|What'd I say?|
- The players can use negotiation tactics if they want, although they may not get anything extra out of it.
- If they try to ask the quest giver to go with them, he will absolutely refuse. This may or may not come across as suspicious.
- Body Language - 4, Psychology - 4, or Empathy with a margin of success 3 or better might give away that there is something suspicious about his desperation.
- Whether or not that is suspicious, the fact that the destination is in a location the party has traveled to safely before might also be suspicious.
- The character is a minor NPC in a place the party has already been.
- The event could be a breather quest after a large victory against a weak army.
- Having a dreary, but relatively safe place like an overgrown forest or marsh might anchor the real dungeon better.
The Puzzle or Role-playing Challenge
|You should be able to solve this.|
- The players can brute force themselves through a small army of weak but very numerous soldiers. If they do that, you might want to consider the enemies as fodder to speed up an inevitable victory. Don't be afraid to have many run off if winning is surely in sight; it will work well dramatically anyway.
- A straightforward act of diplomacy can be done by simply walking up and bribing them with fresh meat. One rations worth of meat per Dinoman should easily do the trick. Look up butchering rules in Low-tech 3 if you want to slaughter an animal, or just look up ration prices in Dungeon Fantasy 1 if you just want to pay for food. The trick after this is that they might ask why they shouldn't just rob you blind anyways. Defeat them by asserting dominance in an intimidation quick contest of the party's best intimidator versus their bravest, or running away in a quick contest of the party's worst runner versus the enemy's best runner.
- A less straightforward approach might be to set up a barbecue nearby to attract the dumb Dinomen with the smell of meat by building up a barbecue and getting the scent to the guards without being spotted. Try using a contest of Strategy versus IQ for pulling a trick on these dumb guys. Then try Stealth to sneak around them while they are eating. Use a flavorless poison to knock them out for bonus time, or burn the right kind of herbs found with Naturalist while wearing a filter to protect breathing.
|Mon Dieu, am I right?|
The Trick or Setback
- This situation is just for upping the dramatic tension, and shouldn't really be a challenge to bash in a wall, but you might need to hint to your players that the walls are breakable if the idea doesn't cross their minds.
- If smoke can build up after a minute or so because of confusion, you might want to familiarize yourself with suffocation rules on p. 436 of Basic Set - Campaigns. In short, you will start to lose FP fast.
- Of course, I'm drawing blanks, but I'm pretty sure there are tons of solutions to this problem since magic isn't out of the equation. If your party has special means of fighting fire, be prepared for them to use it, obviously.
Climax, Big Battle, or Conflict
- General of a recently defeated bad guy
- A betrayed NPC looking for revenge
- Some crazy serial murderer who enjoys robbing "li'l goody goodies"
- Anything you can think of.
- Allow the players to use scenery to their advantage. Can they somehow use the set fire as a trap or part of a ruse?
- Be prepared for questions about motivation if it isn't exactly obvious and your players are like me and like a cohesive story.
- Be especially prepared in the case of a prisoner capturing scenario.
- I chose a bunch of incongruous enemies from the manuals, feel free to refluff them for the scene so it makes more sense.
- If you have Dungeon Fantasy 11 mind Ridiculous Reactions on p.21. Every downed minion counteracts one penalty listed on that page in terms of negotiating or forcing a surrender.