Monday, 28 July 2014

Update June 28 2014

Some updates were done yesterday on various files (mostly the CZFT WH40k files); but also the Fantasy character sheets.

The link is still: HTTP://ERICGARRISON.WORDPRESS.COM/ABOUT/GAMES/

Monday, 2 June 2014

I've posted updated files for CZFT Fantasy today at Google Plus.

The updates mostly concern the magic files, weapons, and the main CZFT Fantasy doc.

Sunday, 6 April 2014

CZFT – FANTASY: TROUBLE IN THE WATER WORKS PT2

Before the players start off, if they ask Cobb about the sewers, he may speak of ‘Durwin’.

Cobb remembers that one person came out of the sewers, and now spends his time at the local inn drinking his days away; or as Cobb states: “drinking away the memories of that day.”

If the players decide to visit the inn to see Durwin, they’ll find him in a dark corner with an almost empty jug of ale.
Description: A man in his late 30’s with scruffy looking dark brown shoulder length hair.
He looks unkempt, unshaven, with a scar across his right cheek.
His clothes as well have seen better days.

As soon as Durwin see Cobb, he buries his face in his flagon of ale.
Durwin empties the rest of the jug into his flagon, and continues drinking.

When Cobb informs Durwin that more people have disappeared in the sewers, and the players are going to investigate, Durwin replies “sick of life are they?”

Durwin is not in a chatty mood (-40 Persuade), but players buying him a flagon of good ale (4Sp) will gain +10% Persuade, or a jug of good ale (+30% Persuade).

If successful, Durwin will answer most questions asked by the players, including his scar ‘The monster’ gave it to him.
He says he couldn’t see all of it, as it was dark, but it was large and had 2 tentacles that struck him and his group about with ease.

“I thrust my sword all the way to the hilt into that foul beast, but it just made it angry.
If you find it my sword, please return it.”

“I think it might have had a ‘friend’ but I’m not sure. I know I heard something in the other large chamber.”

Players may promise to return Durwin’s sword if they find it.
A few more silver pieces may help him – sort of, to drown his sorrows.

CZFT FANTASY SCENARIO – TROUBLE IN THE WATERWORKS:

The players are hired to check the sewers/water system below the town/city, as some of the workers have not returned.
A group of workers were sent to investigate, but they to, have not returned.

The group will be paid 100Gp each.
The players should make sure they have everything they need before venturing into the sewer tunnels.

The players can have a guide if they wish:
Cobb Aleman: STR: 17, CON: 16, DEX: 16, INT: 17, DB: +3
HP: head: 16, arms/legs: 26, Torso: 36.
Skills: Melee/unarmed: 50%, Ranged: 55%, Track: 60%, Climb: 55%, Listen: 55%, Jump: 55%, Observe: 55%, Hide: 50%, Nav (land): 65%, Read/write: 55%.
Architect (small buildings): 65%

Cobb is a veteran of the sewers.
He’s worked there for 10 years, and knows the tunnels well.
Equipment: Sword & Medium Shield. Armour: Hard leather.
Sword: 1d8+3+SB, wt: 2Kg. Medium shield: AV5, Block: 25%+DEX, WT: 3Kg.
Hard leather: AV4 (head, arms, legs), AV5 (torso).

He carries 3 medium healing potions and 1 large healing potion.
He also carries 4 torches, 1 lantern with 3 flasks of oil. 3 days of trail rations, crowbar, shovel, backpack, anti-toxin (6), waterskin, flint & steel, rope (50ft), grappling hook, hammer 2 empty sacks.

The sewer tunnels can be pre-made or made out at random as the players investigate the tunnels.

Tunnel descriptions:
The tunnels are made of brick, which seem covered in moss/slime here and there.
The tunnels are curved, with wall brackets every 3 metres for torches.
There is a small ledge (6 inches high, 10 inches wide) running along both sides of the tunnels along the floor.

Water can be heard dripping from the tunnels with an echoing sound.