Chapter 2: The Road to War: Difference between revisions

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==== '''Family Argument''' ====
==== '''Family Argument''' ====
Two families in the refugee group get into a heated dispute. The nature of the dispute is relatively petty, but short tempers are exacerbated by difficult [[conditions]] on the road. Feel free to make up your own dispute or to roll on the table below.
Two families in the refugee group get into a heated dispute. The nature of the dispute is relatively petty, but short tempers are exacerbated by difficult [[conditions]] on the road.
 
The heroes can intervene and make INT, AWR, and CHA checks to attempt to mediate the conflict. Each hero may make one check. If your players enjoy in-character role-playing, feel free to count empathetic and logical in-character arguments as a roll of 18.
 
Take the average of all the checks that your heroes made. The result determines whether they are able to assuage both parties completely, partially, or not at all. Failure to assuage both parties in any capacity will result in some of the refugees striking out on their own.
{| class="wikitable"
!'''DC'''
!'''Result'''
|-
|6 or less
|2d6 NPCs leave the refugees.
|-
|7-11
|1d4 NPCs leave the refugees. The heroes suffer a -2 penalty to all AWR, INT, and CHA checks for the next 48 hours when dealing with their followers.
|-
|12-16
|The conflict is averted for now, but breaks out again 1d4 days later.
|-
|17+
|The conflict is completely mitigated.
|}
 
==== '''Crisis Averted!''' ====
For a moment, it seemed that a serious argument was bound to break out among your followers, but they resolved it on their own.
 
==== '''It’s Too Much''' ====
Several families from Grovecleft feel overwhelmed at the prospects of continuing their flight away from Brazodiran aggression. Having gone a few days without being attacked, they wonder about just setting up camp and starting over with a new town, or even returning to Grovecleft.
 
The heroes must convince them to keep pressing on towards Palask, for their own safety. Each hero can make an AWR, INT, or CHA check. If any heroes roll a crit fail, then 2d10 NPCs leave. If any heroes roll a crit or roll 20 or higher, then all the NPCs remain, and if you roll this random encounter again, treat it as a Crisis Averted! encounter.
 
Otherwise, nobody leaves the party, but  the heroes suffer a -2 penalty to all AWR, INT, and CHA checks for the next 48 hours when dealing with their followers.
 
==== '''We Should Strike Back!''' ====
Some of the folk of Grovecleft feel resentful that they are fleeing instead of fighting the Brazodirans.
 
The heroes can resolve this conflict in the same mechanical fashion that they would resolve the It’s Too Much encounter.
 
Alternatively, they may seek out a battalion of Brazodiran shock troops and help the commoners of Groveclerft sate their vengeance. If they do this, conduct a Brazodiran Shock Troops encounter, but add additional '''Thugs''' to the Brazodiran forces based on the number of players.
{| class="wikitable"
!'''Players'''
!'''Thugs'''
|-
|3-4
|<nowiki>+4</nowiki>
|-
|5-6
|<nowiki>+6</nowiki>
|}
If the heroes conduct a counteroffensive against the Brazodirans in this way, then this encounter does not happen again; treat it as a Crisis Averted! encounter if rerolled.
 
==== '''Who Are You to Lead?''' ====
One or more NPCs among the refugees challenge the heroes’ authority to lead them. The most outspoken NPC has the stats of a '''[[Noble]].''' This NPC can make a CHA/Persuading check, contested by any of the heroes’ own INT or CHA checks.
 
If any of the heroes fail, then they are no longer seen as credible leaders, and the challenging NPC will repeat the attacks on the following day. On each subsequent day that this goes on, heroes that failed this contested check can no longer participate in this contest.
 
Once every remaining hero defeats the NPC in a contested roll, then the NPC concedes defeat and stops harassing the heroes.
 
Heroes may also come up with creative solutions, such as holding impromptu elections or town hall meetings. Doing so will get the NPC and their following to back off as well.
 
If the NPC defeats every hero, then the refugees are thrown into chaos as loyalties are split. Half of the refugees split off from the heroes, following their new leader.
 
=== Survival Encounters ===
The following encounters generally tax the heroes’ resources and may force them to make hard decisions if they cannot overcome these challenges. A couple have the potential for combat as well, though this is not a guarantee, nor is it the focus of the encounter.
 
==== '''Heat Wave''' ====
The blazing late spring sun overhead parches the throat, and you are running low on water.
 
Each hero must make a DC 14 END check or gain 1 Fatigue due to the extreme heat.
 
The NPCs inform the heroes that they are exhausted and low on water. The heroes must then decide if they should press on, or if they should seek shelter.
 
If they press on, then 2d6 NPCs die of heat exposure and lack of water. The heroes must deal with the Who Are You to Lead? random encounter the next day.
 
If the heroes look for shelter instead, then they may each make a survival skill check, or an AWR check if they have no survival skills. Take the average of the heroes’ rolls. On a roll of 8 or higher, they find adequate shade from the sun. However, they must face a Brazodiran Scouts encounter as they are attacked while [[resting]]. On a roll of 7 or lower, they find mostly adequate shade, but 1d6 NPCs die of heat exposure and lack of water. They must still contend with the Brazodiran Scouts encounter.
 
==== '''Cliffs''' ====
The heroes come to a stretch of treacherous cliffs. They aren’t terribly tall, but navigating the switchbacks with a large following proves difficult.
 
Each hero may either forge a trail or help any struggling NPCs traverse the tricky terrain. First, have each hero make a DEX, AWR, or INT check if they are forging the trail. Then, have each remaining hero make a STR, END, or CHA check if they are helping the NPCs. Consult the tables below to determine the results.
{| class="wikitable"
!'''DC'''
!'''Trailblazing'''
|-
|4 or less
|Treat each roll for assisting NPCs as though it met the next lower DC. The hero that made this check gains 1 Fatigue.
|-
|5-10
|All DCs for assisting NPCs are increased by 2. The hero that made this check gains 1 Fatigue.
|-
|11-16
|The hero can offer a +2 bonus to one other hero of their choice when that hero makes an attribute check for this skill challenge (either for trailblazing or for assisting the NPCs).
|-
|18+
|All DCs for assisting NPCs are reduced by 3.
|}
{| class="wikitable"
!'''DC'''
!'''Assisting NPCs'''
|-
|8 or less
|The path is particularly treacherous. Resolve this challenge as though you rolled between a 9-13. Additionally, 1d10 NPCs fall to their deaths.
|-
|9-13
|Several NPCs struggle with their footing and nearly fall. 1d4 times, you can allow an NPC to fall or you can take 2 (1d4) [[damage]] and gain 1 Death Point as you exert yourself to keep everyone safe.
|-
|14-19
|No NPCs are injured thanks to your help, but you have to catch several people, preventing them from slipping. Suffer 1 Fatigue.
|-
|20+
|No NPCs are injured on your watch.
|}
 
==== '''Clearing the Way''' ====
A dense patch of overgrown briars and fallen trees is a significant challenge to the older, younger, and more sickly members of your contingent. You’ll have to clear the road to continue.
 
Each hero must contribute to clearing the path. This can be accomplished with STR, END, or AWR checks. Players may also make arguments for INT or CHA to help oversee NPC laborers.
 
After each hero makes an attribute check, then they clear the way. However, this takes a variable toll on the heroes. Any hero who rolled below a 15 gains 1 Fatigue. Any hero who rolled below a 9 also suffers 2 (1d4) sharp damage from thorns and scraping twigs.
 
==== '''That Was Easy!''' ====
For a moment there, it looked like you were coming up on some really rough hiking, but it turned out that it wasn’t so bad.
 
==== '''Lost the Trail''' ====
After wandering through some dense foliage, the heroes realize that they’ve lost their sense of direction.
 
Have each hero make a check using a Survival skill, if they know any. If they do not know any, they can make an AWR check. Take the average of their results. On a result of 13 or higher, they find their bearings and only lose about half a day’s worth of [[travel]] time. On a result of 12 or lower, they find their bearings, but they drift so far off course that the DCs for the next social or environmental challenge that they face all increase by +3.
 
==== '''Food Shortage''' ====
Rations are running low. The heroes must facilitate a day of gathering food.
 
The heroes must delay their progress to hunt and/or gather some rations. The NPCs will pitch in and help.
 
Heroes can make a STR, DEX, INT, AWR, or LUCK check to hunt or gather food. They can make an INT or CHA check to better organize the efforts of their NPC allies.
 
Take the sum total of rolls that the heroes made, and add +1d20 to represent the NPCs’ aid. Then, double the result for your final total. That is the number of NPCs that can be fed.
 
Subtract the total number of NPCs from the number of NPCs that could be fed. The difference is the number of NPCs that die of starvation.
 
After this challenge, the heroes move into more fertile countryside, so you do not need to repeatedly worry about food shortages unless you roll this challenge multiple times.
 
==== '''Swamp''' ====
The heroes have to navigate a large stretch of swamp. Poor navigation here will result in a difficult combat encounter.
 
Have each hero make a check using a Survival skill, if they know any. If they do not know any, they can make an AWR check. Take the average of their results and consult the table below to determine what happens.
{| class="wikitable"
!'''DC'''
!'''Swamp Navigation'''
|-
|7 or less
|Treat this as a roll of 8-12, but additionally, the heroes must fight two '''Swamp Crocodiles.'''
|-
|8-12
|The heroes lead their following through a very messy area of swamp. Everyone suffers 1 Fatigue, takes 2 (1d4) [[poison]] damage, and the heroes must deal with the Who Are You to Lead? encounter on the following day.
|-
|13-17
|The heroes are mostly successful in navigating the swamp, but it is a messy and difficult affair. Everyone suffers 1 Fatigue.
|-
|18+
|The heroes navigate the swamp uneventfully.
|}
 
== Many Mouths to Feed ==
'''''Read Aloud:''''' ''After days on the road, everyone is weary and irritable. Worse, your food supplies are running dangerously low. Multiple refugees have approached you with concerns that they or their friends have no more rations.''
 
Double check the current number of refugees that are following the heroes.
 
Roll 1d10 per player. That is the number of refugees that no longer have access to rations. All other refugees only have one day’s worth of rations remaining.
 
The heroes can attempt to resolve this by finding more rations through foraging or hunting. They can also encourage the refugees to help them forage.
 
==== '''Foraging''' ====
Heroes that forage for food can make AWR or LUCK checks, adding skills as relevant. The result is the number of rations that they manage to find.
 
This activity takes a whole adventuring day. If you want to only spend half the day doing it, you may, but you only find food equal to ½ your roll.
 
==== '''Hunting''' ====
Heroes that go on a hunting expedition can make an AWR check, adding Tracking if they have that skill. Take the average roll of all heroes who make this check. The result is the game that they find. Run a combat encounter with this animal or animals; if the heroes [[kill]] it, they gain the corresponding number of rations.
{| class="wikitable"
!'''AWR DC'''
!'''Creature'''
!'''Rations'''
|-
|6 or less
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|7-9
|2 Dire Centipedes
|6
|-
|10-12
|Elk
|9
|-
|13-15
|Parasaurolophus
|12
|-
|17-19
|[[Mastodon]]
|24
|-
|20+
|[[Apatosaurus]]
|30
|}
This activity takes half of an adventuring day. Heroes that wish to hunt and then engage in Foraging or Oversight may do so, finding only ½ the rations that they would normally find from Foraging or conducting Oversight.
 
==== '''Oversight''' ====
Heroes that direct their followers to look for food can make INT or CHA checks, adding skills as relevant. The result is the number of rations that their followers manage to find.
 
This activity takes a whole adventuring day. If you want to only spend half the day doing it, you may, but you only find food equal to ½ your roll.
 
=== Collecting Food ===
Tabulate the number of rations that your heroes collectively managed to procure. Add that to the number of rations that the whole group of refugees still had to determine the total group’s rations.
 
Then, subtract rations equal to the number of refugees and heroes, as each of them must eat one ration to sustain energy.
 
If this would be a negative number, then that number of refugees abandon camp, striking out on their own. If this happens, make note of how many people left. It will make the final portion of this challenge more difficult for the heroes.
 
=== Day Two Foraging ===
The next day, as the heroes continue their journey, they find a grove of wild fruits and berries. They gain rations equal to ¾ the total population of their group.
 
Heroes may repeat any of the activities they conducted yesterday: Foraging, Hunting, or Oversight.
 
Repeat the Collecting Food step, again making note of the number of followers that the heroes lose.
 
=== Day Three Foraging ===
The third day of the food shortage comes with a bleak outlook. The refugees are quite concerned, and the heroes do not come across another abundant grove.
 
Heroes may repeat any of the activities they conducted yesterday: Foraging, Hunting, or Oversight.
 
Repeat the Collecting Food step, again making note of the number of followers that the heroes lose.
 
=== A Challenge to Leadership ===
On the fourth day, a male tyranovran [[kosavran]] named Guttur issues a challenge to the heroes. Guttur is young, strong, and charismatic in a kind of brutal fashion. He claims that the heroes have been leading the refugees astray and are unable to provide for them.
 
Guttur has the stats of a '''[[Hunter]]''' (AB:tFS chapter 5) with the following modifications.
 
* He has +4 to Intimidating
* He has the following attack that he can make in place of a paring knife or shortbow attack. '''Bite:''' ''Reach 5 ft natural weapon.'' +3 vs AR, 6 (1d6+3) sharp.
 
When he challenges the heroes’ right to lead, Guttur makes a CHA/Intimidating check, contested by any of the heroes’ own INT or CHA checks.
{| class="wikitable"
| colspan="2" |
==== '''Deserters''' ====
Guttur gains a bonus to his rolls based on the number of people that left the encampment over the past four days:
|-
!'''Deserters'''
!'''Guttur’s Bonus'''
|-
|0-5
|<nowiki>-1</nowiki>
|-
|6-10
|<nowiki>+0</nowiki>
|-
|11-20
|<nowiki>+2</nowiki>
|-
|21+
|<nowiki>+4</nowiki>
|}
If any of the heroes fail, then they are no longer seen as credible leaders.
 
Guttur will repeat the attack on the following day. On each subsequent day that this goes on, heroes that failed this contested check can no longer participate in this contest.
 
Once every remaining hero defeats Guttur in a contested roll, then Guttur concedes defeat and stops harassing the heroes. He storms off on his own, taking 1d4 NPCs with him.
 
If Guttur deteats every hero, then the refugees are thrown into chaos as loyalties are split. ⅔ of the refugees follow Guttur, and ⅓ remain with the heroes.
 
If the heroes defeat Guttur in physical combat to get him to back off, then he leaves (provided that he is still alive). Regardless of whether he is alive or not after such a confrontation, 3d6 NPCs will leave the group if it comes to blows.
 
=== Concluding the Hunger Crisis ===
After these trying few days, the heroes come to a much more fertile stretch of the tropics. Heroes and their followers are reliably able to find one or two days’ worth of rations for the next several days, effectively eliminating any short-term hunger concerns moving forward.
 
== River Crossing ==
After surviving the hunger crisis, the heroes travel for a couple more relatively uneventful days. Then they arrive at a small town that seems to be attempting to repair their buildings in the wake of an attack.
 
=== Oakshade ===
The town, which its citizens simply call “town” but refer to as Oakshade if asked to give it a proper name, is quite small and would remind the heroes of Grovecleft. It has a small central square with a tavern, town leader’s office, and granary. A large, long shedlike building has [[equipment]] for carpentry, thatching roofs, and basic stonemasonry.
 
The huts around the town center are mostly in ruin. The townsfolk would explain that a stampede of ankylosauruses ran through town a few days ago. In fact, a [[giant]] oak tree to the side of the town - presumably where the town got its official name - has been uprooted and trampled in the stampede.
 
==== '''Oakshade’s Sheriff''' ====
Oakshade’s sheriff, mayor, and judge are all the same person. This individual, a non-binary ceravran kosavran named Tris, is short, stout, quite old, quick to listen, and slow to talk. They are cherished by their townsfolk and admired for having great wisdom.
 
==== '''The River''' ====
From the town, the heroes can see a large river in the distance. The river lies between them and the heartland of Gilgalon, where Palask and safety await.
 
On both sides of the river, rickety wooden docks have a handful of wide, flat rafts tied to them. A small stone battlement overlooks the docks on this side of the river.
 
==== '''Oakshade Scouts''' ====
After the heroes have had a chance to survey the damage and speak with the people of Oakshade, scouts rush into the village. The lead scout, a [[human]] female named Raya, quickly finds Tris and warns them that she and the other scouts spotted Brazodiran soldiers approaching in force. Hundreds of them.
 
=== Retreat Across the River ===
Tris quickly makes up their mind: the folk of Oakshade must join the heroes and their following. If the heroes decline, then Tris denies them access to the ferries. If it comes to blows, Raya and eight other scouts all have the stats of '''Hunters''' (AB:tFS chapter 5).
 
Provided that the heroes accept Tris and their citizens, then the heroes’ following swells in size, gaining 80 more people.
 
The heroes and refugees must all hurry to the river. The ferrying rafts look old, but sturdy.
{| class="wikitable"
|
==== '''The Rafts''' ====
The exact number of rafts depends on how many people the heroes are responsible for. Each raft can hold 20 individuals. There should be just enough rafts that anyone piloting the rafts will have to make two trips to bring everyone across.
|}
'''''Read Aloud:''''' ''The civilians from Oakshade know [[how to]] operate the rafts effectively, so they spring into action to help ferry refugees across the river. However, as it will take two trips to bring everyone across, you must hold off the Brazodiran advance forces - who just crested the hill behind you.''
 
==== '''Holding off the Army''' ====
The heroes will need to hold off the Brazodiran army while the ferries make their way back across the river and load the remaining refugees onto their decks.
 
This will take 12 rounds. At the end of the twelfth round, the ferries are ready to leave. They will leave on [[Initiative]] count 0 as soon as the heroes are on the rafts or tell the rafts to leave.
 
The Brazodirans will hurl stones and javelins after the heroes for one more round after the rafts have departed, but this causes no real damage.
 
At the start of each new round of combat, more Brazodiran forces arrive, as shown on the table below.
 
All monsters are either from chapter 4 of the CC or chapter 5 of AB:tFS.
{| class="wikitable"
!'''Round'''
!'''New Enemies (3-4 heroes)'''
!'''New Enemies (5-6 Heroes)'''
|-
|1
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|2
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|3
|4 '''Thugs'''
|6 '''Thugs'''
|-
|4
|2 '''Thugs''' and 1 '''Bandit'''
|3 '''Bandits'''
|-
|5
|2 '''Thugs''' riding 2 '''Gallimimuses'''
|2 '''Bandits''' riding 2 '''Gallimimuses'''
|-
|6
|2 '''Thugs'''
|2 '''Bandits'''
|-
|7
|1 '''Velociraptor'''
|2 '''Velociraptors'''
|-
|8
|2 '''Thugs''' and 1 '''Bandit'''
|3 '''Bandits'''
|-
|9
|1 '''Bandit''' riding 1 '''Gallimimus'''
|1 '''Bandit''' riding 1 '''Gallimimus'''
|-
|10
|2 '''Thugs'''
|3 '''Thugs'''
|-
|11
|1 '''[[Brazodontus]]'''
|1 '''Brazodontus'''
|-
|12
|4 '''Thugs'''
|6 '''Thugs'''
|}
[[File:KoT - River Crossing.jpg|frameless|540x540px]]
[[:File:KoT - River Crossing.jpg]]
 
==== '''Battlements''' ====
The heroes may make use of the battlements overlooking the docks. The crenelated overlook has 60 javelins. The tower walls have the following stats.
 
==== '''Watchtower''' ====
''Gargantuan Constructed Object''
 
'''HP''' 200
 
'''AR''' 10  '''REF''' 7  '''FORT''' 10
 
'''Resist''' Sharp 5, Fire 5 '''DT''' 15
 
'''''Proportions.''''' The watchtower is 40 ft tall. It has a 20 ft radius.
 
'''''Crenelations.''''' The watchtower has wooden crenels that offer Cover 3 to creatures standing on the watchtower. Ranged attacks from a watchtower have TA.
 
'''''Structural Stability.''''' Blunt and sonic damage ignore the watchtower’s DT. When the watchtower is Bloodied, a creature that starts its turn on the tower must make a DC 10 DEX check. On a fail, the creature falls off, landing prone and taking 10 (4d4) falling damage.
{| class="wikitable"
|
==== '''Party Advancement''' ====
Each hero levels up from level 2 to level 3.
|}
 
== Rest for the Weary ==
'''''Read Aloud:''''' ''With the river between you and the Brazodirans, everyone breathes with a little more ease. Food is plentiful, and the roads easier to follow.''
 
''After a couple days, you enter into the countryside within a couple weeks’ journey of Palask itself. The towns, cities, and rural communities that you spot all seem to have incorporated dinosaurs into everyday life. Glossosauruses, stegosauruses, gallimimuses, and parasaurolophuses are the most common, but you would also spot the occasional [[ankylosaurus]], pterosaur, and even a rare [[triceratops]].''
 
''However, as you journey into the heartland of Gilgalon, you find that the walled towns and small cities are less than elated to see you.''
 
The heroes will have to convince local lords not to give the refugees a difficult time as they press deeper into populated country. Hungry evacuees might pilfer food from local farms, complicating the heroes’ efforts to keep peace.
 
Narrate how the towns that they come across are quite skittish at seeing a large number of people. Armed militias line the walls, watching with suspicion as you pass by. If the heroes look for shelter within the cities, you may choose to adjudicate the situation as you see fit, but most townsfolk will generally be hostile to the idea.
 
=== Seeking Refuge ===
Use the random encounter tables presented at the beginning of this chapter to represent hardships faced by your group on this side of the river. While the heartland of Gilgalon is relatively safe, undomesticated dinosaurs still prowl the open countryside between walled cities. Use the following modifications to the random encounter tables, as relevant.
 
==== '''Brazodirans''' ====
If you roll a combat encounter that would involve Brazodirans, the combat encounter is mechanically the same. However, the attacking troops are not Brazodiran, but instead a local city’s militia that have taken it upon themselves to run the refugees out of their territory.
 
Heroes can diplomatically resolve the situation. They can make INT or CHA checks to persuade the Gilgalonian militia to back off. If three heroes roll higher than the soldiers’ WILL, then they back off.
 
Heroes that promise to leave immediately can automatically succeed this check. If they are lying, however, then the soldiers will return on the following day, and combat will be inevitable.
 
==== '''Food Shortage''' ====
If you roll a Food Shortage crisis, then the refugees will resort to raiding local farmland to feed themselves. You immediately succeed in the Food Shortage crisis, but must resolve a Brazodiran Shock Troops encounter (using Gilgalonians as described above) on the following day.
 
=== Arrival ===
After two more weeks on the road, the party arrives outside Palask. Proceed to Chapter 3.

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