Escort Mission
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NPCs:
Fitch Brenn (merchant leader):
STR: 11, CON: 12, DEX: 16, SIZ: 14, INT: 17, POW: 14, CHA: 14.
HP: 13, M-WND: 7
Close: 42, Ranged: 63, Unarmed: 32
Dodge: 43, Persistence: 40, Resilience: 34
Athletics: 37, Deception: 40, Driving: 44, Healing: 37, Riding: 41, Perception: 41, Trade: 48.
Language: Mannish: 67, Elvish: 47, Dwarvish: 47
Fitch is a jolly fellow to anyone who is polite.
WEAPONS: Broadsword (1D8), Shield (large). Longbow (30 arrows, 1D10, Rng 150).
ARMOUR: Scale (AP4).
Convoy guard Leader (Rogan Hawke):
STR: 14, CON: 16, DEX: 8, SIZ: 13, INT: 16, POW: 18, CHA: 15.
HP: 15, M-WND: 8, D-Mod: +1d4
Close: 57, Ranged: 24, Unarmed: 42
Dodge: 48, Persistence: 38, Resilience: 44
Athletics: 37, Deception: 34, Perception: 63, Riding: 55
WEAPONS: Great Hammer (2D8), Whip (1d3, Rng 5), 3 x Rocks (Improvised, 1d4, Rng 14).
Mail Hauberk (AP 5).
Horse, combat trained
A warrior who hires himself out to anyone who can pay him. He is quiet; not a man of many words, but he is polite.
Apart from Rogan Hawke, there are 4 other guards:
Cenric & Burkhart: STR: 11, CON: 14, DEX: 14, SIZ: 17, INT: 15, POW: 16, CHA: 10.
HP: 16, M-WND: 8, D-Mod: +1d4.
Close: 40, Ranged: 59, Unarmed: 30
Dodge: 30, Persistence: 32, Resilience: 48
Athletics 45, Perception 56, Riding 60
WEAPONS: Scimitar (1d8), Large Shield (1d6), Shortbow (30 arrows, 1d6, 75m)
Grindan & Jarret: STR: 14, CON: 10, DEX: 7, SIZ: 13, INT: 12, POW: 13, CHA: 11.
HP: 12, M-WND: 6 , D-Mod: +1d4.
Close: 51, Ranged: 24, Unarmed: 36
Dodge: 47, Persistence: 33, Resilience: 33
Athletics 41, Perception 50, Riding 50
WEAPONS: Shortsword (1d6), Small Shield (1d4), 3x Rock (Improvised, 1d4, Rng 14)
All 4 guards wear mail hauberks (AP 5).
Horse, combat trained
Convoy: Approximately 4-6 wagons (4-6 drivers). It is possible for there to be 2 drivers per wagon. Driving: 55%. Each driver carries a sword: 45%+, DAM: 1d8; and wears scale armour (AP4).
It will be 6 wagons, 1 driver per wagons (2 of them are also cooks [Craft (cooking) 33], and 1 of them is also a medic [Healing 33]).
Rolls
4 human NPC's STR - (3d6, 3d6, 3d6, 3d6)
3d6 : (455) = 14
3d6 : (263) = 11
3d6 : (135) = 9
3d6 : (111) = 3
4 human NPC's CON - (3d6, 3d6, 3d6, 3d6)
3d6 : (646) = 16
3d6 : (446) = 14
3d6 : (334) = 10
3d6 : (161) = 8
4 human NPC's DEX - (3d6, 3d6, 3d6, 3d6)
3d6 : (212) = 5
3d6 : (626) = 14
3d6 : (223) = 7
3d6 : (164) = 11
4 human NPC's SIZ - (2d6+6, 2d6+6, 2d6+6, 2d6+6)
2d6+6 : (25) + 6 = 13
2d6+6 : (65) + 6 = 17
2d6+6 : (41) + 6 = 11
2d6+6 : (44) + 6 = 14
4 human NPC's INT - (2d6+6, 2d6+6, 2d6+6, 2d6+6)
2d6+6 : (46) + 6 = 16
2d6+6 : (63) + 6 = 15
2d6+6 : (24) + 6 = 12
2d6+6 : (56) + 6 = 17
4 human NPC's POW - (3d6, 3d6, 3d6, 3d6)
3d6 : (312) = 6
3d6 : (416) = 11
3d6 : (643) = 13
3d6 : (621) = 9
4 human NPC's CHA - (3d6, 3d6, 3d6, 3d6)
3d6 : (545) = 14
3d6 : (313) = 7
3d6 : (443) = 11
3d6 : (554) = 14
Reroll 1s on STR for NPC 3 and 4 - (1d6, 3d6)
1d6 : (6) = 6
3d6 : (261) = 9
Reroll 1s on STR for NPC4 - (1d6)
(3) = 3
Reroll 1s on CON for NPC4 - (2d6)
(33) = 6
Reroll 1s on DEX for NPC 1 and 4 - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (6) = 6
Reroll 1s on SIZ for NPC 3 - (1d6)
(3) = 3
Reroll 1s on POW for NPC 1, 2, 4 - (1d6, 1d6, 1d6)
1d6 : (3) = 3
1d6 : (6) = 6
1d6 : (6) = 6
Reroll 1s on CHA for NPC 2 - (1d6)
(4) = 4
Fitch Bren BP (+2d4 Trade, +1d4 Driving and Riding) - (2d4, 1d4, 1d4)
2d4 : (33) = 6
1d4 : (4) = 4
1d4 : (1) = 1
Rogan's 2 BP (2d4 for Close, 1d4 each for Perception and riding) - (2d6, 1d4, 1d4)
2d6 : (35) = 8
1d4 : (4) = 4
1d4 : (4) = 4
Reroll Roban's 2d4 BP - (2d4)
(14) = 5
(To avoid having the players waste time with it, have the random encounter2. The Outcast from NtS mag#2 p.23 happen either in the stretch between Erad Thrnad and Calundath, of the stretch between Brond Mindas and Rast-Ecthir? And do not forget the missing patch of skin on her dead huaband.)
For the stretch of road between Antrand and Erad Thrand, I don't think players should meet beastlings (or even dark elves) right away. So encounters should be between orcs and bandits.
List of other possible encounters: 4. the Injured Man from NtS mag#2 p.25. Harsh weather? A dead body on the road?? Shadowy forms from the wood observing the caravan? Animal Attack?
Encounters
1d12 - Result
1-4 - Nothing
5 - Wagon wheel breaks
6 - Dead Body on the Road
7 - The Injured Man (NtS#2 p.25)
8 - Shadows Forms from the Woods
9 - Harsh Weather
10 - Animal Attack
11 - Bandit Attack
12 - Orc Attack
Wagon Wheel Breaks: A wagon wheel breaks. If you want, you may require whomever is riding on the wagon to make an Athletics +25% check to avoid falling for 1d6 damage. The caravan carries spares, but changing the wheel itself will take 1d3 x10 minutes and allow for another encounter roll.
Dead Body on the Road: A dead body lies on the road, what this implies depends on the type of body found. 1d6: 1-2; Human Traveler, 3-4; Elf Traveler, 5; Dwarf Traveler, 6; Beastling. Fitch and Rogan will advise against exploring, but if the players insist on finding the culprits, feel free to have them encounter bandits at some point (-1 to each die rolls for the number of bandits and only 15% chance of dogs).
The Injured Man: Fitch will complain all the time about the time lost while the group helps Kay, but he will not oppose to the help... Successfully saving Kay's life will earn players 1 Fate Point. Once this encounter has been rolled once, it becomes "Dead Body on the Road" if re-rolled again.
Shadows from the Woods: Assuming the caravan is near a wooded area (otherwise treat as a result of nothing), the PCs can make a Perception -25% to notice shadowy figures observing the caravan from the woods. If the PCs insist in pursuit the characters, you can make an encounter with whatever creatures you feel is appropriate. If not, then there is a 50% chance that the party will be attack if it camps outside during the night (30% chance to find a village to spend the night?).
Harsh Weather: Nature Lore to see coming, then have 1d3 hours to get to shelter before the storm. If cannot get to shelter in time, roll Resilience against storm's intensity ([2d6+3]x5) of take 1d3 damage and fatigued before the party is assumed to find shelter. Either way, the storm lasts 5d4 hours which is likely to make the party loose 1 day of progress.
Animal Attack: If the party camp out at night, there will be an animal attack against an isolated member of the camp or one of the horses (TAoS p.73). 1d6: 1-2; Bear, 3; Big Cat, 4-6; 2d6 wolves (can use the Horde rule if you want).
Bandit Attack: A group of 1 bandit leader (Greater, Shortsword, Shortbow, Small shield), his 1d3 lieutenants (Common, Club, Shortbow, Small Shield), and 2d4 men (Lesser, Dagger, Shortbow), 30% 1-6 dogs with them (TAoS rulebook p.73).
Orc Attack: An orc chieftain (Greater, Greatsword [2d8] and Longbow [1d10]), 1d2 lieutenants (Common, Large Shield [1d6]), 1d6 men (Lesser) (TAoS p.68), and 2d4 goblins (Lesser), 25% of 1d4 wolves with them (used as mounts for some goblins, TAoS p.73). 50% attack at day, 50% attack at night.
Encounters should be more or less the same (maybe with slightly better opposition)? I can work on translating more OQ animals in order to have more variety in animal attacks... The Injured man should definitely make a comeback if it wasn't roll on the first trip. I could add The Outcast from NtS#2 as well. Beastlings could be added as well (how about Shadow Elves or more Ratlings)?
How about Adding a Boar?
STR: 3d6+6 (17), CON: 2d6+9 (15), DEX: 3d6 (11), SIZ: 2d6+3 (10), INT: 5, POW: 3d6 (11), CHA: 5
HP: 13, Maj. Wound: 7, Dam. Mod.: +1d4, Move: 16m, Arm.: Hide (2 AP)
45% Tusk 1d6.
1d12 - Result
1-4 - Nothing
5 - Wagon wheel breaks
6 - Dead Body on the Road
7 - The Injured Man (NtS#2 p.25), (If already rolled in first leg of journey, used The Outcast [NtS#2 p.23] instead).
8 - Shadows Forms from the Woods
9 - Harsh Weather
10 - Animal Attack
11 - Bandit Attack (or Wildling Attack if this is rolled too often...)
12 - Orc Attack
Explanations of new encounters and changes to old ones
Dead Body on the Road: 1d6: 1-2; human traveler, 3-4; elf traveler, 5-6; Beastling (1-2; Wildling, 3-4; Sorcerer, 5; Shadow Elf, or 6; Rat Man if Beastling already rolled on 1st leg of journey?). If the party insist on exploring, have them stumble on (roll 1d6) a party of orcs (1-3, or perhaps the goblin merchants below?, use versions of 1st leg of the trip [so no gargoyles], -1 to all die rolls, only 13% of wolves) or a party of Wildlings (4-6, -1 to die rolls, only 15% of dogs).
The Outcast (optional): Wynter. Do not forget the missing square of skin on the dead husband's (Salla's) thigh.
Animal Attack: If the party camp out at night, there will be an animal attack against an isolated member of the camp or one of the horses (TAoS p.73). 1d6: 1-2; Bear, 3; 1-2 Boars, 4; Big Cat, 5-6; 2d6 wolves (can use the Horde rule if you want).
Bandit Attack: A group of 1 bandit leader (Greater, Longsword, Shortbow, Small shield), his 1d3 lieutenants (Common, Club, Shortbow, Small Shield), and 2d4 men (Lesser, Hatchet, Shortbow), 40% 1-6 dogs with them (TAoS rulebook p.73). ...?
Wildling Attack (optional): 1 Wildling leader (p.72, Greater, longspear), 1 Sorcerer lieutenant (p.69, Common, dagger, Damage Resistance, Dominate Humans, Mirage), and 2d6 men (Lesser). 30% 1-4 dogs (p.73).
Orc Attack: An orc chieftain (Greater, Greatsword [2d8] and Longbow [1d10]), 1d2 lieutenants (Common, Large Shield [1d6]), 1d2 gargoyles (Lesser), 1d4 men (Lesser) (TAoS p.68), and 2d3 goblins (Lesser), 30% of 1d4 wolves with them (used as mounts for some goblins, TAoS p.73). 50% attack at day, 50% attack at night. ...?
Perhaps if the players pursue the routers of an orc's attack, the players might come upon the 3 goblin merchants. They are tired of being bullied and smacked around and have decided to go live in a nearby human settlement (perhaps the one from Kay's village or the village from The Shadowstone?).
They have a disguise: a long coat for them to stand upon each other's shoulders under it, some wooden stilts, and some rudimentary grabbers meant to represent a human hand (missing the pinky finger)...
If the players pursued a straggling orc survivors (or explore after a "Dead Body on the Road"?), they might come upon those deserters instead as they discuss their plan and then practice wearing the suit and walking on stilts.
If not, at the first village the party stops, this stranger who looks obviously like 3 goblins on stilts wearing a large coat will walk in the inn, and ask for some food.
The players earn a Fate point if they successfully help the goblin merchants establish themselves in the village.
Malkoth
STR: 10, CON: 12, DEX: 16, SIZ: 8, INT: 15, POW: 11, CHA: 11.
Dam. Mod.: +0, HP: 10, MWL: 5, MP: 11, MR: 14m.
Practical Skills: Athletics 38, Craft (herbalist) 43, Deception 26, Healing 38, Influence 34, Perception 33, Trade 40.
Knowledge Skills: Culture (goblin) 30, Language (orcish) 60, Language (manish) 29, Nature Lore 45.
Resistances: Dodge 46, Persistence 31, Resilience 43.
Combat Skills: Close Combat 46, Ranged Combat 53, Unarmed Combat 36.
Dagger (1d4), Club (1d6), Sling (1d6)
STR: 9, CON: 12, DEX: 19, SIZ: 6, INT: 14, POW: 12, CHA: 9.
Dam. Mod.: -1d4, HP: 9, MWL: 5, MP: 12, MR: 14m.
Practical Skills: Athletics 42, Deception 38, Influence 31, Perception 38, Performance 35, Trade 36.
Knowledge Skills: Culture (goblin) 34, Language (orcish) 64, Nature Lore 61.
Resistances: Dodge 49, Persistence 32, Resilience 44.
Combat Skills: Close Combat 48, Ranged Combat 56, Unarmed Combat 38.
Dagger (1d4), Club (1d6), Shortbow (1d8)
K'thunk
STR: 13, CON: 8, DEX: 17, SIZ: 7, INT: 10, POW: 14, CHA: 9.
Dam. Mod.: +0, HP: 8, MWL: 4, MP: 14, MR: 14m.
Practical Skills: Athletics 45, Craft (carpenter) 40, Mechanism 42, Perception 39, Trade 35.
Knowledge Skills: Culture (goblin) 33, Language (orcish) 63, Lore (gambling) 45.
Resistances: Dodge 59, Persistence 32, Resilience 32.
Combat Skills: Close Combat 52, Ranged Combat 37, Unarmed Combat 50.
Dagger (1d4), Club (1d6), Sling (1d6)
Rolls
Str (gob 1, gob 2, gob 3) 2d6+3 - (2d6+3, 2d6+3, 2d6+3)
2d6+3 : (41) + 3 = 8
2d6+3 : (24) + 3 = 9
2d6+3 : (55) + 3 = 13
Con (gob 1, gob 2, gob 3) 2d6+3 - (2d6+3, 2d6+3, 2d6+3)
2d6+3 : (63) + 3 = 12
2d6+3 : (63) + 3 = 12
2d6+3 : (32) + 3 = 8
Dex (gob 1, gob 2, gob 3) 3d6+6 - (3d6+6, 3d6+6, 3d6+6)
3d6+6 : (122) + 6 = 11
3d6+6 : (521) + 6 = 14
3d6+6 : (326) + 6 = 17
Siz (gob 1, gob 2, gob 3) 2d6 - (2d6, 2d6, 2d6)
2d6 : (53) = 8
2d6 : (33) = 6
2d6 : (12) = 3
Int (gob 1, gob 2, gob 3) 3d6 - (3d6, 3d6, 3d6)
3d6 : (456) = 15
3d6 : (545) = 14
3d6 : (226) = 10
Pow (gob 1, gob 2, gob 3) 2d6+3 - (2d6+3, 2d6+3, 2d6+3)
2d6+3 : (14) + 3 = 8
2d6+3 : (36) + 3 = 12
2d6+3 : (61) + 3 = 10
Cha (gob 1, gob 2, gob 3) 2d6 - (2d6, 2d6, 2d6)
2d6 : (65) = 11
2d6 : (63) = 9
2d6 : (45) = 9
Reroll 1 Str gob 1 - (1d6)
(1) = 1
reroll 1 str gob 1 - (1d6)
(3) = 3
Reroll 1 Dex gob 1 & 2 - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (6) = 6
Reroll 1 dex gob 1 - (1d6)
(6) = 6
reroll 1 siz gob 3 - (1d6)
(5) = 5
Reroll 1 pow gob 1 & 3 - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (1) = 1
Reroll 1 pow gob 1 & 3 - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (5) = 5
reroll 1 pow gob 1 - (1d6)
(4) = 4
Malkoth's backgroudn points (+2d4 to craft, +1d4 to L (manish), +1d4 to Ranged Comb.) - (2d4, 1d4, 1d4)
2d4 : (21) = 3
1d4 : (4) = 4
1d4 : (2) = 2
Xing's background point (+2d4 Nat. Lore, + 1d4 Performance, +1d4 Ranged Combat) - (2d4, 1d4, 1d4)
2d4 : (34) = 7
1d4 : (3) = 3
1d4 : (3) = 3
K'thunk's background points (+2d4 Craft, +1d4 Dodge, +1d4 Close Comb.) - (2d4, 1d4, 1d4)
2d4 : (32) = 5
1d4 : (2) = 2
1d4 : (2) = 2