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scenario_i_to_avoid_needless_bloodshed [2018/11/21 09:00] (current)
triptycho created
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 +===== To Avoid Needless Bloodshed =====
 +=== Level 1 Interaction Scenario ===
 +This scenario is useful for scenes where the PCs are confronting a group of angry common folk, trying to disarm tensions without things escalating into violence.
  
 +==== Setup ====
 +^ Round Limit  | 5  |
 +^ Counter Position ​ | 1  |
 +^ Conditions ​ | Counter reaches maximum (#PCs + 2) or all enemies are defeated ​ |
 +
 +The Stage is simple here, making this scenario suitable for beginner players. Suggested position names are provided, but feel free to swap out for your own depending on your setting.
 +
 +<​file>​
 +Building Entrance ​ -  Main Road  -  Fence
 +</​file>​
 +
 +^ Opponent ​ ^  Rank  ^  Type  ^  WP  ^  Init  ^
 +^ [[analects_book_4_part_3_chapter_1#​bully|Bully]] ​ | Regular ​  | Antagonist ​ |   ​14 ​ |  1d8   ^
 +^ [[analects_book_4_part_3_chapter_1#​liar|Liar]] ​ | Regular ​  | Trickster ​  ​| ​  ​14 ​ |  1d6   ^
 +^ [[analects_book_4_part_3_chapter_1#​roused_rabble|Roused Rabble]] ​ | Mook   | Debater ​    ​| ​   5  |  1d10  ^
 +^ [[analects_book_4_part_3_chapter_1#​spirited_youth|Spirited Youth]] ​ | Mook  | Leader ​ |   ​8 ​ |  1d4   ^
 +
 +=== Three Players ===
 +  * Bully
 +  * Liar
 +  * Roused Rabble
 +  * Spirited Youth
 +
 +=== Four Players ===
 +  * Bully
 +  * Liar
 +  * Roused Rabble x2
 +  * Spirited Youth x2
 +
 +=== Five Players ===
 +  * Bully x2
 +  * Liar
 +  * Roused Rabble x2
 +  * Spirited Youth x2
 +
 +=== Starting Positions ===
 +  * The PCs may begin anywhere they wish.
 +  * The Bully and Roused Rabble begin in Main Road. A second Bully begins in Building Entrance.
 +  * The Liar begins in Fence.
 +  * The Spirited Youth begins in Building Entrance. If the second is present, it begins in Fence.
 +
 +==== Tactics ====
 +The Bullies want to pick on the most weak-willed PC and will strive to play Actions against the PC with lowest remaining WP. Roused Rabble instead target WP-hearty PCs. The Liar will team up with a Spirited Youth if available to lock down a PC with an array of conditions.
 +
 +==== Victory ====
 +If the PCs win by damage, they cow the commoners into backing down. If they win by Debate Counter, they convince the crowd to put down their weapons. Either way, the PCs should each earn 1 Karma for solving the problem without resorting to violence.
 +
 +==== Defeat ====
 +The mob attacks the PCs. The PCs must choose to fight back or run. If they fight back, they win easily, but a lot of people get hurt in the process; each PC should lose 1 Karma. If they run, they are able to get away without hurting anyone but suffer a few stray blows; each PC suffers 1 Injury.
 +
 +==== Tweaks ====
 +Raise the difficulty a bit by changing the starting counter position to 0 or -1; this is especially appropriate for PC groups that are adept at counter movement. For a less damage-oriented approach with fewer moving parts, swap Roused Rabble for an [[analects_book_4_part_3_chapter_1#​acolyte|Acolyte]] (2 for 1).
 +
 +[[dm_s_toolbox_book_3_chapter_1|More level 1 interaction scenarios]]
scenario_i_to_avoid_needless_bloodshed.txt ยท Last modified: 2018/11/21 09:00 by triptycho