as Checkpoint Melee). If this happens, the guards gain +1d6 to their Initiative rolls. If you wish to avoid running another scenario, you could have the PCs either run through the checkpoint or automatically win the scuffle, but each suffer 1 Injury in the process.

Tweaks

Raise the difficulty a bit by changing the starting counter position to -1 or -2; this is especially appropriate if this scenario is happening because the PCs were caught, such as from a failed stealth scenario. Modifying the Stage is recommended if this scenario is occurring at an interesting location.

More level 1 interaction scenarios

scenario_i_gabbing_with_guards.txt · Last modified: 2019/05/29 06:48 by triptycho