A Simple Task.pdf

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Once the PCs take the hook, they are introduced to the man,
Jakar Maraan. He welcomes them into his home, where he
explains that he is seeking some bold men who are risk takers
and unafraid of death. He tells the party that he needs them to
return an object to him, but first he wishes to test their abilities.
To wit - half of the payment (which he issues up front) is located
at the top of the bell tower within his house, which the PCs can
only acquire through defeating Maraan’s men-at-arms.
For the GM -
About this Adventure Scenario:
This supplement is designed to serve as an introductory scenario
for HackMaster Basic™.
Provided within are roleplay
opportunities, contests of skill and more than a dozen NPC
opponents with whom your PCs may both parlay and battle
with.
How to introduce this adventure to your PCs:
A tavern is a well-established RPG meme that has served GMs
well for decades. It serves as a meeting place, where new groups
form and adventure hooks are delivered. It is also a cliché on
par with the worst of them, although, in this case, the tavern is
not likely to play a large part in the scenario.
One option which the GM may find useful is to incorporate the
Rusty Mule Tavern, a bar which is explored in epic detail in
HackJournal #34.
Included in the Rusty Mule article is a map of
the tavern’s basic layout, information on the most prominent
NPCs who reside there and half a dozen Bait and Tackles which
may serve any GM well throughout the course of a campaign.
In this case, the Rusty Mule as a brief introductory location,
where the PCs may introduce themselves and where they can
conveniently be delivered the plot hook.
Once the PCs are in the tavern and have introduced themselves
to one another, they immediately see a finely dressed man post a
sign on the bulletin board which reads:
The First Battle Scenario
NPC:
Jakar Maraan
Opponents:
Six Men-at-Arms
Potential Award:
40sp as up-front payment; plus 10sp to the
PC who reaches the tower first (as well as a 50 EP bonus)
2 Man-at-Arms:
3 Man-at-Arms:
4 Man-at-Arms:
5 Man-at-Arms:
6 Man-at-Arms:
It may at first appear strange that Jakar would risk the lives of his
potential hires in mortal combat – however, not all is as it seems.
Maraan comforts any concerned PCs with an assurance that his
soldiers are not armed with steel; instead, they are wielding
wooden weapons. Likewise, he requests their compliance in one
issue: that they leave their personal weapons with him, and
instead take up arms with wooden approximations.
Once they have accepted this request, he offers an additional
10sp to the PC who reaches the tower first. Jakar then
dispatches them to race through his home to the upstairs, where
the bell tower may be reached. However, he neither tells them
the number of his men nor their location, nor the reason
Maraan’s men cannot perform the task which he requires.
Layout of the 2
nd
Story of Jakar’s Home
be introduced to a variety of skill checks, from Easy to Very Difficult and
from Opposed to otherwise.
Upon reaching the bell-tower:
Identifying the Trap:
20 EP;
Disarming the Trap:
14 EP
The bell tower itself is, in some ways, designed to serve as a trap.
There are two ropes which reach up toward the loft. One – that
which is on the right – is firmly affixed to the top of the tower
and easily supports any PC who successfully climbs it,
conditional on passing a Climbing Check, Average difficulty.
The other – the rope on the left – is connected directly to the
bell. Any PC, even a halfling, who attempts to climb this rope
only succeeds in dislodging the bell. In order to avoid this
disaster, before attempting to climb a PC must pass an Identify
Trap roll, Difficult (+0%). The bell is made of solid brass and
deals 2d4p damage to the PC that it lands upon.
Upon returning to Jakar with the bag of silver:
Satisfied by the progress of the PCs, Jakar Maraan says, “Ah, I
knew you were men of skill! Very well – here is my task which I
give you: my nefarious brother Kadan has made off with a
valuable piece of my inheritance from our dead father. He
occupies a thieves-den of a guildhall on the other side of town.
Sneak into his home tonight and bring back that which is
rightfully mine. And should you find anything else of value,
apart from the one item which I desire, you may certainly
consider it a bonus!”
The Residence of Kadan Maraan
NPC:
Kadan Maraan (45 EP)
Opponents:
Based on party size - up to seven Brigands (238
EP)
Potential Award:
1 silver necklace (Jakar’s desired item, worth
25sp); the armor and items on the brigands, 1 chest containing
25sp and 72cp
1 map (to some caverns located outside the village)
X=The
location of a man-at-arms
Beyond the three soldiers stationed on the second story, three
additional men-of-arms are located outside the house to stand
between the bell tower and any PC who attempts to scale it from
the outside.
Note: this scenario is an excellent opportunity to introduce combat to new
players of HackMaster Basic. It is a no-risk scenario. Further, PCs may
X=
The location of a brigand
2 Brigand
3 Brigand
4 Brigand
5 Brigand
6 Brigand
7 Brigand
To succeed in their task, the PCs must use some degree of
scheming and strategizing. After all – thieves’ guilds are hardly
successful for having the penchant to let just anybody in. The
PCs may find themselves back at the Rusty Mule, or attempting
to fast talk their way past the brigand who holds the
responsibility of guarding the door, or perhaps they simply
choose to climb the window into Kadan’s bedroom.
If the PCs attempt to go through the front door they meet a
staunch resistance – there are four brigands who are quick to
respond to any call of distress, with three more quickly coming
down the stairs which lead to the 2
nd
floor (and Kadan’s
quarters). In this scenario, Kadan awakens and flees with his
necklace.
Should the PCs attempt to scale the window, on the other hand,
they meet little resistance at all – they only encounter Kadan and
two of his men in a bedroom which stands 15x15 feet.
If the PCs are able to acquire the necklace, then Jakar pays them
well. However, not all is as it appears – although Jakar hates his
brother with a passion, he still loves Kadan in only a way that
brothers could. Should the PCs kill Kadan Maraan, Jakar may
seek them out with revenge on his mind.
Where to go from here:
Beyond the standard loot which is discovered in the thieves’ hall,
the PCs also uncover a map to a system of caverns outside the
village. These caverns will be elaborated upon in
AS2 – The
Lost Merchant;
however, do not wait for us! This is an ideal
opportunity for you, the GM to shine. What is located within
the cavern? Monsters? Treasure?
Both!
The decision is in your
creative hands.
Whatever you do, we only ask that you post your stories on the
KenzerCo forums:
www.kenzerco.com/forums
Located there
are dozens of HackMaster aficionados who not only share an
intense love for the game, but are friendly and helpful. If you
have a rules question, or are simply seeking opinions and
feedback, visit the forums and post away!
Written and Developed by
The Terminal Studios writing team:
Joseph Hooker, Kevin Golding and Kurtis Evans
Graphics by
Kurtis Evans (with HoB templates created by Jolly
R. Blackburn)
Playtested by
The Terminal Gamers – Jai Pawlak, Trevor
Lasher, Joseph Hooker, Ryan Topor and Rob Richler
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