Babes in London: Act One, Scene Two
This scene contains the first of the crunch—some monsters from Mythic Arabia.
A
Note on Playtesting: There hasn’t been any—the GM I’d
organised pulled out before I stopped writing, and there hasn’t been another. I’ve
tried to gauge the balance using The Fire
Within, but these things really need a playtest shakedown. If you have some
experience in this system, go over these monsters and make any tweaks you deem
necessary to ensure a balanced encounter. Feedback on the balance, here, would
be greatly appreciated.
SCENE TWO:
DRAGONS ENTWINED
…And the girls
are gone. The park is gone. And Latham Road with its kirtle of close-packed
houses and its shopping strip consisting of a milk bar and bakery, greengrocer,
news agency and butcher shop is also gone.
This has
happened before, and it always seems for real, with memories and knowledge
rising to the surface that are yours, and yet completely new.
This time, you
know you’ve come through a forest. And you came to ask a favour, but what it
was, you can’t remember. The undergrowth that has impeded your progress for the
last three days, has thinned, and you can see green-tinged sunshine signalling
a clearing ahead.
The elm trees
surrounding the clearing are bigger than the ones at the park, and the
round-a-bout has been replaced by a small mound. There are no children here,
though. No, no children. Just two dragons reclining together, their heads
raised as their emerald and sapphire eyes regard your surprise with gentle amusement.
“We heard you
were coming,” the great-clawed beast dragon says, “but we didn’t know it would
take you so long to get here…”
Somehow her
words rankle, but there is a disturbance in the forest and a bird cries out in
alarm. The beast dragon lifts her head, suddenly alert. One minute the golden
scales and lithe form of the other dragon is there, and the next it has
disappeared. Beside you, one of the elms utters a sigh: “Here we go again,” and
unsheathes unexpected claws, sprouting a draconic head that glances at you with
amber eyes.
“They never give
up,” it says, as it turns and lashes out at a blur of movement exploding from
the undergrowth. There is a sickening crunch, and an oddly pungent odour fills
the air. You’re not too sure what the clawed elm just hit, and there isn’t time
to ask as more shapes emerge from the bushes.
Now is the time to ask the PCs to turn to
the Alban descriptions for their dragons. When they are ready, roll initiative,
and read or paraphrase the following accordingly:
Scorpions! You realize that you’d thought this was
long over—that those you’d fought who had a link to scorpions were long dead.
Your heart sinks—if the Servants of Set have risen once more… Then you realize
that these aren’t the same scorpions. For a start these are blue, and they have
riders, bloated creatures also blue-skinned, looking like wizened old men save
for the talons that serve them as claws. You know who sent these… but the name
won’t come to you, and the first of the scorpion-riding elder is preparing to
attack. His mouth opens in a hideous battle grin, revealing rows of pointed
teeth, and it launches itself towards you.
Blue Imps:
Era Mythic Arabia; Race Supernatural
being; APL 1; Init 8; Aspects Fire 5,
Water 3, Air 3, Earth 4; Health 7m
<3 / 3+ / 6+ / 9+ / 12+ / 15+ / 18+ / 21+; Size/Reach -2/0 ft.; Armor
2; Karma 10; Karmic Range 2; Stride 5
ft. (Fast);
Claws 6/L; Bite 4/L; Sequences Double Gut, Overhand Stabs,
Flying Fork
Agg F10/W1/A1/E1-Power + L Weapon Strike + Power + R Weapon Strike: Dmg
+20
Neut
F5/W3/A3/E2 – L Weapon Strike + R Weapon Strike:
Dmg +5
Skills
Athletics 5, Melee 5, Quickness 4, Senses 4,
Stealth 5, Will 4
Edges
Daunting 3, Dervish 4, Follow-Through, Resilient 5,
Stealthy
Powers
Heir of the Storm 3 Witch’s Countenance 3
Traits Fae
Blue Scorpion Mounts:
Era Mythic; Race Supernatural
animal; APL 1; Init 7; Aspects Fire 5,
Water 3, Air 2, Earth 2; Health 2m
<3 / 3+ / 6+ / 9+ / 12+ / 15+ / 18+ / 21+; Size/Reach -1/1 ft.; Armor 8;
Karma 10; Karmic Range 2; Stride 13 ft. (Fast)
Combat
Pincer
(2): 6/L; Stinger
8/M; Sequences None
Agg F9/W3/A0/E0 – Grab + Press + Press + Stinger
Neut F5/W3/A2/E2 – L Pincer + R Pincer + Press + Press
Def F0/W8/A2/E2 – Dodge
sequence
Abilities
Skills
Athletics 4, Melee 5, Quickness 5, Stamina 4,
Senses 4, Stealth 5; Edges Aggressive
2 (Melee), Durable, Rapid 3, Survivor 1; Powers
Heir of the Storm 1;Traits
Spined, venomous
Imp
& Scorpion Tactics: The imps have taken an
aggressive stance and launch themselves from the backs of their mounts using
their Flying Fork attack sequence. The scorpions attack until destroyed. The
imps attempt to destroy the characters until only one of them is left alive. At
this point, if it is able, the last imp activates a magical ring that returns
it to its master in distant Arabia.
NPC
Dragon Tactics: Assume there are enough imps and
scorpions to keep the NPC dragons busy. The imps and scorpions listed here are
for the PCs only.
Ending
the Flashback: The flashback ends as soon as the
last imp has been destroyed, or disappeared to report to his master. Once this
happens, read or paraphrase the text in Act I, Scene III.
Note: These creatures won’t occur again, as they are a link to the next
arc. For now, they serve to alert the characters to the minions of Set, who are
the main focus of this arc, and they begin the groundwork for the next series
of adventures.
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