Saturday, October 9, 2010

Adventure Generator

Hey all! sorry this is going up so late. This is a one shot adventure generator for the Savage Sherwood setting I'm doing. The GM simply rolls on the tables below and fills in any gaps for the story. Adventures made with this generator are meant to be used with a single session. They represent the "normal" activities of our merry outlaws. Enjoy!

Roll 1d12 on each of the following tables.

Table 1. The Villain
1-2 Knight
3-4 Friar
5-6 Bishop
7-8 Outlaw
9-10 Tax Collector
11-12 Lord/Nobleman

Table 2. The Plot
1-3 Rescue
4-6 Rob
7-9 Defend
10-12 Attack

Table 3. Location
1-3 Town
4-6 Forest/Camp
7-9 Highway
10-12 Castle

Table 4. Enemy Forces
1-3 Light (2 or 3d4)
4-6 Medium (2 or 3d6)
7-9 Heavy (2 or 3d8)
10-12 Reroll twice and add.

These stats represent some common enemies.

Man at Arms
Attributes: Agility d6, Strength d8, Smarts d6, Spirit d6, Vigor d6
Skills: Fighting d8, Shooting d4, Notice d6, Intimidation d6
Pace: 6; Parry: 7; Toughness: 5
Gear: Sword (Str+d6), Shield (+1 Parry), Bow and Arrows (2d6)

Foresters
Attributes: Agility d6, Strength d6, Smarts d6, Spirit d6, Vigor d6
Skills: Fighting d6, Shooting d8, Notice d6, Tracking d6
Pace: 6; Parry: 6; Toughness: 6
Gear: Short Sword (Str+d6), Buckler (+1 Parry, already factored in stats), Bow and 20 arrows (2d6)

Saturday, October 2, 2010

The Adventure Begins!

This is it, folks. We're about to start. If you are a player, not a GM, read no further. If you are GM scrolls down and enjoy. Please skim through the adventure ahead of time so you'll be aware where this is going. This is the adventure I ran with some friends yesterday.

EPISODE ONE

When the adventure starts the player characters have been captured. They are in a wooden cart with iron bands. Not gonna break outta there easy. The door is on the back of the wagon and has a 6 by 6 inch window with iron bars. They were captured by the King's Foresters when they were caught hunting in the King's forest of Sherwood. All of their belongings were taken. They are on their way to Nottingham where the Sheriff intends to make an example of them by hanging.
The player's can talk in the wagon if they want and start developing some character. When the conversation starts dying down announce that the wagon is stopping.
A successful Notice Check will reveal a muffled voice calling out toward the Foresters. The players can hear the Chief Forester's answer.
"Who's there?"
Muffled response.
"Out of the way in the name of the King! If you raise a hand against us we'll have you-" They hear the Chief Forester scream and the thunk of an arrow hitting its mark.
The sounds of fighting can now be heard outside. Shouts, clanging steel, and twanging bows.

Go ahead and deal Initiative at this point. One card for each player, one for Stutely, one for Robin, and one for the Foresters.
A Notice Check will now reveal footsteps at the door of the wagon. Will Stutely (a fellow outlaw who the player's know well) picks the locks and swings the door open. He raises a finger to his lips and whispers "Shhh!" Reaching over his back, he brings out a pack and tosses it to the players. "I believe these belong to you." It's the player's belongings and they get their stuff sorted out in one round of combat.
When the players emerge from the wagon they see the situtation. There are 1d4 Foresters for every player and Stutely and Robin. They are currently unaware of Stutely and the players and are focusing fire on a hooded figure on the ridge dressed in green, apparently the one who accosted the Chief Forester.

TACTICS
The Foresters will shoot at Robin (the figure on the ridge) until they become aware of the players. If they get a chance they will reform into a tight circle with archers inside the ring and swordsman outside. Robin will continue picking off enemies from the distance while Stutely draws his sword and buckler and will follow the players' lead.

Stutely
Attributes: Agility d4, Strength d8, Smarts d6, Spirit d6, Vigor d6
Skills: Fighting d8, Shooting d4, Lockpicking d8, Notice d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 5
Gear: Short Sword (Str+d6), Buckler (+1 Parry)

Robin
Attributes: Agility d8, Strength d6, Smarts d6, Spirit d6, Vigor d6
Skills: Fighting d8, Shooting d12, Notice d8, Persuasion d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 5; Charisma: +2
Edges
Alertness. +2 to Notice rolls.
Attractive. +2 to Charisma.
Eagle Eyes. Doubles ranged weapon ranges.
Double Shot. Fires two arrows at a single target at -2.
Master of Disguise. +2 to Stealth and Persuasion rolls made to hide identity.
Hindrances
Hot Tempered. -2 to Spirit rolls to resist Taunts.
Gear: English Longbow (2d6), Short Sword (Str+d6), Buckler (+1 Parry)

Foresters
Attributes: Agility d6, Strength d6, Smarts d6, Spirit d6, Vigor d6
Skills: Fighting d6, Shooting d8, Notice d6, Tracking d6
Pace: 6; Parry: 6; Toughness: 6
Gear: Short Sword (Str+d6), Buckler (+1 Parry, already factored in stats), Bow and 20 arrows (2d6).

AFTER THE BATTLE...
Any fallen bodies can be looted with a Notice Check.

The figure on the ridge approaches and Stutely nods toward him. "Friends this be Robin Fitzhugh. Twas him that saved your lives. I'd not have been able to come without him."
Robin bows slightly and introduces himself. He asks if he can join you and Stutely STRONGLY urges the players to agree on the grounds that he just saved their lives.

IF ANY PLAYERS ARE WOUNDED
An old woman, who is the mother of three of the outlaws in Sherwood, lives here in the wood. She is a skilled herbalist and can heal most wounds.

Once they get back to Sherwood they catch up with the other outlaws. There are about twenty of them all told, including the players. Most welcome Robin with open arms but a few, including Black Hugo, a tall dark man with a bow, frown on the new comer.

Allow the players to merry make with wrestling (unarmed combat), archery contests, and sing and drinking until and during the meal. During the meal Much the Miller's Son will bring up the ongoing problem of who is going to lead this bloody band anyway? This question has been floating around for a few weeks. Start the debate with some of the merry men (Black Hugo, Much the Miller's Son, Will Stutely, Hobb, John Ford). Allow and encourage the players to get involved. In the end it should be decided with an archery contest. If you have to put it to a vote. You control about fifteen of the twenty outlaws.
Black Hugo will compete and Robin Fitzugh will be recommended by Stutely. Any players who wish may participate and if you want other NPCs to they can as well.

Of course Robin has to win and win by a lot. Fudge the dice if you need to. All the other merry men (except Black Hugo and possibly the players) will praise his prowess and welcome Robin Fitzhugh.
"Not Fitzhugh!" Much interjects. "He's a new man with a new job and needs a new name!"
"Robin o' the Hood!" shouts Stutely. "He's been wearing the blasted thing all day!"
The band laughs and Robin Fitzhugh has been christened.

DANGER
As the feast continues a sentry calls out that someone is coming. Outlaws grab weaponry and duck behind trees. It is only Lobb, a cobbler from Nottingham, and a sworn gossip to the outlaws of Sherwood. "You are all in danger! Even as we speak, the Sheriff is searching the wood with an army." If the players killed the Foresters when they escaped the Sheriff is seeking vengeance. If they found some way to incapicate them he considers it an insufferable outrage and will have these outlaws hung. Either way its the same.

Debate will again ensue, the end result of which will be deciding to pack up and flee to Barnsedale, a smaller wood that lies a few days North.

Stealthy characters can choose to scout out the Sheriff's army. It consists of at least two hundred men-at-arms.

The party will arrive in Barnsedale uneventifully as long as they do not try to engage the army (which frankly would be suicidal) and will have a strong leader, new weaponry from the soldiers they killed, and a growing reputation.

Recommended XP if everything is accomplished: 3.

NEXT TIME...
Come back next Saturday for an adventure generator! Other scripted adventures will follow each Saturday after that.

Saturday, September 25, 2010

Soldier, Strongman and Character Sheet!

And here are the final two character concepts: the burly Strongman and the hardened Soldier! Due to some technical difficulties the character sheet isn't up today. I'm having a hard time getting it into a printable format. It will be in a link at the bottom of the page as soon as i figure it out. Thanks!

STRONGMAN
The Strongman is essential to Robin's merry band. Men like John Little are invaluable for their sheer stature and daunting figure. Many of these giants have haunted Sherwood in times past. They have returned to the Green Wood due to the Sherrif's iron fist, seeing a free life with the outlaws as preferable to a life of servitude under the Sherrif and Prince John.
Strongman are typically giants of men, though some are smaller and stockier. Many have tempers but most are also kind and loyal to their friends.

Recommended Skills: Fighting, Intimidation, Jumping, Notice, Taunt, Throwing
Recommended Edges: Ambidextrous, Brawny, Fast Healer, Nerves of Steel, Sweep, Two-Fisted
Recommended Hindrances: Big Mouth, Clueless, Heroic, Hot Tempered, Infamous, Loyal, Stubborn, Ugly

SOLDIER
Soldiers exist in every society at every time. Many do nothing but follow orders blindly but some, like those who would join Robin's outlaws, take pause at their superiors orders when they are cruel or harsh. Most soldiers and fairly rounded military expertise including use with the bow, sword, buckler, and pike.
Many soldiers are superstitious, greedy, and drinkers. As a general rule they also enjoy the fray more than is healthy. Those who join Robin's band are usually a bit more moral.

Recommended Skills: Climbing, Fighting, Gambling, Intimidation, Jumping, Notice, Riding, Shooting, Throwing
Recommended Edges: Command, First Strike, Marksman, Nerves of Steel, Quick
Recommended Hindrances: Bad Luck, Bloodthirsty, Habit (drinking), Greedy, Loyal, Mean, Vengeful

Monday, September 20, 2010

Friar, Peasant and Gear!

And here are our next two concepts, the noble Friar and the stolid Peasant!

FRIAR
The worthy friar is a staple of Robin's merry band. The church as a whole is corrupt taking advantage of the people and their ignorance, squeezing coin from the widow, and labor from the young. But not all men of the cloth behave so. Some, like the renowned Friar Tuck, actively work against their betters for the people.
Many Friars in this tumultus time have learned some martial skill to fend off robbers on the road. While the church has forbidden the holy men from using weapons with blades some persist in employing them.
Friar's are typically jolly, happy individuals who see God waiting to bless in all things. All friars are sworn to poverty, but few actually follow this tenent.

Recommended Skills: Fighting, Crafting, Healing, Knowledge (Theology), Persuasion
Recommended Edges: Alertness, Healer, Literate, Scholar, Sweep
Recommended Hindrances: Cautious, Elderly, Greedy, Obese, Pacifist, Poverty

PEASANT
The peasants are the common folk living in the country side, trying to eke out a living while paying the Sheriff's high tax. The Peasant concept is almost always combined with another concept (bowman, footpad, strongman, soldier, etc) and is used to flesh out the character's background and history. Peasants come in all stripes and professions and often have commitments and dependents at home.

Recommended Skills: Crafting, Notice, Persuasion, Riding, Shooting, Survival, Tracking
Recommended Edges: Alertness, Connections (villagers), Quick, Two-Fisted, Woodsman
Recommended Hindrances: Cowardly, Dependents (family), Loyal, Poverty, Stubborn, Ugly

GEAR
The following gear is available in the Savage Sherwood setting. Characters start with 500 silver at character creation.

ARMOR
All the Medieval Armor in the SWEX are available in this setting.

HAND WEAPONS
All the Medieval Hand Weapons from the SWEX are available in this setting.

RANGED WEAPONS
All the Medieval Ranged Weapons from the SWEX are available in this setting.

MUNDANE ITEMS
All Mundane Items from the SWEX are available with these exceptions: Bedroll, Camera (disposable, regular, digital), Celluar Phone, Crowbar, Flashlight, Lighter, Umbrella, Camoulage Fatigues, Hiking Boots, MRE Trail Rations, all Computer items and all Surveillance items.

Soap costs 5 silvers in this setting because it is rarer.

Tool Kits cost 300 because they are both rarer and more useful.

Any piece of clothing (not armor) can be made of Lincoln Green. The clothing costs 50 silver more than usual and adds a +2 bonus to Stealth checks made in the woods. Lincoln Green does however stand out in the city.

AMMUNITION
Only regular arrows, quarrels, and sling stones are available from the SWEX.

Grey Goose Shaft. Grey goose arrows weigh 1/5, cost 1 silver, and deal +1 damage because they are more accurate. The arrow of choice for good Robin.

NEXT TIME...
Come back next Saturday for the character sheet and the final two character concepts; the gigantic Strongman and the determined Soldier!

Saturday, September 11, 2010

Noble, Minstrel and Edges!

And here are our next two character concepts! The loyal Noble, and the merry Minstrel!

NOBLE
The noble class is seen by the more common folk as harsh, domineering tyrants. But not all are so. Some, such as the rugged Will Gamewell, the beautiful maid Marian, and the strong King Richard, are true and honest lords giving the people what aid they can.
A noble may be working from within his keep, secretly aiding the outlaws with money and weaponry or he may have been cast out or runaway from his court. Some venture out under a false name and spend as much time as they may with the forest folk before they must return to their duties of state.
Nobles are often rich, with many lands, and if they are aiding Robin and his band in secret they are likely loyal to Richard.

Recommended Skills: Fighting, Intimidation, Knowledge (etiquette), Knowledge (heraldry), Notice, Persuasion, Riding, Shooting, Stealth
Recommended Edges: Attractive, Charismatic, Command, Filthy Rich, Literate, Noble, Steady Hands,
Recommended Hindrances: Cautious, Code of Honor, Dependents (family), Loyal (King Richard), Stubborn

MINSTREL
The jolly minstrel plays his ballads up and down every highway. He dresses gaily, sings heartily, and can tell many a tale.
The typical mistrel survives on luck, skill and wit moving from job to job for naught but a few coins. Minstrels live free, open lives on the open road with no ties to anything unless they choose to, exactly the sort of life Sherwood's outlaws live.

Recommended Skills: Fighting, Gambling, Healing, Knowledge (etiquette), Knowledge (music), Perform, Persuasion, Stealth
Recommended Edges: Attractive, Fleet-Footed, Literate, Lucky, Scholar, Traveling Player
Recommended Hindrances: Arrogant, Big Mouth, Curious, Outsider, Overconfident

EDGES
Quite a few Edges have been cut from this setting and several new one's are available. If an Edge is not mentioned it is still available and works normally.

The following Edges have been cut from this setting.

Arcane Background, Arcane Resistance, Improved Arcane Resistance, Giant Killer, Rock and Roll!, New Power, Power Points, Rapid Recharge, Improved Rapid Recharge, Soul Drain, Ace, Champion, Gadgeteer, Holy/Unholy Warrior, Investigator, McGyver, Mentalist, Mr. Fix It, Wizard, and Power Surge

ALTERED EDGE
The following Edge has been altered.

Beast Master
All of the requirements and effects of this Edge are the same with two exceptions. Firstly, common animals do not treat you as special and you can be attacked by wild animals. Secondly, the types of beast you can have for a companion are limited. Only animals that were commonly domesticated at the time (i.e. horses, hounds, falcons, perhaps stoats) are acceptable. More colorful animals such as bears, tigers, or lions are not acceptable.

NEW EDGES
Outlined below, are the new Edges available in this setting. Each is put under its normal category.

BACKGROUND

Eagle Eyes
Requirements: Novice, Alertness, Vigor d6+, Notice d8+
Your character’s eyesight is extremely keen. All ranged weapon distances are doubled up to their maximum. For example a bow that’s range is 12/24/48 in this character’s hands is 24/48/-. The short range is doubled, the medium range is doubled and there is no long range. Your character can aim farther then the bow can shoot.
 
Literate
Requirements: Novice, Smarts d6+
Your hero knows how to read and write. He can search for information in a written source with a Smarts check (as the Investigation Skill). Characters can take this Edge after character creation if someone who is already literate is able to teach them.
 
COMBAT
 
Catch It!
Requirements: Seasoned, Agility d8+, Fighting d8+
Your character is skilled at blocking incoming arrows with a buckler. If he has a shield of some kind he adds +4 instead of the normal +2 to his Parry when fighting defensively. This bonus only works against arrows.
 
Improved Catch It!
Requirements: Veteran, Catch It!
As Catch It! but the bonus is increased to +6.

Double Shot
Requirements: Seasoned, Shooting d10+
Double Shot allows a character to fire two arrows in his bow at once, firing two shots at a single target with one attack roll at a -2 modifier.
The target must be within short range. If the attack is successful, both arrows hit, each causing normal damage. Double Shot does not work with crossbows of other ranged weapons- only with bows and arrows.
 
Improved Double Shot
Requirements: Veteran, Double Shot
The character may attack as above but ignores the -2 penalty.
 
SOCIAL
 
Quick Eyes and A Silver tongue
Requirements: Novice, Smarts d6+, Notice d8+
Your character knows how to pick up on a person’s nuances and use them to his advantage. He can make Notice checks instead of Persuasion checks.
 
PROFESSIONAL
 
Master of Disguise
Requirements: Novice, Smarts d6+, Persuasion d10+, Stealth d8+
Your character is a master at disguising his identity. He has learned to alter his voice, manner, and walk in order to appear as someone else. He adds a +2 bonus to Stealth or Persuasion rolls when his identity is being scrutinized. The bonus is increased to +4 if he has a day or more to prepare a disguise.

Tinker
Requirements: Novice, Smarts d8+, Crafting d10+
Your character has learned the tinker's trade and can repair and create many a useful item. He adds +2 to all Crafting checks and can repair most things in half the normal time (subject to the GM's discretion).

Traveling Player
Requirements: Novice, Smarts d6, Notice d8+, Perform d10+
Your character is a wandering minstrel, playing his tunes on the open road. You can make a Notice check on a crowd before performing for them and effectively "play to the crowd". With a success you get a +2 bonus to your Perform check. With a raise the bonus is increased to +4.

NEXT TIME...
Come back next Saturday for a chapter on Gear and the next two character concepts: The curtal Friar and the honest Peasant!
Check back midweek as well for a surprise post!

Saturday, September 4, 2010

Footpad, Knight and Hindrances!

And now our next two character concepts... The sneaky footpad and the chivalrous knight!


FOOTPAD
The footpad is an invaluable, albeit unsavory ally. Footpads work the streets of every town as muggers, pickpockets and common thieves. Footpads are skilled in the arts of stealth and deception.
Many are greedy and ply their trade not from need but to satisfy their own egos or desires. Some walk the same path as merry Robin, becoming notorious heroes willing to defy the law and its enforcers.

Recommended Skills: Fighting, Gambling, Intimidation, Persuasion, Stealth, Throwing
Recommended Edges: Acrobat, Alertness, Luck, Master of Disguises, Thief
Recommended Hindrances: Greedy, Infamous, Overconfident, Vengeful, Wanted

KNIGHT
Knights have fought in England for hundreds of years now and are an honored and respected group. Knights are most often born into their position by noble parents and as such are proud of their position above the common folk. They tend to take themselves and their honor very seriously. Many knights have taken oaths, swearing to never harm a woman, or to refuse hospitality, or to always tell the truth. Knights are some of the few priveleged to ride and know how to fight from horse back.
Of course any knight who is disloyal to Prince John is likely to be a wanted a man or at the very least the center of many a tale.

Recommended Skills: Fighting, Intimidation, Notice, Persuasion, Riding
Recommended Edges: Command, First Strike Natural Leader, Noble, Steady Hands, Sweep
Recommended Hindrances: Arrogant, Code of Honor, Enemy, Heroic, Infamous, Loyal, Vow

HINDRANCES
Changes are outlined here. If a Hindrance is not mentioned it is still used normally.

All Thumbs, Doubting Thomas, Illiterate, and Phobia cannot be used in this setting.

The Anemic (Minor) Hindrance has been renamed Sickly.

The Wanted Hindrance can only be Minor in this setting.

The Yellow (Major) Hindrance has been renamed Cowardly and subtracts 2 from Spirit checks made instead of Guts checks (see the Skills section in the previous post). Because these rolls don't come up as often, this is only considered a Minor Hindrance.

The Dependent (Major) Hindrance from Necessary Evil can be used in this setting.

NEW HINDRANCES

Hot Tempered (Minor)
Your character's blood runs hot. You suffer a -2 penalty to Spirit checks made to resist Taunts.

Infamous (Minor)
Your character is well known for deeds good or ill. Everyone knows your character's name and many have seen his face. This can make it difficult to go unnoticed. A suitable disguise can usually keep your identity a secret but there is no guarantee.

Wolfshead (Major)
Your character has been branded a wolfshead by the sheriff. Whether he committed a great crime or simply offended someone important is irrelevant. Anyone who recognizes you has the right to hunt you down and kill for a reward from the sheriff.

NEXT TIME...
Come back next Saturday for the next update! A "chapter" on Edges and the next two character concepts... The Loyal Noble and the merry Minstrel!

Wednesday, September 1, 2010

Those Who Know

Information is valuable, especially when you're an outlaw! But how does Robin's merry band find the knowledge they seek?

First of all remember that anyone can hold the information you want. A stable boy who overhears something, a young girl who's in places she oughtn't to be, etc. That being said, there are some who tend to know the right sort of things more often.

BEGGARMEN
Beggars and the poor are an almost universal fixture of the city. Because they are so common, they often fade into the background and overhear things that are not meant for their ears. Beggermen and the poor in general are friendly to Robin and his band, but this is only because they are treated so well. If you ever fail to pay them, you might find your reputation tarnished.

BARKEEPS
Many a drunken man has let slip things that are better left unsaid. The Sheriff's men are no exception. Barkeeps tend to be friendly as long as you don't cause any trouble. They enjoy a good jaw and will freely tell a good deal. If a piece of information is particularly dangerous or valuable they may ask for some compensation.

CITY GIRLS
Whether by choice or force, many a common woman has had the "pleasure" of spending time with the Sheriff's men. They often overhear and are sometimes blatantly told by a drunk or bragging soldier any imminent plans the Sheriff has. A little coin never hurts their memories and some, particularly the less pious ones, seem to have a weak spot for a handsome face and romantic figure.

LOBB THE COBBLER
Lobb is a sworn gossip to Robin Hood and his merry band. He works his cobbler's shop in Nottingham and has mended many a shoe for many a soldier. He was done a good turn once by the forest outlaws and has been their faithful friend and an invaluable informer ever since. Lobb never asks for money from the merry band and usually tells them all he knows as soon as he learns of it.