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An Adventure

I wanted to have some scenarios to go with Mistworld, in my experience the most important part of a rules book is the initial scenario set that goes with it.

The initial scenario set illustrates the flavor of gameplay, gives all players common ground (such as when they meet on-line or at conventions) and helps to provide an entry point for characters.

The characters are asked to help hunt some slate foxes.  Slate foxes originate wherever there have been breakthroughs from the dark.  While they can be a sign that something is going wrong at the nearest village, they are usually a predator that is moving through.  A couple have been spotted and need to be rooted out before they cause trouble or breed.  STR 2d6/CON 3d6/SIZ 2d3+1/INT 5/POW 4d6/DEX2d6+12/Move 10/Hit Points 9-10/Armor 3 points/Attack 35% 2d3+1d3 acid/Skills listen 45%; sense 85%)

This scenario, where the characters are asked/assigned the task, can be mixed in with some random, typical encounters.

Then the village is disrupted, someone was seeking evil and has brought it.  Characters flee and encounter a caravan on its way to the regional center.  They undertake initiation and then return home to evaluate the situation and restore balance if possible.

Start with a collection of basic characters with modest input by players (to speed set-up).  Have nine pre-generated characters for the players to choose from.

Three initial encounters including the foxes.

Wake in the middle of the night, "grab five things" from a list.

Flee and meet at a rally point.

Meet caravan.

Travel

  • six prepared random encounters (to aid the gm and to provide examples of how the encounters should be fleshed out)
  • use two from the prepared
  • use one from the random chart for large groups (to give the gm practice using the charts).

Enter city/town/regional center (characters first visit to a regional center)

Initiation (characters first visit to a temple)

Return travel (without caravan)

  • six prepared random encounters
  • use two from the prepared
  • use one from the random chart for small groups (encounters differ when it is a large group, such as a caravan and when it is a small group).

Set Points

  • Old home's ruins (the characters are from a stead near the village, they should start with their ruined home/homes).
  • Cross roads outside village/hamlet
  • Elements of the village
  • Key to the Problem (the fool who brought up the undead and the darkness and on whom it centers).
  • Break

Return to regional center

First "real" assignment:  a village in trouble or infested ruins to be investigated (three prepared villages and two sets of infested ruins).

This introduces the characters to a back story (you come from a small village that was destroyed by sin and dark magic), gives them a reason for initiation, and helps introduce the significant parts of the setting and milieu.

Also includes village random scenario generator:

  • Hunting
  • Bounty hunting (the foxes - in this example they presage the problem)
  • Escort work for travelling caravans.

Fox Types
Slate Gray/Shadow Red/Silver Celestial/Moon
STR 2d6 2d3+1 2d3 2d3+4
CON 3d6 3d6 3d3 2d6+6
SIZ 2d3+1 2d3 2d3 2d3+2
INT 5+d2 8 4 2d6+6
POW 4d6 4d6+6 2d6+6 2d6+30
DEX2d6+12 2d6+12 2d6+8 2d6+12
Move 10 11 10 14
Hit Points 10 9 5 16
Armor 3 0 0 0
35% 2d3+1d3 acid 40% d3 30% d3 d6+1+d6 cold
listen 45%, sense 85% listen 85%, track 85% sense 85% sense 85%, track 85%, run 95%
Also may have fear,
bitesharp 6, detect chaos
stealth bonus = INT+POW
hide POW*5, heal d3
Insubstantial, walk on air
cold bite 6, shimmer armor 6

Slate foxes are malicious and unnatural, gray, shadow, red and silver foxes are natural breeds, celestial foxes are tied to the moons and are manfriends.


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Insert dialogue here.

Indigo and Wolf.

Chapter Six:

They come to a stead.  From there they go into the ruins indicated from their last clue and recover the chain, the first of the necessary elements to restore the blue lodge [after the mirror they already have]).

Humans are found in the following groups:

  • camp
  • hearth
  • stead: 1-2 homes
  • ville 3-5 homes
  • hamlet 3-5 families, 6-15 homes
  • village, has a shrine, a waystation and perhaps a post
  • town, has a market, may have a temple
  • city, has temples

Sandy Petersen Rules (very neat stuff ...)

 

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