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Old 06-22-2008, 01:25 PM   #1
b-dog
 
Join Date: Nov 2006
Default DF Adventure: It Came From Wawne

Wawne
(Warning for Griffin-you will not like this adventure)

A young man has walked up to your party and asks permission to hand your party a message. If the PCs accept then the young man will hand the party a message written by the hand of Lord Galo of the city of Bredon. He requests your service in the solving of the problems in the town of Wick. It gives the meeting location and explains that more information wil be given later. If the PCs are interested and decide to go to Bredon then it will take a few days travel. The trip should be uneventful because the roads are safe in Bredon due to the guards that patrol them.

Once the PCs get to Bredon, they will follow the map to lord Galo's manor. The city of Bredon has a large wall surrounding it and inside of the wall are many shops and taverns. The people of Bredon are mostly human, but many have some elvin features so there must be some elvin ancestry in many of the people. There are also many brownies who help with tavern cooking and shops and such. There are nains too who mainly work at smitheries and craft shops.

At the manor of Lord Galo, the PCs are invited to stay and there are rooms prepared. A fine supper of lamb stew complete with flavorful herbs and vegitables is prepared. Bread and ale are also well provided. After the dinner, Lord Galo explains the problem. "The town of Wick has been engulfed by the Wawne Swamp. Many of the residents have left and now live here but quite a few are missing. The swamp seems to be growing and we fear there is something foul happening. Many travelers have disappeared or have reported attacks from monsters at night. Wawne has a terrible history, many legends say that during the Demon Wars the swamp was a place of pure evil. Most greatly fear the swamp but the town of Wick had fertile fields and was also part of a trade route so that was why the area was settled. I request that your party help us to find what is behind the encroachng swamp and if successful your party will be rewarded with gold."

If the PCs agree then they will be given a map of Wick. The trail to Wick starts out dry with large trees on either side of it. After a day the trail becomes muddy and dank, by the third day water is up to the ankles and by the fourth it is almost up to the knees. Once the PCs get to Wick they will see many buildings that are submerged up to two feet in water. An IQ roll will give the PC the knowledge that the ground seems to be sinking rather than the water rising.

Significant Buildings:

Temple of Brigit-The temple still stands and it is raised above the water line. There are some holy symbols of Brigit. There are no occupants here.

Smithery-This is now submerged three feet. There are some swords and armor here depending on what the GM feels is necessary. It is also the nest of a pair acid spiders which live in a storage room. They will come to attack if PCs are noisy.

Green Dragon Tavern- This is also submerged two feet. There is some food in the pantry and also there is one crushroom per two PCs. They are hungry and will attack.

The rest of the homes and buildings are empty or falling down with no occupants.

About a mile from Wick is the swamp of Wawne. On a tracking roll -5 a PC may notice a sort of trail leading through the swamp.
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Old 06-22-2008, 02:04 PM   #2
griffin
 
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Default Re: DF Adventure: It Came From Wawne

Quote:
Originally Posted by b-dog
Wawne
(Warning for Griffin-you will not like this adventure)
So far nothing bad. I'm assuming the translation is this adventure centers around faeries. I'm not a fan of Tinkerbell's kind when it comes to fantasy adventures.
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Old 06-22-2008, 02:13 PM   #3
Gold & Appel Inc
 
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Default Re: DF Adventure: It Came From Wawne

Quote:
Originally Posted by griffin
So far nothing bad. I'm assuming the translation is this adventure centers around faeries. I'm not a fan of Tinkerbell's kind when it comes to fantasy adventures.
You don't like evil faeries as antagonists either? I thought it was just Ellylon PCs. ;)
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Old 06-22-2008, 05:10 PM   #4
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: It Came From Wawne

The trail that leads through the swamp is just some broken branches and undergrowth because the swamp of Wawne is quite overgrown. After a few hours on the trail the PCs hear strange noises like bird calls. This is because there is a swarm of bloodthirsty crows who will surround the PCs using the swarm rules. It takes 20 points of damage to disperse the crows. The crows do 1d damage per second to all unarmored PCs.

Later the trail leads by a large pool off to the right. This is the lair of a giant snapping turtle. This snapping turtle is quite ancient and knows mind control and can detect the PCs presence as they walk through the water. The snapping turtle wil be quite happy to devour the PCs because the creatures from the swamp often have poor flavor. It will use the mind control power to affect one PC and then have the PC explain that he saw something in the pool and that he wants to go and look to see what it is. The PC will dive under water unless restrained, and will be eaten by the snapping turtle there. If the snapping turtle is unable to use mind control on a PC then it will use it's underwater stealth to shadow the party and strike from the rear when there is sufficient water to conceal it's attack.

Snapping Turtle
ST:35 DX:10 IQ:13 HT:12 HP:35 Will:13 Per:15 FP:12 Speed:5.50 Move:2(on land)/7(in water) SM:+3 DR:4(on head and legs)/12(on shell) Dodge:9 Parry:N/A

Bite(18) 4d-2 cutting damage (the head of the snapping turtle can strike extremely fast)
Claw(12) 4d-2 cutting (uses this attack when PCs are on the side of the turtle)

Traits: Combat Reflexes; Mind Control-14(Mana based); Night Vision 5; Quadruped, Dire Animal.

Skills:Brawling-15; Stealth-18(in water only);Swimming-15.

After the snapping turtle, if the PCs follow the trail further (-5 to tracking skill) they will come upon what appears to be some sort of boulder island in the swamp. This is in fact a guard check post. The lizard men here have piled many rocks upon boulders that were here before to make an island. They have built a fort of sorts upon the island. There is one lizardman per PC and one leader. There are also two swamp trolls as well. The lizardmen are armed with swords and and spears and the swamp trolls just claws.

Lizardmen
ST:14 DX:12 IQ:9 HT:11 HP:14 Will:12 Per:12 FP:11 Speed:5.75 Move:7 SM:0 DR:4(2 points are from shell armor) Dodge:9 Parry:11

Sword(16):1d+1 thrust, 2d+1 swing
Spear(16):1d+3 thrust
Tail:(12):2d crush
Claw:(14):1d-1 cut

Traits: Claws(Sharp);Combat Reflexes; Nictitating Membrane; Peripheral Vision; Striker(Tail, clumsy); Teeth (Sharp); Temperature Tolerance 3; Terrain Adaptation (Swamp).

Skills:Brawling-14; Shadow-14; Spear-16; Stealth-14; Sword-16.

Lizard Man Leader
ST:18 DX:12 IQ:11 HT:12 HP:18 Will:14 Per:14 FP:12 Speed:6.00 Move:7 SM:0 DR:6(4 points due to shell armor) Dodge:9 Parry:12

Sword(18):1d+3 thrust, 3d+1 swing (Leader has 1 extra attack)
Tail:(14):3d crush
Claw:(16):1d+1 cut

Traits: Claws(Sharp);Combat Reflexes; Extra Attack 1; Nictitating Membrane; Peripheral Vision; Striker(Tail, clumsy); Teeth (Sharp); Temperature Tolerance 3; Terrain Adaptation (Swamp).

Swamp Troll (Stolen from the Search for Ed)
Though they have the same shape and overall features as their rocky cousins, swamp trolls are smooth and rubbery rather than rocky. Though less durable than rock trolls, they recover from wounds quickly and can only be harmed permanently by flames and acids.

ST 25 HP 25 Speed 5.75
DX 10 Will 9 Move 5
IQ 7 Per 7
HT 13 FP 13 SM 1

Dodge 9 Parry 9 DR 3 (vs. crushing only)

Club (12): 5d+1
Punch (12): 2d+2

Traits: Night Vision +3, Regeneration (1 HP/second, not vs. fire or acid), Regrowth, Berserk (12 or less).
Skills: Brawling-12, Broadsword-12, Swimming-14
Class: Mundane
Notes: See Rock Trolls.


Within the stone fort is a treasure chest which is locked at -2 to open. There are 50 gold colds and 15 valuable gems and one scroll of the spell water breathing. There are also two scrolls with some information. The first is about a plan to remove the giant snapping turtle from the trail and the other is a message written in the common and it explains that the goal of this fort is to stop anyone from delving deeper into the swamp. It also has notes on the pay that is given for doing a good job. It states that now that King Sardak sits upon the throne there is no recourse other than to follow his orders as death will be dealt quickly to any betrayers.
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Old 06-22-2008, 08:20 PM   #5
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: It Came From Wawne

After the guard fort the trail is still at tracking-5 to follow. If the PCs are able to interogate one of the lizardmen or trolls then it will be easier to follow. During the trip there is a 1 in 6 per hour chance of encounterng a lizard man patrol on the trail. There will be 1 to 4 lizardmen (use stats for lizardmen in the fort).

During the trip there will be a giant snake attack.
ST:20 DX:14 IQ:2 HT:12 HP:20 Will:10 Per:12 FP:12 Speed:7.00 Move:7 SM:+2 DR:4 Dodge:10 Parry:N/A

Bite(16):2d-2 imapaling +follow-up 2d toxic(HT-4 to resist)

Traits: Combat Reflexes; Night vision 5; Wild Animal.

At last the PCs seem to have found the source of the problem. There is a huge mud embankment with many skulls placed on sticks surrounding the place as if to warn of the danger of this place. There are currently 5 lizardmen on guard duty here. They are on top of the embankment looking in all directions to watch for intruders. The lizard men use the same stats as the lizardmen guards in the fort. They will sound the alarm if they spot anyone. This will cause another 20 lizardmen and 8 swamp trolls to come out of the mud embankment to attack the PCs. There are also 4 lizardmen that are similar to the leader in the fort, they will stand back at first and decide what to do as the combat develops. If the combat goes badly for the lizardmen and trolls they will take a defensive maneuver and enter the cave dug into the mud embankment.

The cave in the mud embankment: There are other exits but they are well hidden and this entrance is quite obvious for it is a large cave dug out out the mud. At the entrance is a large pit which is hidden with mud, the lizardmen and trolls walk around it but it is -3 to detect and will do 2d impaling damage to any falling in.

Guardroom: There will be one lizardman guard per PC here.

Barracks: These are where the lizardmen sleep and eat (when not cooking at the campfire). Both male and female lizardmen live here. The barracks will be empty if the 20 lizardmen guards and 4 leader types come to the surface. If the lizardmen retreated, then they will fight here to defend their chief.

Egg Room: This room has both eggs and young of the lizardmen. They will be unable to attack.

Chief's Room: This is the room where the chief lives. He will stay in this room and wait for the PCs to enter and then attack. He has two guards that have the same stats as the leader lizardmen.

Chief
ST:20 DX:15 IQ:10 HT:12 HP:20 Will:14 Per:14 FP:12 Speed:6.75 Move:7 SM:0 DR:7(5 points due to shell armor) Dodge:10 Parry:13


Sword(20):2d thrust, 3d+3 swing (Leader has 1 extra attack)
Tail:(16):3d crush
Claw:(18):1d+1 cut

Traits: Claws(Sharp);Combat Reflexes; Extra Attack 1; Nictitating Membrane; Peripheral Vision; Striker(Tail, clumsy); Teeth (Sharp); Temperature Tolerance 3; Terrain Adaptation (Swamp).

Advisor's Room: This room contains a creature that looks like a snake-man but instead of legs it has a snake like tail in their place. This creature will wait in this room hoping the lizardmen are able to defeat the PCs. If the PCs enter this room the snake-man will touch a crystal on its necklace and disappear.

Treasure Room: This room has five large treasure chests. The DM can decide how much. Within one treasure chest there is a map with instructions. The instructions say to bring the captives to the ancient temple which is marked on the map. It is signed by King Sardak.

Captives Room: There are currently 12 captives that have been caught along the road way. There are 5 humans, 3 brownies, 2 nains and 2 elves. These are not adventuring types but rather merchants or erand runners. They are terrified and quite helpless.

Trolls Room: This room houses the 8 trolls that went to the surface, it is very smelly and dirty. They have only 100 gold pieces that they have been paid for their service.
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Old 06-23-2008, 05:37 AM   #6
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: DF Adventure: It Came From Wawne

Quote:
Originally Posted by b-dog
they will come upon what appears to be some sort of boulder island in the swamp. This is in fact a guard check post. The lizard men here have piled many rocks upon boulders that were here before to make an island. They have built a fort of sorts upon the island.

Lizardmen

Traits: Nictitating Membrane; Terrain Adaptation (Swamp)
Why do these guys work so hard to negate their own advantages? IQ 9 isn't retarded. ;) They should be jumping the PCs in knee-deep water where they have hindered movement and the lizards don't.

Quote:
Originally Posted by b-dog
Tail:(12):2d crush
Strikers don't do Swing damage.

Quote:
Originally Posted by b-dog
Egg Room: This room has both eggs and young of the lizardmen. They will be unable to attack.
Oh c'mon, it's much funnier if the kids bite. ;)

Quote:
Originally Posted by b-dog
Chief's Room: This is the room where the chief lives. He will stay in this room and wait for the PCs to enter and then attack. He has two guards that have the same stats as the leader lizardmen.
This is going to be a pretty anticlimactic fight after the 20 lizards + 8 trolls. One guy with somewhat bigger stats doesn't stack up to those kinds of numbers in terms of ability or drama. Why not let the Chief lead the main force from the front in a manner befitting a warrior culture? If he goes down early he becomes a martyr to the cause; they lose strategic guidance but fight harder.
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Old 06-23-2008, 12:36 PM   #7
b-dog
 
Join Date: Nov 2006
Default Re: DF Adventure: It Came From Wawne

Quote:
Originally Posted by Gold & Appel Inc
Why do these guys work so hard to negate their own advantages? IQ 9 isn't retarded. ;) They should be jumping the PCs in knee-deep water where they have hindered movement and the lizards don't..
Alright, I'll have the lizardmen jump in the water. I was just describing their little fort. There is no reason the lizardmen couldn't jump into the swamp and attack the PCs.



Quote:
Strikers don't do Swing damage.
I'll change that. Thanks.



Quote:
Oh c'mon, it's much funnier if the kids bite. ;)
I was just too tired of writing stats. They can bite if you like.



Quote:
This is going to be a pretty anticlimactic fight after the 20 lizards + 8 trolls. One guy with somewhat bigger stats doesn't stack up to those kinds of numbers in terms of ability or drama. Why not let the Chief lead the main force from the front in a manner befitting a warrior culture? If he goes down early he becomes a martyr to the cause; they lose strategic guidance but fight harder.
But if combat goes against the other lizardmen then they will retreat into their lair and defend the chief. The chief could go out and attack but I was trying to be realistic, most leaders avoid fighting if they can force others to it for them. Sure, if you think it's better to have the chief go out and attack that is fine. I just want the PCs to go into the lair so they can get the map and possibly see the snakeman defore he teleports away. There is still more to do with this adventure and there will surely be a climactic fight at the end.
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