Showing posts with label OSH. Show all posts
Showing posts with label OSH. Show all posts

Monday, June 13, 2011

2) Vampire on the run

After a full night of chasing Alexander Vendarak, a vampire with delusions of grandeur, through plowed fields and orchards, the PCs find a large farmhouse. It's the only shelter in sight, and the first light of dawn is already peeking over the horizon. Vendarak has certainly gone into hiding in the farmhouse, but he certainly also would leave some surprises for his pursuers.


As the PCs enter the house, they see Vendarak standing at the balcony, looking down at them. He snaps his fingers, and many farmers (minions and empowered thralls) scattered around attack the PCs. Vendarak climbs down the staircase during the fight, intent on entering the cellar.


If the PCs let him get into the cellar, he reveals his final bargaining chip - the farmer's daughter, charmed and holding a knife to her own heart.


Enemy Stats:


Human Farmer (charmed by vendarak)

Minion (1 HP)

Light weapons (kitchen knives, chair legs, etc) 2d10 drop lowest

No Armor (AC 8)

-1 Awareness, -1 Cunning, +2 Commitment

Powers

1AP: Awakening trick - charmed farmer pretends to awaken from his enslavement, giving all attack rolls against him -2 this round. Only works once, then mechanical benefit is lost. Put the AP in the bowl fight before you have the farmer turn back and attack >:)


Enthralled Worker

Guard (2HP)

Heavy Weapons (Splitting Mauls and Sledgehammers) 2 damage

Light Armor (AC 10)

+2 Brawn, +1 Commitment, -1 Charm

Powers

1AP: Bull Rush - On successful attack, pushes self and target into adjacent area in addition to damage

2AP: Fledgling Bite - On successful attack, deals only 1 damage but restores 1 HP to enthralled worker


Alexander Vendarak, Vampire Lord

Villain (5 HP)

Light Weapon (Blacksteel Longsword)

Heavy Armor (Blacksteel Breastplate) (AC 12)

+2 Cunning, +2 Charm, -1 Commitment

Powers

2AP: Binding Grasp - grab target in focus step, if still held at step 7, drain 2 HP

3AP: Mesmerize - if target stays in same arena and does not break eye contact, gain control of target during step 7. Break away roll Commitment vs vampire's Charm.

2AP: Sphere of Darkness - Vendarak wears a small ebony charm around his neck. If broken, it emits a 5' radius globe of darkness for 24 hours. The globe can be moved by picking up and moving the necklace's band. If sunlight is directed into the room, Vendarak will smash this globe, provided he realizes in time (his Awareness vs PC's Cunning)

Tuesday, June 7, 2011

1) Arachnid Ambush

The PCs have been traveling and decide to stop by the local watering hole. It's called "Glittering Prizes," and the faded sign above the door depicts a treasure chest overflowing with gold and gems, with a golden sword sticking out.

It's unnaturally quiet inside, the people sitting at the bar or around tables all seem to be playing at merriment. Cards are held at awkward angles, drinks raised but never emptied, and there are no heated arguments or brawls. Eyes seem to swivel to the PCs but then snap back before they can confirm.

One of the patrons stands up and walks to the PCs with an awkward gait. He demands a specific treasure they have recently acquired, one that he shouldn't know they have. If they refuse, All the bar patrons tear off their human costumes with a sickening rip, revealing jet black chitinous human-sized bodies with eight legs, and faces with eight glowing green eyes and vicious mandibles. They screech in unison and attack the (hopefully) startled characters.

(Adjust the number of spider people to the size and level of the group. I used just one against a first level group of 5 characters, and it got owned big time.)

Spider-People
5 HP, Reach Weapons (long, pointed legs), Light Armor+ (12 AC)
+2 Awareness, +1 Cunning
Abilities:
1AP:  Leap up to the Ceiling (open)
1AP: Drop down (move and attack in one round, on the attack step)
2AP: Web Spray: Immobilize all opponents in one arena, unless they make a Cunning save (difficulty 7)
2AP: Poisonous Bite: When making a successful attack, the spider person can pull the target in and bite with their poisonous fangs. The target will take an additional poison damage unless they make a Commitment save (Difficulty 7) at the end of the round.

One Hundred Encounters

So I tried GMing Old School Hack recently, and it kinda fell flat. The players created some really awesome characters, including a dwarf who wore armor made of the bones of her ancestors and a cleric named Red Warrior with armor made of a log. (he could pull himself inside and hide!)

But I was winging it, like I assumed was best for Old School Hack, and I came up with some uninspiring arenas and I think it hurt player creativity. How awesome can you be when a goblin and some gnolls ambush along a straight road? Walk up, hit stuff till it falls down.

Part of my problem is lack of experience with the system, but the other part is just that I couldn't come up with a lot of awesome ideas. I've never really though of encounters as grand, sweeping battles like you see in movies. I've always treated them like the orc in a room with a pie. Adding detail in the moment has always been one of my weak areas.

To that end, I've decided to start a project. I'm going to create one hundred encounters for Old School Hack, complete with monster stat blocks and notes for how they'll act. Each one will have multiple arenas of different types, connected together in interesting ways. I'll probably rely heavily on monster manuals and convert a lot of monsters in the process.

And if I can complete this project, I'll know I can overcome my Gamer ADD and stick with a game for more than like a week. Seriously, that's been an issue with me.