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Thursday, May 23, 2019

For Coin & Blood, Introductory Adventure


This adventure is for use with For Coin & Blood. It is a quick one session game. The characters presented in the earlier article (link) were used when we played. The encounters' statistics are listed because they are not part of the rulebook and are based on the information provided.

Adventure Introduction

Party was recently released from a prison/work camp. They've made their way to the nearest town, which is located several miles away after a couple hours walking. The town consists of a few rundown buildings, one of which is a tavern.

Everyone in the party knows the town is the closest place to the camp and is where the guards come when they have some time off. As expected, there are several guards seen entering the tavern.

--Everyone needs to roll a check to see who notices the following.

Across the street from the tavern a man sits at a table watching the party as they make their way in the town. On the table there is a mug for each of the party members and a pitcher. He lifts a mug in salute and gestures towards the empty chairs around him.

Gordin has been waiting to offer a job to a worthy group coming from the prison camp. His sources told him about the magus and the cutpurse along with a few others who were being released today. He greets the party with drink and orders a meal (the best the party members have had since their incarceration).

He needs to work with a group that are willing to work outside the boundaries of the laws. If the group claims they are unwilling to do something that might get them in trouble, he says nothing further, hopes they enjoy the meal and leaves.

He needs a party to ambush a group of fighters who are on their way to disrupt a mining operation.

Gordin is working for an individual who has created an alliance with a tribe of goblins to mine ore. Other interests have claimed they want to get rid of the goblins and have hired a group of mercenaries to clear the area. However, Gordin knows the force that has been hired is too small to accomplish the mission. There are not enough mercenaries, or ones with enough experience to succeed. They are sending the fighters to create havoc. In the meantime, Gordin's employers would be attacked on a political and economic front. Eliminating the mercenary band would foil the plan.


Each party member is paid 5 gold and the party can keep everything else they collect along the way.

His informants have sent word the party is only fighters and will be travelling this direction on the road from the city.

There are 3 encounters for this adventure. There is no set time for the fighters to arrive and the party has time to recover completely between the encounters.

Encounter 1: Wild dogs

6 wild dogs
Armor Class (AC): 12, HP: 10, Bite (1d6-1), Move: 12, Saving Throw (Save) 19, xp: 15

The party is attacked by a pack of wild dogs. The mangy animals look like they have gone feral and are not of any particular breed. A couple of them are frothing at the mouth.

The dogs are not diseased, just very hungry. They will keep attacking unless either they are lowered to 3 or fewer hit points (HP). Dogs reduced to 3 or fewer HP run away.

Encounter 2: Ruffians

8 ruffians
AC: 10, HP: 10, Weapon: club (1d6-1), Move: 12, Save 18, xp: 15

Towards the end of the day the party is accosted by a band of ruffians. The bandits aren't wearing armor, but in worn and repaired clothes. They are using clubs and the only blades that can be seen are working knives on their belts.

The bandits are part of the survivors of a settlement that was recently destroyed by raiders. They fled to save their lives and have taken up banditry. None of them are trained fighters. Their current leader is in the position because he is the eldest, but he doesn't want to be in charge.

If a party member tries to persuade or intimidate the bandits, have them make a check. A success means the bandits will back down. If a member of the party continues to attempt persuading the bandits, they have a chance to convince them to join forces or to become followers to help the players' characters.

The bandits have a small camp nearby where there are also 4 women. Because they just started being bandits, they have no treasure, but there is food and water.

Encounter 3: Mercenaries

The mercenaries are travelling down the road on foot. The group consists of a leader and one additional fighter to have a number equal to the number of player characters. If the party has convinced the ruffians to join, there are no extra fighters.

Leader
AC: 13 (leather and shield), HP: 13, Weapon: longsword (1d6) Move 12 Save 16, xp: 60

Fighters
AC: 13 (leather and shield), HP: 11, Weapon: longsword (1d6), Move 12, Save 18, xp 20

Treasure
There are three healing potions (1d6+1); 1 is on the leader.

For Coin & Bloodis a product of Gallant Knight Games. Here is a link to their website (link).

You can find For Coin & Blood on DrivethruRPG (link).

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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