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ABigger Problem

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100% found this document useful (1 vote)
193 views16 pages

ABigger Problem

BBF Product saample

Uploaded by

bilygote
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Licensing
BareBones™, BareBones Fantasy™ and Keranak
Kingdoms™ are copyright 2012, and are trademarks of Credits
DwD Studios. These trademarks are used under the
Creative Commons Attribution-Noncommercial- Author Quinn Conklin
ShareAlike 3.0 Unported License; (CC BY-NC-SA 3.0); Cartography Larry Moore
Some Rights Reserved. To view a copy of this license, Bill Logan
visit:
http://creativecommons.org/licenses/by-nc-sa/3.0
Or send a letter to: Creative Commons, 444 Castro
Street, Suite 900, Mountain View, CA 94041, USA. For
specific details, appropriate credits, and updates to this
license, please see:
http://dwdstudios.com/barebones/license

About the Author


Let’s start this off by saying that one of the few things the author hates to right is short little bios
about himself. To that end he has tried pawning the job off on his cat, who told him sure just as
soon as I grow thumbs and figure out the can opener. The author pointed out the cans have pull
tabs now and the cat decided to go to sleep. So here we are most of the way through the
paragraph and so far you know the author has a cat that is unwilling to be helpful, does not like
writing this sort of thing and hopefully you have come to appreciate his sense of humor. What
else do you need to know? The author started with the original red box basic d and d and has dice
older then some of the people he games with. He also writes Toys for the Sandbox, a weekly
system free fantasy setting and a blog about being a better person, with the occasional digression
into other areas of life. You can find the author on G+ at, his blog at Themighty.us and his Toys
over on DriveThruRPG.

About BareBones FantasyTM


This game takes advantage of the d00Lite™ system, a fast and simple set of game mechanics
created by DwD Studios. To find out more visit http://dwdstudios.com/barebones

About Keranak KingdomsTM


The Keranak Kingdoms is a fantasy setting designed for but usable without the BareBones Fantasy
roleplaying game. It is a broad brush-stroke fantasy game world designed for you – the GM – to
tell a story that involves the player’s characters. It gives you tools to build your tale, not frames
to box in your imagination. Check out the Keranak Kingdoms setting book for sale where you
purchased this product, or read the brief summary of the setting within the pages of the
BareBones Fantasy game book.

PERMISSION IS GRANTED TO PRINT THIS DOCUMENT FOR NON-COMMERCIAL USE.

1
Table of Contents

ADVENTURE BACKGROUND .......................................................................................... 3


PLAYERS .............................................................................................................................. 3
GETTING PLAYERS INVOLVED ................................................................................................... 4
PLAYER BACKGROUND ........................................................................................................... 4
MISSION PAYMENT ............................................................................................................... 4
SECTION 1: GOING FOR THE BIG MONEY ....................................................................... 5
ENCOUNTER 1: THOSE ARE NOT BANDITS ................................................................................. 5
SECTION 2: FOLLOWING THE TRAIL ............................................................................... 6
ENCOUNTER 1: THE UPSET WARREN ........................................................................................ 6
ENCOUNTER 2: THE BOTTOM OF THE HILL ................................................................................. 6
ENCOUNTER 3: A BODY IN THE FOREST ..................................................................................... 6
ENCOUNTER 4: NOTHING HERE ............................................................................................... 7
ENCOUNTER 5: THE FIELD OF FLOWERS ..................................................................................... 7
ENCOUNTER 6: INTO THE WOODS ............................................................................................ 7
MAP OF THE TRAIL ................................................................................................................ 8
SECTION 3: THE OGRES’ CAMP ...................................................................................... 9
ENCOUNTER 1: THE GATE KEEPERS .......................................................................................... 9
ENCOUNTER 2: OUT OF THE SUNLIGHT INTO THE DINING ROOM .................................................... 9
MAP OF THE OGRE’S CAMP .................................................................................................. 10
FINAL NOTES...................................................................................................................... 10
APPENDIX..................................................................................................................... 11
NPCS & CREATURES............................................................................................................ 11
Vincent Whitelock ...................................................................................................... 11
Mutant Child .............................................................................................................. 11
Ogres of the Shield Home Region ............................................................................... 11
Ratmen ....................................................................................................................... 12
NEW EQUIPMENT ............................................................................................................... 12
Dart, throwing ............................................................................................................ 12
Great flail ................................................................................................................... 12
Greatspear ................................................................................................................. 12
Long knife ................................................................................................................... 12
Sleeping toxin ............................................................................................................. 12
HERB LORE ........................................................................................................................ 12

2
Adventure
Background
The players are passing through or perhaps
taking a rest in a small mountain town called Whitelock & Sons
GAMEMASTER TIPS
Shield Home. Nestled in the shadow of the
Although headquartered in Shield
Shielding Wall, this predominately human
Home, Whitelock & Sons is a large
town is part of the Keranak Kingdoms. The merchant company. There are
valley near the town is known for the many offices at several large cities in the
flowers and herbs that grow there including kingdoms. They don’t tend to use
the giant’s fist orchid which looks like it is the seas for their distribution
made of stone but which is soft and velvety to (something about the brine-laced air
the touch. The orange and red fields of and how it affects the potions).
flame’s kiss grass grow there as well, and, of
Unlike others, this is a merchant
course, the healing herb known as angel’s
company which specializes in only a
tongue.
few products: potions which it
The party is approached by a leading produces cheaper than any
competition. They don’t sell
merchant, Vincent Whitelock. A caravan
products created by others, they
bringing supplies for his healing elixir business
create their own.
is due in town soon, but the road they will be
traveling has been the sight of several Nefarious characters might be
robberies lately. Whitelock request the party motivated by a chance to peek at
meet the caravan to warn them and provide some of the ingredients in the
them any extra protection they can. The shipment to be protected; rival
attacks have been committed by a small band enchanters might pay a fair price to
of ogres living in a nearby cave. However, the learn of Whitelock’s secrets.
town’s people do not know that as there have
been no survivors of the attacks.

Whitelock is the real power in town. His money makes everyone prosper. He is known
publicly for the healing potions he makes but he also sells a strength potion to select
clientele. He is seen as a kind and generous man but he has his secrets. These secrets
will be explored more in this adventure’s sequel The Children of the Giant’s Fist. For now
know that both the giant’s fist orchid and the mutant child are tied into this secret.

Players
This adventure is for a group of 3 to 5 rank 1 characters. If the adventurers are higher
rank adjust accordingly by adding additional creatures or giving them armor.

3
Troubleshooters For
Whitelock & Sons Getting
GAMEMASTER TIPS
Due to the sensitive nature of the
Players Involved
The party is either already in Shield Home
products created by Whitelock &
or are just passing through when they are
Sons, GMs might wish to wrap an
approached by Whitelock. He explains that
entire campaign around the players
being full-time employees of the
recently the main road into town has been
company. They could be skilled plagued by a murderous group of bandits.
troubleshooters for the merchant He requests that the party head out to
house, protecting and investigating meet a caravan of goods being delivered.
whatever Whitelock requires. The He also requests that if the caravan is
players would wear uniforms attacked that they try to protect a chest of
indicating their affiliation, and would coins that he needs to pay his workers.
enjoy use of sleeping quarters
located at all the company’s offices Player
in all major cities throughout the
kingdoms.
Background
The town of Shield Home is known for the
Of course, not all adventures would medicines produced there by Whitelock &
be like this one; missions might Sons. The business is the life blood of the
center around Whitelock’s more town and exports remedies across the
wealthy clients as well as interests kingdom. Whitelock & Sons is the major
relating to acquisition of the rare employer in town, paying farmers and
and unusual ingredients the foresters for the herbs they grow and
company requires. It would be a collect.
lucrative career and a great way to
provide missions to the players. It While in town the party is approached by
might simplify how to get players Vincent Whitelock who has recently
involved in this or any future inherited the company from his father.
adventures. Vincent is worried because of several recent
Of course, after playing through attacks along the road into town. He wishes
Children of the Giant’s Fist, you to hire the party to meet a shipment of
might need to arrange a new patron goods and payments that he is expecting.
for the players.
Mission
Payment
Haggling with Whitelock is offering the party 25gp each to
Whitelock meet the caravan and accompany them
GAMEMASTER TIPS back.
Characters who try to haggle with
Whitelock for a better wage will earn In addition, if they are required to defend or
the merchant’s respect. He’ll go as recover the shipment, he will pay them an
high as 35gp apiece, and an extra extra 50gp each.
75gp if they must defend the
shipment.

4
Section 1:
Going For the Big Money
The party follows a road full of switchbacks and sharp descents. The journey is
uneventful save for several strange whooping cries a long way off. A few hours into their
travels the party comes to a section of road that overlooks a small wooded valley.

Encounter 1: Those Dramatic License


Are Not Bandits GAMEMASTER TIPS
As they round a switchback along the side of the Depending on the makeup of
hill, the party can see off in the distance a the adventuring party, two
caravan being attacked by a group of large ogres might present only a small
humanoids. Following the switchback will take challenge. The purpose of the
the party at least another hour to reach the ogres is to delay the characters.
caravan, however it is only about 30 feet down If the ogres are nothing but a
the mountainside if they wish to climb down. This speed bump to their pursuit,
requires a scout check to make it down the steep then the larger group of ogres
rock face. Failure indicates a fall from half way they’re chasing would be too
easily caught.
down and taking 1D damage (bypass DR). If a
player fails by more than double his scout skill, he Therefore, as GM… cheat. The
falls from the top taking 2D damage. For instance ogres can use guerrilla tactics
if your scout skill is 35% and you rolled 86, that is and harass the characters,
more than double and you suffer 2D damage. conceal tracks, double back and
attack from behind, etc. Keep
If the party climbs down, the ogres will make a adding up damage but ignore it.
break for it, dragging away the coach, passengers These ogres are a plot device
and Whitelock’s payments. Two of the younger and taking some dramatic
ogres will stay behind and slow the party down. license is okay.
They will fall back after 5 turns but will circle the If some player gets a critical
caravan making the party choose between success and rolls a boat-load of
following the survivors or them. They will keep damage, it will be hard to cheat;
the party busy in this way as long as they can have another ogre drop back to
before running into the valley and losing help deter the player’s pursuit.
themselves in the forest. Neither ogre has loot. Delay the characters to give a
head start to the ogres.
If the party does not climb down they find no
survivors. The coach is missing and there is a clear Ogre (Rank 2)
path through the grass of a gradual slope that STR: 85 BP: 40
DEX: 55 INIT: 1
leads down into a sheltered mountain valley. LOG: 25 DR: 2
WIL: 40 MOV: 12
» Greatspear 60%, damage 3D+6, range 15
» Furs (reason for DR2)

5
Section 2:
Following the Trail
The trail left by the ogres is easy to follow through the tall grass. The coach has flipped
on its side and is being dragged along. The flame kissed grass gives way to a field of
giant’s fist orchids. From there it leads into a forest and eventually into a cave. See map
on page 8.

Encounter 1: The Upset Warren


The passing of the ogres has destroyed a dire rat Dire Rat (Rank 1)
warren. 1D dire rats are milling about angry and STR: 25 BP: 3
DEX: 55 INIT: 1
scared. The party does not have to fight them but will LOG: 25 DR: 0
lose time going around. If the party takes too long WIL: 25 MOV: 6
thinking about what to do, the dire rats will attack » Bite - 45%, damage 1D, effect on a
them out of anger and spite. They have no treasure. crit. success target contracts rabies;
after 1 day target dazed until cured.

Encounter 2: The Bottom of the Hill


As the red and yellow hillside gives way to level ground, the hard packed earth no longer
supports the flame kissed grass. The ogres have lifted the coach and the trail becomes
harder to follow. A scout check is needed if the party is to keep following them (if
successful go to Encounter 5). The path leads through a field of wild flowers.

Encounter 3: A Body in the Forest


If the party loses the trail and heads west they will
come to the edge of a pine forest. A little over 20 feet Building Suspense
inside it becomes clear that the forest here is too thick GAMEMASTER TIPS
for the carriage to have been brought this way. As they Customize the story to fit the
are preparing to turn around the party notices a limp actions and play style of the
figure lying in the underbrush. players. The dead body is a
great way to build suspense
Investigating, they find it is the body of a man dressed about the mutant child and
in plain but serviceable clothes with odd injuries. The its deadly tentacle attack,
man’s face has been reduced to a wet, meaty surface. and can be a great way to
There are many small cuts along his neck and his head inform the players that there
is turned too far around for his spine to be intact. The is something more going on
contents of his carry bag are strewn about the ground: in this adventure than an
14gp and a package of 5 darts with their tips coated in ogre attack. Consider putting
a glittering red substance. The man is one of the guards the body anywhere you wish,
who were hunting the mutant child. The child used its before the players reach
snout tentacles to break his neck and mutilate his face. Encounter 6.
The darts are coated with a sleeping toxin (resist STR-
10, effect fall unconscious for 2D turns).
6
Encounter 4: Nothing Here
Losing the trail and going to the east will reveal a camp of Ratmen (Rank 1)
2D ratmen sitting around several camp fires. They are STR: 40 BP: 8
DEX: 70 INIT: 1
arguing and playing dice. The party can easily avoid them LOG: 45 DR: 0
and it is obvious the ogres did not come this way from their WIL: 55 MOV: 10
casual attitude. Their gambling dice game includes 2D gold » Spear 60%, damage 2D+5
pieces scattered in loose piles on the rocks. » Long knife 65%, damage 1D+1

Encounter 5: Field of Flowers


The trail leads through a field of wild flowers. Any one asking about the flowers may
make a scholar or scout check to notice that some of the flowers are giant’s fist orchids.
A player who identifies the flowers will know their pollen can cause men to become
enraged, violent and possess super strength.
About halfway across the field the party will be surprised/surprise a group of spear-
carrying ratmen returning from a hunt. One of the ratmen will charge the party. The first
action of the other ratmen will be to snort the pollen from several of the orchids. There
is one less ratmen than there are party members. The pollen gives the ratmen DR5 and
gives them a +5 damage bonus with melee weapons. They will fight to the death. They
have little of value on them except their long knives and 1D gold.
Any members of the party who want to inhale the pollen will receive the same bonuses.
There are 1D/2 doses available for picking. At the end of the fight have them make a WIL
check, failure and the character will turn on the other members! This effect will last for
1D/2 hours and a new WIL check should be made after every fight until the pollen’s
effects wear off.

Encounter 6: Into the Woods


After crossing the field of wild flowers and fighting the ratmen, the party finds a trail
through the forest. As they approach the trail
they hear men shouting and then suddenly Melodrama!
falling silent. Moments later a strange looking GAMEMASTER TIPS
creature bursts from the underbrush. It runs What seemed like a simple body-
hunched over using its overlong arms almost like guard mission suddenly results in a
extra legs. It has tattered rags wrapped around survival horror story… the mutant
its furry body. Most disturbing is the face. There child should be scary! Have the
is a fine fur covering a mostly human head that players hear screams in the
extends out into a long snout that breaks apart distance, then odd noises in the
into several waving furry tentacles. nearby woods. Have them edge
closer to the edge of the forest to
The creature moves quickly to attack the nearest investigate. Speak softly. Build
party member or the most hostile. The party suspense. Then have the mutant
must make a WIL-20 check or lose their first child BURST out of the forest and
action in the first round. be a frightful sight. If the players
get lucky and take it out too
This beast is a mutant child and is a result of quickly, it won’t be very scary; do
overexposure to the pollen of the giant’s fist what you must to make the
orchid, (more about this in the next adventure). players respect the mutant child!
If the party tries to find where the mutant child
7
came from, all they are able to locate is more Mutant Child (Rank 3)
mutilated bodies with wounds similar to the one in STR: 65 BP: 30
DEX: 60 INIT: 3
Encounter 3. LOG: 65 DR: 2
One corpse wears a collar that has a faint magical WIL: 65 MOV: 12
» Razor Fur Tentacles - 85%, range 1,
aura (easily detectable by a spellcaster). Figuring out effect 2D+3. Each turn thereafter
what it does will take some time (it will be difficult target takes 1D damage (bypass DR)
but not impossible). The collar allows someone to as long as the tentacle-suctions are
control the creature, but the magic in this collar is attached.
» Claws - 70%, damage 3D
faded by now. There also seems to be a secondary » Unsettling Appearance – usage
effect, but that magic is too used up to identify 1/encounter, duration continuous,
without prolonged study (several days). resist WIL-20, effect lose first action.

Players determined to fill their pockets with the belongings of dead men will be able to
round up no more than 1D gold per body. There are 8 total bodies.

Map of the Trail

8
Section 3:
The Ogres’ Camp
After their encounter with the mutant child, the party follows the trail a few hundred
yards farther. Soon they come to the top of a low rise that overlooks the entrance to the
cave where the ogres make their home. Outside two uninjured young ogres are poking
around the wreckage of the carriage. Screams can be heard coming from inside the cave.
See Map of the Ogre’s Camp on page 10.

Encounter 1: Gate Keepers


The party first has to get past the two ogres at Ogre (Rank 2)
the front of the cave. This can be done with a STR: 85 BP: 40
thief check or by fighting them. If the party DEX: 55 INIT: 1
sneaks past, they will have to sneak past them LOG: 25 DR: 2
WIL: 40 MOV: 12
again to escape after they rescue the survivors. » Greatspear 60%, damage 3D+6, range 15
» Furs (reason for DR2)
If they fight them, 3 turns into the fight they will
be joined by any survivors from Section 1 who
were able to get away into the forest. After the Scaling the Ogre Camp
fight the party will find Bret Mullings (Human GAMEMASTER TIPS
Teamster 50%) who has been left for dead in the In many fantasy games, ogres are
carriage wreckage. The ogres have no treasure. mighty foes inappropriate for
low-level adventures. In this
game, players are a bit more
Encounter 2: Out of capable than that. This adventure
the Sunlight into the was balanced for a typical rank 1
Dining room party consisting of spellcasters
This large open room has a large cauldron and warriors alike. During all
bubbling over an open fire. One of the survivors playtesting, the number of ogres
is being butchered by the ogres. Have the PC’s encountered in this adventure
make a WIL check or be surprised on their first seemed fairly well balanced. If
turn. The four older ogres will grab their encountering so many ogres in
greatspears and attack the party on sight (one is one place is too dangerous for
your players, scale it back to 1
the ogre chief with +10BP and a great flail). If the
ogre per player.
party tried to sneak in they may have more ogres
to deal with if the ones they fought in Section 1
survived. Every ogre has 2D gold in leather Ogre Chief (Rank 2)
STR: 85 BP: 50
pouches, the ogre chief has 5D. DEX: 55 INIT: 1
LOG: 25 DR: 3
There are three survivors from the coach here.
WIL: 40 MOV: 12
One is wounded and will need medical attention. » Greatspear 60%, damage 3D+6, range 15
The sight of a wounded individual imposes a -10% » Great Flail 60%, damage 3D+6
penalty to any WIL checks to stop fighting if a » Heavy Furs (reason for DR3)

9
character is still effected by the giant’s fist orchid.
After the fight the party will need to hurry if the survivors are to recover from their
wounds. The fastest path is back to the main road. Hopefully the party remembers to
grab the chest and glass bottles from the coach. Unfortunately the glass bottles that
made up most of Whitelock’s order have been smashed by the ogres and are unusable.
Players insisting on exploring the rest of the ogre’s camp will find the north-west corner
of the dining room contains a sleeping chamber where a pile of maggot-infested meat
lies discarded on the floor, around which is a ring of fur and cloth piled into beds. The
southeast corner contains a storage room with various foods (1D rations can be
gathered) share shelf space with random items acquired from raids on merchant wagons
worth a total of 10D gold pieces if brought to market in Shield Home.

Map of the Ogre’s Camp

Final Notes
When the party returns to Shield Home they will find that Whitelock has been called
away unexpectedly and they will have to wait a day or two to receive payment and make
their report. What happens while they wait will be detailed in this adventure’s sequel:
The Children of the Giant’s Fist.

10
Appendix

NPCs & Creatures


Vincent Whitelock
Human Merchant NPC
STR: 58 BP: 29 Rank: 2
DEX: 60 INIT: 2 Primary: Enchanter
LOG: 69 DR: 3 Secondary: Scholar
WIL: 60 MOV: 8
Skills: Equipment:
» Enchanter (2) 75% » purse with 75gp
» Scout (0) 35% » set of keys
» Thief (2) 50% » nice clothes
» Warrior (0) » pouch with small stones inscribed
- melee 29% with runes.
- ranged 30% » studded leather armor
» Scholar (3) 75%
Weapons:
» Dagger - 29%, damage 1D
» Unarmed - 29%, damage 1D/2

Mutant Child
Vicious furred humanoids with long tails and sharp claws.
STR: 65 BP: 30 Rank: 3
DEX: 60 INIT: 3 Nature: Evil
LOG: 65 DR: 2
WIL: 65 MOV: 12 Travel: 10 leagues
» Razor Fur Tentacles - 85%, range 1, effect 2D+3. Each turn thereafter target
takes 1D damage (bypass DR) as long as the tentacle-suctions are attached.
» Claws - 70%, damage 3D
» Unsettling Appearance - usage 1/encounter, duration continuous, resist
WIL-20, effect opponents loose first action

Ogres of the Shield Home Region


TM
Ogres are rank 2 creatures detailed in the BareBones Fantasy core rulebook. There are
4 adult ogres in the lair (two male and two female) and four adult sons patrolling. This
clan makes use of greatspears and wears scraps of heavy furs taken from kills as armor
(DR2). The leader has +10BP, heavier furs (DR3), and carries a great flail which is used
after he hurls his greatspear at the nearest “puny magic man” – a tactic that has been
surprisingly successful in his life.

11
Ratmen
Vicious furred humanoids with long tails and sharp claws.
STR: 40 BP: 8 Rank: 1
DEX: 70 INIT: 1 Nature: Evil
LOG: 45 DR: 0
WIL: 55 MOV: 10 Travel: 10 leagues
» Spear - 60%, damage 2D+2
» Long Knife - 65%, damage 1D+1

There are several ratmen encounters in this adventure. The ratmen of this region tend
to live in small groups rather than large hordes, and share their living environment with
dire rats and other vermin. Many of the ratmen found in this adventure make regular
use of giant’s fist orchids, and have become very violent as a result.

New Equipment
Dart, throwing
A small hand-hurled needle-tipped weapon sometimes coated with toxins. Damage
1D/2, range 10, quantity 5, market cost 2gp.

Great flail
A large weapon made of a wooden handle, a massive weight for a business-end, and a
chain connecting the two. Damage 3D, minimum STR 72, market cost 50gp.

Greatspear
A shaft of ironwood as thick around as a man’s forearm and nearly seven feet in length.
Made and used by the ogres of this region. Damage 3D, minimum STR 80, range 15
spaces, market cost 80gp.

Long knife
An extra-long heavy knife for when that standard dagger just isn’t enough. Damage
1D+1, market cost 4gp

Sleeping toxin
A red, naturally occurring substance. Resist STR-10, effect fall unconscious for 2D turns.
Not normally found in markets, the secrets of the location of growth patches kept by few
lone scholars and scouts in the kingdoms.

Herb Lore
Angel’s tongue - healing herb used in the creation of healing potions.
Flame’s kiss grass - orange and red grass that grows in large fields. Named for its color, it
is a typical inexpensive ingredient sometimes used in the creation of fire-based potions.
Giant’s fist orchid - has the appearance of stone, but is soft and velvety to the touch.
When inhaled, the user is granted increased strength and resilience (+5 damage to melee
attacks and DR5) for 1D/2 hours, but becomes aggressive and hard to control.

12
13
When you and your friends agreed to
help protect a merchant’s wagon on its
way to Shield Home in the Keranak
Province, none of you expected what
lies ahead.
This is a rank 1 adventure for the BareBones
FantasyTM role-playing game. It is set in the
Keranak Kingdoms™, but could be placed
anywhere in any setting. Written by Quinn
Conklin, this is the first in a three part story
arc which is continued in Children of the
Giant’s Fist.

14

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