Building encounters using the webzine

Anonymous's picture
Anonymous
March 18, 2010 - 12:08pm
I'm going to build an encounter using the webzine while I type this post. I should be able to include the following;
  • Map
  • Main NPC
  • Thugs

The Rescue

An Alpha Dawn adventure designed for 2 - 4 starting level characters. The party should include a mixture of pilot and weapon skills. A medic or environmentalist may come in handy as well. Note that the creatures and robots in this adventure have been modified. Please refer to the Star Frontiersman for original statistics.

Alpha 1.0 Help!
As you travel through the city of Enderrom a open park unfolds before you. Fountains and large trees you can't identify litter the central part. You hear a growl near some bushes. A very pregnant and very angry female human starts going into labor, growling at you for their assistance.


Referee Notes: Role playing event. If the player's request assistance there is a 50% chance someone within earshot has a medical skill. There is a hospital on the other side of the park. It will take 2d10 turns to run, double this if carrying the human.

Alpha 2.0 Thanks!
After the baby is safely delivered (or not) the human requests an audience with the party.

Oh thank you for saving my baby brave lads! Your just the type I'm looking for. (The human remains silent until only her and the party is alone.) This town! My children have been stolen by a troupe of cave raith's. Nasty vermin. No one believes me and if they did I think everyone is scared. You must help me recover them.

The human has the following information.
  • She does not know the location of the cave raith lair but knows someone who does, a dralasite named Blu. He can found at the Last Dive tavern.
  • Her name is SanDeep Hresck.
  • She has been in the area for six months, has a small apartment and is living on government assistance.
  • Gerard Rivaras paid for SanDeep's passage along with her children. She does not explain the relationship.
  • If asked how the childern were taken; she was on the outskirts of the city collecting nuts and fruit when the raith's attacked, taking her oldest male and his little sister.
  • If asked if she contacted Star Law she replies they are 3 days away. They will arrive to late.
Alpha 2.1 Blu!
The party must find Blu and ask him for the loation of the cave raith lair. There is little time to waste. Fortunately everyone knows Blu. He can be found at the Last Dive on the east side of town.

As you enter the Last Dive a booming voice can be heard throughout the complex. The voice belong to a skinny (by dralasite standards) dralasite hanging out in a corner booth. He is weaving a tale from the wastelands to a pair of human middle-aged males. It's unclear what the tale is about, himself or another. Blu is wearing a blue mesh net and is well armed. A metalic-blue gyrojet dangles from a blue cord attached to his web-cothing. It's not a mystery how he got his name.


Blu will give following information;
  • Blu will not help without getting paid (at least for the map, see below).
  • He knows the location of the raith lair and will provide a map for 10 credits. If asked how he got the map or why he knows about the lair he states, "It's my business to know things and mine alone and it's none of yours. Take the map or leave it, I don't care."
  • Nothing else interest him - he wants to get back to his story.
  • Hiring him is not an option, he won't trek very far into the wastelands.
  • If asked why cave raith's are so close to the city Blu has no idea. "Maybe their bored" he answers.

Alpha 2.2 Overland!
The party can rent a vehicle to take them to the lair. Nobody in town will venture into the wasteland. The lair is 200 kilometers from Enderom.

According to the map the cave raith lair is approximatley 200 kilometers away. Before you lays the main highway linking Enderom with the ruins at Xinonus. As you pass the  southern tip of the mountains you spot a valley that parts the foothills. This looks like a good place to start your eastward trek.


Whichever vehilce(s) the party chooses cut the top speed in half then divide by 200 to determine how many hours of travel it will take to reach the lair. Refer to the Wasteland Map. After the party leaves the main road roll on the following table every four hexes. (This should result in about three overland encounters).

Wasteland Random Encounter Table
d10
Encounter
1
Ambrikahn apparently lost and hungry.
2-4
The terrain becomes difficult to cross with ground or hover technology.
5
 Ground shank stampede.
6
Alpha class security robot travels in a square.
7
Four human thugs in a hover car race down the party and try to rob them, car and all.
8
1d10 tunneler queens attack the party.
9
Two gamma class security robots are fighting eachother.
0
Clamorbeak attack.

1 Issue #2-p18 - Anyone with animal handling type skills can make a successful check which reveals the creature has been "dropped off". They may even recognize the creature is native to Hentz. Redue the creatures STA to 40 due to malnutrition.

2-4 Loose 1d10 hours travel time. Roll again on the table ingoring this result.

5 Issue #2-p18 - Pilot must make a pilot check. A failure indicates one or more collisions. Roll on the Vehicle Damage table,  2d10+5. If the pilot failed his check and rolled doubles the vehicle rolls. Eveyone takes 1d10 damage.

6 Issue #1-p12 The robot is guarding a 100 x 100 meter area. Did someone program it or is it glitchy?

7 Use the thugs from the NPC section. They all have semi-auto pistols (no burst mode) and night sticks. Each is wearing a skull medalion.

8 Issue 2-p19 - (night encounter only) 1d10 tunneler queens attack the party at night. Reduce the Attack to a single tentacle attack at 40%; I:1d10: ROF:1. This is night encounter. If rolled during the day re-roll, if rolled a second time do not run a random encounter.

9 Issue #1-p13 - If the party is spotted they stop and start attack the party.

0 Issue #8-p14 - 2d10 clamorbeak's attack the party. They attempt to use the sun to hide their approach or they may attack the party from behind. Clamorbeaks are fast, they can reach speeds of 100kph (175 m/turn) as the wind gusts from west to east. If the party outruns this group they will clack attempting to alert another clamorbeak flock ahead of the party. Allow a PER roll of 75% for each 5 turns. This flock will not leave their current hex.

Alpha 3.0 Raith Lair!

Cut between two hills is a cave entrance. A flat piece of wood at the top of the entrace has a rough hewn image of unknown design. Two crossed spears with impaled skulls block the entrace.


This cave is currently being used by a cave raith hunting party. They recently abducted SanDeep's childern and are about to sacrafice them.

See the Cave Raith Lair map.
  1. Entrance. Art lines the walls, warding away “evil that walks on 2 legs.” Discarded trash can be found. If searched carefully, there is a dead human crammed behind the stalagmite in the south-east corner. His ID tag says he’s Gerard Rivaras. He has 12 Cr on him, a half-empty pistol bulletclip and two frag grenades. Making noise here may attract a single guard from area 4 with a successful PER check.
  2. Ritual Chamber. The stench here is strong, and is of death and rot. This is where the Raiths perform most of their rituals. Torch sconces surround a large pit, where captured enemies are thrown, sending them to the Raith god “Hazzen-Ka”. The pit is actually 25 meters deep and ends in a large chamber half-filled with water where dozens of corpses lie, riddled with carrion and mold. When the characters arrive, there is a disposal ritual in progress, with the shaman preparing to dump a human child down the hole. She yells for help, certain “uncle Gerard” will come to her rescue. She is Vera Hresck.
  3. Audience Hall. This is where the Raith king holds audience with visiting Raiths from other warrens or with any Raith from his own warren who wishes to speak to him. Outsiders are never permitted here. There are always 2 Raith elite guards here. The king himself has bedchambers secreted behindstalagmite/stalactite columns (shown as area 3a on the map) where his haremprovides him with royal companionship behind a tapestry depicting his valor. Veda Rivaras Hresck has been hung from his hands by chains mounted high on the wall. He is unconscious but otherwise unhurt. If he is searched the party will find a new sonic sword with 2 power clips. The raiths must be unaware of such technology and mistook it for a toy.
  4. Guard Post. There are always 1d10 Raith soldiers here. They each have a bone whistle carved from enemies they’ve slain. When blown, all able men and women will come to arms (10 of them will arrive over the next minute). They guard the families of the warren from assaults.
  5. Living Area. This is where the families of the warren relax and eat, play games, and enjoy one another’s company. The chamber is fairly small in this warren, but in some it is quite expansive. This area is normally not for outsiders. During times of war, this is where the wounded are tended and weapons stored. Staff, poles, swords and knives can be found here.
  6. Inner Lair. This is where the families of the warren sleep. The bulk of their number can be found here at night, where they snuggle up together in family groups. There is no privacy here; all activities are shared. Weapons are kept up high on shelf-like formations to be grabbed if necessary. In this particular warren, there are 50 total Raiths, divided equally among men, women, elderly, young, and soldier (soldiers are about half men and half women).

Alpha 3.1 Overland Duex!
After rescuing the children the party travels back to the city. Roll once on the Wasteland Random Encounter table. If you roll a dupalice result from the first overland trip do not run an encounter. In the event the players need help, are stranded or are captured here are a few suggestions;

Sources of help
Terrance Gills, a jetcopter pilot that ferries cargo from the ruins at Xinonus to Enderom, is aware of the party's trek into the wasteland. He will fly by just when the party is in desperate need of a lift. This should be a tense moment for the players.

A Star Law ranger will arrive in three days from meeting the human. He will have 1d10 rookies with him. They will attempt to rescue the party.

If time is of the essence (they are about to be sacrifice by the raith's for example) Blu shows up with 10 other dralasites, heavily screened and armed. They will mop up the raith's easily and rescue the party. Play out this encounter however you wish. Blu will expect payment in return. See Blu's Payment.

Alpha 4.0 Reward!
The party is awarded for their efforts in ways that will pay off down the road.
The townspeople will throw a gala in honor of the party. They are one of the few to brave and survive the wastelands. The party can shop local stores and receive 30% off any one item and 10% off all other items (use anything in the equipment list). In addition Star Law will give each party member a badge of honor which is recognized throughout the frontier by not only the Rangers but most citizens in populated areas. NOTE: If rescued by Blu he will caution the party not to mention his involvement.

Allow each character to roll on the Profession Benefit Table.

As you enter SanDeep's hospital room she screams, tears running down her furry checks. "My children, your safe!" Hugs and kisses later you end up back at the Last Dive. Blu is there, idling quiet in the same booth you first met him in.


Referee notes;
  • If the parties rental was damaged or destroyed they are responsible. It's up to you if you want items covered under insurance.
  • The party may owe a favor to Blu or Terrance Gills.
  • SanDeep may offer her oldest son (the one rescued) as service to the party as thanks. The son should be created as a jack-of-all-trades character. A player can play him as a kid in future adventures of you as the Referee can play him as a NPC.

Referee Backgroun Material

Non-Player Characters

Blu - Military (Ex-Agent)
Dralasite, right handed
1.3m, 60kg, 5m/20m/3km

STR/STA 65         DEX/RS   70
INT/LOG 45         PER/LDR 50
PS: +3              IM: +6

Skills
: Beam 3, Medical 1, Gyrojet 3, Melee 1
Equipment: Survival rations x5, gyrojet pistol, knife x4, chronocom (miniatured on necklace)

Gyrojet pistol; 65%; I:2d10; Ammo:20; ROF:1; Range: 10m
Knife; 50%; I:1d10; ROF:1; Range: 5m

Special Abilities: Elasticity, Lie Detection 45%

Description: Blu is a little lean for a dralasite. He wears traditional webbed clothing. His weapons dangle from a web belt slung around his left shoulder.
------------------------------

Thugs
All abilities 40, PS +2, IM +4
RW - 30%; I:1d10; Ammo:10; ROF:1; Range:20
M - 30%; I:1d10; Ammo:5; ROF:2; Range:5
(Don't forget race special abilities)

2d10 credits
Lacking the will to fight, a minion will be out of the battle after taking half his STA in damage (20 points). If more than half the number of minions who started the fight are gone, the rest will want to flee.

d10
When a Minion is reduced to half STA he will...
 1 Drop his weapon and run away
 2 Scream and fire his weapon in the air
 3 Drop to his knees and beg to be spared
 4  Run away (with his weapons)
 5 Lay down and scream, holding his injuries
 6 Pass out from the pain
 7 Writhe in his own vomit in agony
 8 Cower in fear
 9 Pee his pants
 0 Fight on, desperate to win

Vehicles


The following vehilces are available for rent from Global Transport. GT's office are headquartered in Port Loren.

Ground/Hover Car
5,000cr (50cr +50cr/day rental)
Top/Cruise: 100kph/60kph (175/80 m/turn)
Acel/Decel: 60/40 m/turn
Passengers: 6
Cargo: 150kg, 1 cubic meter

Ground/Hover Cycle
2,000cr (25cr +25cr/day rental)
Top/Cruise: 120kph/60kph (200/100 m/turn)
Acel/Decel: 100/40 m/turn
Passengers: 2
Cargo: 20kg, .5 cubic meter

Explorer
20,000cr (75cr +75cr/day rental)
Top/Cruise: 90kph/50kph (150/100 m/turn)
Acel/Decel: 60/40 m/turn
Passengers: 6
Cargo: 2,000kg, 6 cubic meter

Blu's Payment


If they party can not afford Blu's payment for the rescue he will accept their assistance with a number of personal interest. Blu is a spy working for Sector 6. He does not reveal this information. His job is to find out how is dropping creatures from Hentz on-planet. He has also formed a contact network on planet and sells information. He may get the party directly involved in working on his Sector 6 mission or may use the party to gather information he can sell. Either course should be fun for the party as they pay of their debt to Blu.

Alien Creature Update File



Cave Raith
Type:
Medium Herbivore
Number:
 1-10 hunting, 50-500 lair
Move:
 Medium, 60 meters/turn; Climb, 40 meters/turn
IM/RS:
+4/40
Stamina
40
Attack:
> Pinch 50%; I:1d10; ROF:1
> Stinger 30%; I:1d10 +S5/T5 poison; Ammo:5; ROF:1; Range: 2m
> Spear 55%; I:2d10; ROF:1
Defense:
Shell acts like a skeinsuit with 20 points
Native World:
Unknown - they are always found in arid wastelands.
* A cave raith can make a pinch and spear attack with a -20% modifer to both attacks. It can not make a stinger attack combined with any other attack.

cave Raith


Cave Raith Shaman
Type:
Medium Herbivore
Number:
 1
Move:
 Medium, 60 meters/turn; Climb, 40 meters/turn
IM/RS:
+3/40
Stamina 35
Attack:
> Pinch 45%; I:1d10; ROF:1
> Stinger 30%; I:1d10 +S5/T5 poison; Ammo:5; ROF:1; Range: 2m
Defense:
Shell acts like a skeinsuit with 20 points
Native World:
Unknown - they are always found in arid wastelands.
* A cave raith can make a pinch and spear attack with a -20% modifer to both attacks. It can not make a stinger attack combined with any other attack.

Shaman will only fight when cornered. They typically try to escape or call to the warriors for defense.

Ambrikahn
Type:
Medium Carnivore
Number:
 1-2
Move:
 Fast, 90 meters/turn
IM/RS:
+6/60
Stamina
80
Attack:
> Claw 40%; I:1d10 each claw
> Bite 55%; I:2d10
> Rear claw rake 30%; I:3d10; Both front claws must hit
Defense:
None
Native World:
Hentz mountains
Ambrikahn

Ground Shank
Type:
Large Herbivore
Number:
10-100 herd
Move:
Fast , 90m/turn, 25km/hour
IM/RS:
+5/45
Stamina
180
Attack:
> Nip; 45%; I:1d10
Defense:
None
Native World:
Hentz plains
* A spooked herd can stampede for 10d10 damage. A RS check each turn to avoid collisions.

Ground Shank

Maps


Wasteland Map
Wasteland Map
* Each hex is 10 kilometers.

Cave Raith Lair Map
Cave Raith Lair
* Each square is 2 meters.

Profession Benefit Table


Use the following table to determine which sector your character belongs to. This is based on your characters skill set.

Sector
Description
Black
Agents and spies
Red
Military types
White
Technical types

Now choose one benefit from your sector on the following list. Remember that the Referee is the final arbitrator.

Black benefits
  • Access to the black market - purchase one illegal item at 50% increase priced or sell one illegal item at 50% decreased rate.
  • Fake identity - receive one fake identity that include everything needed to pass the most sophisticated identity scanners and skilled detectives.
  • Informant - you have a contact that can get information nobody else can. Requires d100 credits each time you need information. After all informant needs to keep employed.
Red benefits
  • Concealed weapons permit
  • Hazardous pay contract - receive 10-20% more pay for dangerous missions. 
  • Get out of jail free - whenever you are in minor trouble that lands you in jail (bar fight for example) news tends to filter to someone high up the food chain and the local authority will get a phone call. Before you know it your being released. Use with caution.
White benefits
  • Lab access - grants a +10 to your chance of success while performing computer, robotic or technical skills. You may also choose to a 10% performance boost to one piece of equipment or vehicle.
  • Patent - you are popular among the white sector for an innovation. Receive +10% to LDR checks in educated circles. The patent grants you d100 credits income per month.
  • Prototype - before a mission the Referee may grant you access to a special type of equipment. This grants a +10 bonus during the equipments use.

Future Adventures



  • Why are there so many native Hertz creatures here? Were they placed here to kill off the cave raith's?
  • Are the cave raith's intelligent? Can they be civilized?
  • Why does Blu hang around the Last Dive most of the day?
Comments:

Anonymous's picture
w00t (not verified)
March 18, 2010 - 12:08pm
Still working on it.
Encounters are lots of work.

:-)

Rum Rogue's picture
Rum Rogue
March 18, 2010 - 12:45pm
Good start.
This should be a help to those who want to try it.
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

jedion357's picture
jedion357
March 22, 2010 - 6:52am
Nicely done Woot, and I think it illustrates the type of articles and submissions the zine could use

1. more creatures- we have multiplicity of worlds where evolution will have explored a multiplicity of strategies. We could use more creatures

Word of caution here though- I'd hate for the a collection of creatures created for a specific world to read like a D&D monster manuel with all sort of stuff and no rhyme or reason. Look at earth- most higher life forms are bi-laterally symetrical. so that you have two sets of legs or one set of legs and one set of arms.
The raith, if I may critique it without offending anyone, looks to fantasy-ish unless its a bio-engineered construct (maybe it is as the artwork turned me off and I never read past the title)- I just dont see it evolving naturally. Dont get me wrong I love it for a Drow campaign and a massive climatic battle that leave the PCs battered, bloody and possibly pushing up daisies but thats a different genre.

2. More environments and locations.

3. adventures and encounters

What I think we get plenty of:

1. is gadgets but then we all like the new shiny toys

2. ships and deck plans

That is not to say you shouldn't continue to submit gadgets and deck plans and ship ideas
but it looks like we should encourage more articles with creatures and locations and encounters IMO


I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
March 22, 2010 - 10:22am
jedion357 wrote:
The raith, if I may critique it without offending anyone, looks to fantasy-ish unless its a bio-engineered construct (snip)

2. More environments and locations.

3. adventures and encounters

That is not to say you shouldn't continue to submit gadgets and deck plans and ship ideas
but it looks like we should encourage more articles with creatures and locations and encounters IMO


Jedi`on I agree that the raith is D&D'ish. I don't mind D&D stuff (As long as it include a good background) after all it's a great inspiration and another genre we love. My exercise was to use the webzine to make an mini-adventure.

Creatures, locations, environments, encounters and adventures are sparse. I probably sound like the "robot that cried dog-like carnivore". Maybe you could start a topic for Issue 15 to ask for these specific types of submissions. :-)

jedion357's picture
jedion357
March 22, 2010 - 10:38am
w00t wrote:

Creatures, locations, environments, encounters and adventures are sparse. I probably sound like the "robot that cried dog-like carnivore". Maybe you could start a topic for Issue 15 to ask for these specific types of submissions. :-)


as you know from my submissions I'm busting hump to change those things.

plus we have the adventure writing project that addresses one area.

I think just a comment here and in issue 14 discussion thread should be enough to get people thinking about those things.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Anonymous's picture
w00t (not verified)
March 22, 2010 - 6:17pm
jedion357 wrote:
I think just a comment here and in issue 14 discussion thread should be enough to get people thinking about those things.


uh-huh. Innocent

Anonymous's picture
w00t (not verified)
March 26, 2010 - 9:21pm
My wife and I playtested this tonight. She was kinda tired so we only go through part of the raith lair.

I'm going to continue updating this in the Issue #15 Word file - so you won't see anymore updates. You'll just have to wait for the finished product!

:-)

+1 for Mrs. w00t

Anonymous's picture
w00t (not verified)
August 29, 2010 - 12:02pm
Update: I have not been able to devote time to this article. If readers want this for Issue 16 I'll make it a priority.

It sure was fun using SFman to write this. Smile

jedion357's picture
jedion357
August 31, 2010 - 8:13am
I always thought of this as an exercise in just proving you could do it- sort of to illustrate how great the magazine is. I dont see a priority for it though other might
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!