The link is still: HTTP://ERICGARRISON.WORDPRESS.COM/ABOUT/GAMES/
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/
The link is still: HTTP://ERICGARRISON.WORDPRESS.COM/ABOUT/GAMES/
Monday, 2 June 2014
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.
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