User Tools

Site Tools


scenario_i_suspicious_village_folk

This is an old revision of the document!


A PCRE internal error occured. This might be caused by a faulty plugin

===== Suspicious Village Folk ===== === Level 1 Interaction Scenario === The party has questions that needs answers, but the fearful and suspicious villagers don't want to talk. The PCs must convince at least one of them with useful information to trust them. Because the villagers are avoiding the PCs, the Round Limit is short. The PCs must work to extend it, beseeching the peasantry for just a few more moments of time. ==== Setup ==== ^ Round Limit | 3 | ^ Counter Position | -1 | ^ Conditions | Counter reaches maximum (#PCs + 2) or all enemies are defeated | <file> Eatery - Streets - Market </file> **Eatery:** PCs draw an additional card at the start of their turn but cannot spend their Strategy Phase to draw another card.\\ **Streets:** No effect.\\ **Market:** PCs may cancel a notch of Debate Counter advancement toward victory to increase the Round Limit by 1. //* Entities in the Eatery cannot affect entities in the Market and vice-versa, despite any Range.// ^ Opponent ^ Rank ^ Type ^ WP ^ Init ^ ^ [[analects_book_4_part_3_chapter_1#local_elder|Local Elder]] | Mini-boss | Debater | 26 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_1#acolyte|Acolyte]] | Regular | Debater | 12 | 1d6 ^ ^ [[analects_book_4_part_3_chapter_1#bully|Bully]] | Regular | Antagonist | 14 | 1d8 ^ ^ [[analects_book_4_part_3_chapter_1#simpleton|Simpleton]] | Mook | Antagonist | 8 | 1d4 ^ ^ [[analects_book_4_part_3_chapter_1#spirited_youth|Spirited Youth]] | Mook | Antagonist | 8 | 1d4 ^ === Three Players === * Local Elder * Simpleton x2 === Four Players === * Local Elder * Acolyte * Simpleton x2 === Five Players === * Local Elder * Acolyte * Bully * Spirited Youth x2 === Starting Positions === * The PCs may begin anywhere. * The Local Elder and any Spirited Youths begin in the Streets. * The Acolyte begins in the Market. * The Bully or Simpletons begin in the Eatery. If there is no Acolyte, one Simpleton begins in the Market. ==== Tactics ==== The NPCs aren't interested in talking, so they observe no particular strategy. For the most part they won't move from their starting positions, even if it means they waste their turns. ==== Victory ==== Through threats or honeyed words, the PCs convince the elder to speak with them and give them the information they seek. The elder may also give them a reward to aid them on their journey, such as a vial of [[analects_book_1_chapter_9#talespinner_s_ink|Talespinner's Ink]]. ==== Defeat ==== The PCs are unable to get the villagers to talk. Such a resolution might grind your adventure to a halt if the PCs need information to know how to continue. In that case, you'll want to trigger a negative event that moves things along. For instance, perhaps agents of your villain see the PCs roaming the village and ambush them; the PCs win the ensuing melee easily (skipping the need for a combat scenario), but they each suffered an Injury during the ambush. The elder witnesses the events and becomes convinced the PCs can help, giving them the information they need. ==== Tweaks ==== This scenario can be quite challenging for low numbers of PCs that have difficulty moving the counter. You might increase the starting position or bump the Round Limit to accommodate. However, don't be afraid to let your players fail; just have a good plan for how to move things forward in case of defeat! [[dm_s_toolbox_book_3_chapter_1|More level 1 interaction scenarios]]

scenario_i_suspicious_village_folk.1543264817.txt.gz · Last modified: 2018/11/26 12:40 by triptycho