Babes in London: Act Four, Scene 2 (Part 1: The Unicorn Maid and the Lady of the Bower—The Battle)
Scene 2: The Unicorn Maid
and the Lady of the Bower
You are needed. Your ally is in danger, and she is
somewhere on the plains below, or ahead of you. You need to find her, and find
her fast.
Allow the players to make Air (Senses)
checks to spot the horse and rider ahead of them, then read, or paraphrase, the
following:
You see her, just before you hear her, her cries
urging you to hurry floating on the wind. If you weren’t so familiar with her
voice, you might have thought it was birds calling. This time, your ally is
dressed as an Erebean warrior maid, and she is pushing her mount at break-neck
speed towards the dark line of trees marking the edge of the Arcadian forest.
Allow the players to make Air (Senses)
checks to hear faint sounds of battle coming from within the forest. If they
are successful, they can choose between following Anika into the forest, or travelling
with her towards the sound. If they fail, they can follow her, or any brood
mates that hurry towards the sound. When they reach the battle site, read, or
paraphrase, the following, adapting the description of the Fomorians to suit:
It does not take you long to reach the battle, where
you see that a dragon you recognise as having once been the Seer of Cathach.
This time, you know her as the Lady of the Bower, and she is facing not one or
two, but six, of the evil, twisted titan-kin known as Fomorians. These
creatures are surrounded by the grey, appalling stench associated with areas of
taint. They look like small giants, or really ugly titans, with skins of
varying shades of grey, and black to white hair tainted by grey.
One is facing
down the Lady of the Bower, but two dragons that you recognise as Lewistrom the
Smith, and the druidic Havram the Gardener, have managed to block the path of
two more apiece. Standing back from the melee, is another Fomorian, looking for
all the world as though he is going to cast a spell.
Roll TH2 Earth (Senses) tests for the
Fomorians to notice the approaching characters. They are actively focussing on
taking down their dragons and suffer a +3 modifier to the test, bring the TH to
5. Once, you know if the Fomorians have noticed the PCs, roll initiative. Each
dragon continues to focus on the nearest opponent, and the Unicorn Maid goes directly
to the aid of the Lady of the Bower.
Fomorian
Tactics: The Fomorian wizard uses Coruscating Bolt
on any target that is clear of the melee. Failing that, he is happy to use
Grasp, Float, or Magefist, his bow, or his morningstar to good effect, trying
to take down the weakest opposition fast, or to advantage his comrades. The
Fomorian warriors have been tasked with destroying Anika’s brood. All the
dragons are targets. The fact they have allies is neither here nor there. They
attack with brute force, seeking to do as much damage as possible and to
destroy their opponents as fast as possible.
Anika’s
Brood Tactics: The Unicorn Maid and Lady of the
Bower work together to take down the Fomorian attacking the Lady of the Bower.
Once they are free of opponents, they circle the battle and try to take another
Fomorian by surprise, aiding any ally that is hard-pressed. Lewistrom the Smith
attacks the nearest Fomorian, and then the next nearest, and Havram the
Gardener does the same. There is no sign of the fifth member of the brood, and
PCs might recall that this member had been killed at this stage of the Epoch,
and was reincarnating elsewhere.
Terrain: The battle is happening in a mature forest. The trees are spaced
far enough apart to not hinder movement, and the site was chosen by the dragons
for this reason. It is forested, and it is possible for the combatants to find
cover behind large trees and at least one fallen log, or clump of bushes.
Time
of Day: It is mid-afternoon at the start of the
battle.
Fomorian
Warriors (5)
Era:
Mythic
Race:
Supernatural being
APL:
6
Aspects:
Fire 6(5), Water 5(5), Air 5 (3), Earth 4 (2)
Initiative: 10
Health:
8m <8 / 8+ / 16+ / 24+ / 30+ / 36+ / 42+ / 47+
Size/Reach:
2 / 10 ft.
Armor:
11 (leather 4/5/12)
Taint:
9
Stride:
45 ft. (Moderate)
Weapons:
—Bite: 3/L
—Fist: 5/L
—Kick: 5/M
or
—Forelimb (1d4): 10/L
—Pincer (1d4): 15/M
—Tail: 20/H
or
—Hunting Knife: 4/L
—Spear, Medium: 8/M
—Sword, Broad: 12/M
—Shield, Medium: (0/5/3)
or
—a combination of the above depending on
form.
Sequences: As for Titan Hunter in the Gamemaster’s Handbook
Skills: Athletics 6, Melee 6, Quickness 5, Ranged 6, Stamina 6, Survival 6,
Senses 6, Stealth 4, Will 5
Edges: Brutal 3, Follow-Through 2, Karmic Release 3, Resilient 4, Survivor
2
Powers: Clarity 4, Earthstride 1, Heir of the Storm 1, Instinct 5, Skin of
Stone 3, Unseen 1
Legacy: 25% chance of Shapeshifter
Traits: Giant, Tainted
Wealth:
3
A cross between
the Dwellers and Titan Hunters, Fomorian Warriors are misshapen and deformed.
They don’t just look like they’ve been hit with the ugly stick one too many
times; they can have up to 4 arms or up to 4 legs, be armed with a tail, have a
combination of normal limbs or pincers, and have tough hides. Some are able to
wield at least one weapon, and some carry a shield. A Fomorian can either be
randomly generated, or the GM can choose what features it has. To randomly
generate a Fomorian, roll 1d6. Results are as follows:
1—almost human, or titan, in appearance, i.e. possessing two arms,
two legs, recognisable physiology, capable of wielding a sword and shield,
fights like an warrior, but might still bite you;
2-3—humanoid in shape, but with 1d4 arms, 2 of which can wield weapons,
the extras being used to deliver forearm strikes; roll again on this chart with
results of 1-3 yielding no other changes;
4-5—humanoid shaped but with a 50% chance of having a pincer and an
arm, or having two pincers; roll again on this chart with results of 1-5
yielding no other changes;
6—humanoid shaped but with a tail that it can use to strike opponents
with; roll again on this chart, with results of 1 and 6 yielding no further
changes.
Fomorian
Wizard (1)
Era:
Mythic
Race:
Supernatural being
APL:
6
Aspects:
Fire 6(5), Water 5(2), Air 6 (5), Earth 6 (5)
Initiative: 11
Health:
8m <8 / 8+ / 16+ / 24+ / 30+ / 36+ / 42+ / 47+
Size/Reach:
2 / 10 ft.
Armor:
11 (leather 4/5/12)
Taint:
24
Stride:
45 ft. (Moderate)
Weapons:
—Bite: 3/L
—Fist: 5/L
—Kick: 5/M
or
—Forelimb (1d4): 10/L
—Pincer (1d4): 15/M
—Tail: 20/H
or
—Bow, Recurve: 10 ~ Range 200 ft. ~ Reload
1
—Morningstar: 9/M
or
—a combination of the above depending on
form.
Sequences:
as for Titan Scribes in the Gamemaster’s Handbook.
Skills: Athletics 5, Casting 6, Melee 5, Quickness 5, Ranged 4, Senses 6,
Stealth 4
Spells: Rank 1—Assumption, Grasp (A,B); Rank 2—Float (A,B), Magefist; Rank
3—Coruscating Bolt (A); Rank 4—Coruscating Ring (A)
Edges: Aspect Affinity (Air) 4, Brutal 3, Casting 3, Deft 5, Karmic
Release 4, Survivor 2
Powers: Clarity 4, Crushing Will 3, Heir of the Storm 1, Instinct 2, Mind
Tyrant 1, Skin of Stone 3, Unseen 1
Legacy: 25% chance of Mind Tyrant
Traits: Giant, Tainted
Wealth:
3
A cross between
the Dwellers and Titan Scribes, Fomorian Wizards are as misshapen and deformed as
Fomorian Warriors, and can be generated the same way. While spells may vary,
Fomorian Wizards do not normally have the patience to learn something that does
not have an immediate, and usually violent, application that can be used in
battle. This does not mean they can’t, just they usually won’t. They also
usually don’t learn ways of using up extra energy, unless they can see the
benefit, such as being able to lift more, hit harder or cause more damage.
NOTE: This adventure is not sanctioned in any way, shape or form by Fantasy Flight. It is not an official product, and I am in no way affiliated with them or they with me. There is no relationship between us. This adventure is mine, for fun, and for you, because some of you asked me to finish it.
NOTE: This adventure is not sanctioned in any way, shape or form by Fantasy Flight. It is not an official product, and I am in no way affiliated with them or they with me. There is no relationship between us. This adventure is mine, for fun, and for you, because some of you asked me to finish it.
Also, if you like this adventure and want
to play it, please go buy the official rulebooks from somewhere where the
original creators and publisher of the setting will be paid. I got mine from a
Melbourne game store, but I’ve found PDF versions of the Player's Handbook and the Gamemaster's Handbook are now available from
DriveThruFiction. If you enjoy their world, this is the best way to thank them.
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