Chapter 2: The Road to War: Difference between revisions

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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.
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.

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