Notes on an adventure of 'weak' villagers


#1

Hey everyone,

Tldr; I’m building an adventure for 15 peasants and here are my notes on transferring the idea to ICRPG and the adventure I’m writing.

I’m currently building a lvl 0 Funnel for D&D 5th edition for my local campaign, building on the rules that Dungeon Crawl Classics has laid out. That means all the characters are peasants of lvl 0 and most have no weapons, no abilities, and weak stats.
I was looking at the new forum and then I started to wonder how it would work in ICRPG, as I’m using a lot of Runehammer’s ideas, tips and tricks in my encounter design. How would peasants look like in ICRPG and how would you run a funnel with them? I came up with the following solution for generating characters.:

Generate 4 characters (per player) when playing with 4 players, 3 characters (per player) when with 5 players

Roll 2d10 for abilities/effort (note: MAGIC effort is missing as I don’t expect peasants to have it):

  1. STR
  2. DEX
  3. CON
  4. INT
  5. WIS
  6. CHA
  7. ARMOR
  8. BASIC
  9. WEAPON
  10. ULTIMATE

Roll 1d6 for Bioform (Note: the Bioform bonus replaces the bonus in the book for this adventure, but motivates for helping each other):

  1. Human (INT target becomes EASY when helping in a HARD situation)
  2. Hill folk (STR target becomes EASY when helping in a HARD situation)
  3. Elf (DEX target becomes EASY when helping in a HARD situation)
  4. Dwarf (CON target becomes EASY when helping in a HARD situation)
  5. Small folk (WIS target becomes EASY when helping in a HARD situation)
  6. Player’s choice

Roll or choose (or come up with) an occupation:

  1. Farmer (6x rations)
  2. Watchman (Short sword)
  3. Sailor (20 ft of rope)
  4. Baker (Sack of flour)
  5. Mayor (Historical book, Pouch of 5 coin)
  6. Innkeeper (Jug of wine, 4x rations)
  7. Merchant (Pouch of 10 coin)
  8. Apprentice Mage (Spellbook with INT spell: Mender)
  9. Hunter (Bow with 10 arrows)
  10. Criminal (Pouch of 3 gold, crowbar)

Every Character has 5 HP. There are no Death Saving Throws.

That is it for character generation. I will now go over the encounters I’m writing for my adventure funnel. Ideas for encounter 2 and 4 are taken from Runehammer’s video about Damage, distortion and Duration, I believe.

It starts out with the town being attacked by cultists, like some towns in the region that have been attacked lately. The villagers wait for help and shadows walk out of the forest. As the villagers are huddled together near a large bonfire in the village center, arrows start to fly and the villagers flee up on the mountain path to the old watchtower.

Encounter I: The ruined tower
An old, ruined tower stands between you and the path to escape.
Timer: 1d4 before the cultists give chase.
Target: 10
Watchtower door is locked: 1 HEART of STR effort, WPN damage if handling a crowbar.
On the ground floor is a statue of King Henryk that reads: “Underneath my watch, all shall be secure.” There is a secret hatch underneath the statue, 1 HEART of STR to move. (It leads to the end of Enc 3)
On the ground floor are some crates with rope and 1d4 pairs of gloves.
On the first floor is a door with a small bridge to the Biting Winds (enc 2).
Stairs are missing to the armory on second floor. Hard DEX to climb. There are 1d4 weapons left and 1d4 armor.

Encounter II: The Biting Winds
The ridge is cold and winds blow you right off the mountain, if you are not careful where to stand.
Timer: every 2 turns the winds blow across the ridge, every 1d4 turns make a CON check against frostbite, target will increase every time by 1
There are some boulders to take cover on this ridge, and some hooks where only one person can hold on to. There is also a satchel of climbing gear (rope, ice pick).
When the winds blow, everyone not in cover needs to make a HARD STR check. Hooks make the attempt normal.
Every 1d4 turns, everyone without gloves makes a CON check. When failed, you can’t hold on to hooks. 3 failures is death. Dwarfs can use their turn to make the CON check for everyone around them EASY.

Encounter III: The Goblin Watch
Goblins are eating a roasted animal at a bonfire on an island in a frozen lake.
Timer: 1d4 before the Goblins notice you approaching.
The lake is frozen and slippery. When you move across, you have to make a DEX check. Roll effort afterwards. After one HEART of effort, you are used to the ice. Track this on character sheets.
The bonfire can warm you up and treat frostbite.
Goblins: 1 heart HP, 1d6 damage, +0 to rolls.
There is a hatch at the end of this encounter to exit from if you took the secret pathway under the watchtower.

Encounter IV: The Crumbling Bridge
A rocky arc leads you to the other side of a chasm.
Timer: As soon as the first person steps unto the arc, there are 6 turns left before all is collapsing.
Run, run, run!
Winter bats fly out to hinder your movement. They do 1d4 damage per attack and fly away as soon as they are being hit.

Encounter V: The Hide-out, the cave, the end
You seek shelter in a cave, surely the cultists must have retreated. You find an old torch, when you light it, you see the skeletal face of a mage trapped in a tomb of ice. An arcane sigil guards the frost.
Timer: 1d4 before the cultist leader comes in. He rushes towards the arcane runes to feed it blood and break the spell. As soon as that happens, the skeleton lich is freed and walks out of the tomb, trapping the villagers forever in ice, or until brave adventurers will free them.
This encounter is about keeping the Cultist leader from breaking the sigil. If you can hold him for 1 heart of STR effort after he appears, or kill him, you will be free to go. After 1d6 turns he succumbs to the cold and is helpless for a while.
If he breaks the arcane sigil with blood, darkness will be spread across the countryside.

That’s what I have, my adventure for 15 ICRPG peasants. I didn’t include pictures, but I hope you can imagine some sort of encounter maps with this. I hope you like it, or leave a comment how I can improve it. Thanks for reading!


One shot with a birthday theme
#2

Great work here. I can see this getting out of hand for a bunch of peasants. The funnel is my favorite part of DCC!


#3

so damn good! PLEASE LET ME ROLL BAKER


#4

Really great work!! :slight_smile:


#5

This is great, dude! Nicely done. I’d like to hear how it goes when you run it.


#6

I posted a blurb in story ideas, and I felt like expanding it into another funnel:

The Gallow Cart

Every few years the cursed Duke Herald sends his witch hunters around to hang one person of every village as a warning to not rise up against him. The villagers have to choose the unlucky person themselves. The witch hunters go around with a gallow cart and demand that the tax is being paid.

The villagers of Westshore have had enough. Together they are planning an attack of some sort against the cart, against the witch hunters. They will not pay tax this year!

Note: the mayor is played by the GM for story reasons. Keep him alive as best as you can and have a second in command if needed. You can also give one player the mayor as an extra character, if you like that better.

Encounter I: Death and taxes
A town crier comes to the village meeting. He exclaims that the witch hunters shall come to hang one chosen in half a day. “Choose who may live, for the tax is death.”
All 15 villagers and the mayor are in the village meeting.

Timer: The town crier will leave in 1d4 turns and will report everything said in those turns to the witch hunters and Duke Herald, if he gets out alive.
Target: 10
Treat: The town crier is open for bribes, 20 coin to make him hold his tongue.

If the town crier is lynched by the villagers, the witch hunters shall make haste to the village.
After the town crier is gone, the meeting is ended, concluded by the mayor that they have to fight back whatever it takes.

Encounter II: Nordheim Flow
The villagers know a place where to lay an ambush. There is a gorge where the cart has to pass through. They can reach it just in time if they are fast, but they have to cross the river.
Target: 11
Treat: A fallen tree crossing the river
Threat: Fast-flowing river (HARD to swim), slippery tree (HARD to get across without help)
If a villager is swept off the map, there is a waterfall that kills him or her.

Encounter III: The Autumn Lodge
There is only an old hunter in this lodge that feels no need to join in. With some persuasion he is willing to give some bows and arrows to the villagers, as long as they will never tell who gave them.
Timer: 2d4 before the hunter notices a beautiful stag and loses interest.
Treat: Bows and arrows.

Encounter IV: The Short Path
There is a very small path passed a steep mountainside, leading to the gorge. Making too much noise can create an avalanche.
Target: 12
Threat: Afraid of heights (HARD CON check once, if failed, make a WIS attempt every turn to keep moving)
Treat: CHA check can boost morale (wis attempts will be easy), but shouting will create an avalanche.

Encounter V: The Hunters and the Prey
The villagers have reached the gorge and have 1d4 turns before the cart and witch hunters arrives. There are large boulders on top of a ridge that can thrown down, or you can choose for a different approach. Time is running out though.

Target: 13
Timer: 1d4 before witch hunters arrive. After that: 1d4 before a coach arrives. After: 1d4 before Duke Herald steps out of the coach, demanding a duel with the mayor.
Hard STR checks to roll the boulder down, 1 heart of effort.
Normal DEX checks to keep hidden.

Duke Herald kills the mayor (or second in command) and demands every villager to stand down. If they fight, the Duke has 3 hearts of health before he leaves/is escorted out. If he has killed, his next action will be a more powerful swing, dealing magical effort +3. He only has melee damage.
The 6 witch hunters all have 1 heart of health and crossbows.
The Gallow cart has 1 heart of health before it is destroyed. Boulders do weapon damage to the cart.


#7

wow your writing format is really tight and straight-to-table! cheers!


#8

Thanks, that means a whole lot to me. In my notebook I try to bullet point the L/O/G and the Tr/Thr/Ti/Ta and Da/Di/Du, and next to that I make a small map of the encounter and try to fill in one example check for every ability score. It makes for nice encounter overview with only the needed information. I was greatly inspired by your key mechanics for this method. But it’s hard to bring across ready-to-play information to others in that way, as sometimes only I can figure out what my notes mean to me. So I’m glad that these notes are helpful, right and straight-to-table!


#9

This is killer, dude! Take a Hero Coin! :herocoin:


#10

Well done. These sound like fantastic fun at the table.


#11

Hey everyone,

I played the adventure that I wrote about in the first post, last Monday and it was amazingly fun. Of the 15 villagers we started with, 8 or 9 survived the night of slaughter. Fun moments were:

  • the group got split off because they found a secret entrance after some villagers had ran forward unto the mountains.
  • There was a ‘love pentagram’ between villagers, as they clang together trying to fight for what they loved.
    The crumbling bridge was a slaughter. They had 5 turns to get across and I gradually increased the length that would fall down. I think about 5 villagers died on this bridge trying to fight the winter bats.
  • They sealed the altar/sigil that could release the lich. The altar needed blood and the candlemaker melted wax across the whole of the altar.
  • Next to that they grappled the cult leader and slit his throat while he was down.

And that was how they survived. The players and I had an amazing time with this.


#12

If you ever run this online, I would love to join.