Vasudevopoulos' Incident
In a stuffy classroom in the Imperial Academy, the cadets are conversing amicably as the Imperial Tutor strides into the room . . . .
Objective
The youngest daughter of the prominent noble guild house Vasudevopoulos needs to be rescued from a bandit headquarters, which are located within the Western Marshes amid an ancient ruined site, believed to be from the mythical Eternal War period.Background
The scanerio focuses on the military expedition of Imperial Marsh Sweep of 1201 ADA whose purpose was diminishing and clearing various bandit lairs, camps and warbands from the Western Marshes. This was a response to the increasing criminal and pillaging activity from the inhabitants of the marshes onto Imperial territories and citizens. In the final stages of the expedition, the notorious Viper and his bandit gang made a daring raid and kidnapped the youngest daughter of the raisng star noble house Vasudevopoulos; whilst in transit to the summer retreat town of Aristanikai.Members of Recon Squad
Defender
Frontline fighter armed with a short spear and round shield, like the Cliff Tribes of old. These Imperial warriors break the charge of all of the Empire's foes.
Equipment
Short Spear (Piercing)
Leather Studded Armour (12 AC)
Large Round Sheild (3 AC, -1 Movement)
Enclosed Helm (3 AC, -1 Perception)
Abilities
Sheild Bash: Bashes sheild forward causing Blunt damage.
Encouragement: Gives 1 Ally party member +2 Damage on next round.
Marine
Standard infantryman of the Imperial forces. Time tested and highly trained, he is at home both on land and at sea.
Equipment
Short Sword (Piercing & Slashing)
Leather Padded Armour (11 AC)
Square Sheild (2 AC, -1 Movement)
Open Helm (2 AC)
Abilities
Quick Dash: Launches a jump attack to surprise the enemy. +2 Damage, +1 Intiative
Counter Parry (Passive): All attacks directed at the Marine, gives the Marine a counter roll which success gives an addtional attack round.
Medic
Provides first aid treatment for the Imperial Army on the field, but don't be mistaken this are hardy men accomstomed with blood.
Equipment
Axe-Hammer (Blunt)
Leather Armour (10 AC, +1 Movement)
Open Helm (2 AC)
Bandages (5)
Alcohol flask (3)
Abilities
Bind Wound: Heals 1 Ally (if adjacent) a portion of HP
Break n Amp: 2 stage attack with the hammer side (Blunt) & Axe side (Slashing). If both attacks success, roll for instant amputation of limb.
Firebomb: Use Bandage (1) & Alcohol flask (1) to create a thrown firebomb (Fire)
Slinger
Agile and quick to exploit a weakpoint with a swift shot. Slingers are the sharpshooters of the Imperial Army.
Equipment
Sling (Blunt)
Small Strapped Buckler (1 AC)
Padded Vest (5 AC, +3 Movement, +1 Dexterity)
Padded Cap (1 AC, +1 Perception)
Climbing Hooks (Piercing)
Abilities
Quick Shot: Fires a rapid salvo of 3 shots in 1 round.
Climb: Can climb any vertical structure (Dexterity Check). Attacks at height gain additional +2 Damage.
Karmaic System
The world of the Empire of a Thousand Sunsets has a religously magical system based on the concept of Karma and the prayers to various Karmaic Gods. When inhabitants undertake various significant actions or decisions, they give a mantra to the particular Karmaic God they wish to gain approval and a blessing to ensure that they can fuflil such a request. The depth and intention of actions and decisions is related to how particularly devoted you are to each of the Karmaic Gods and also the overall Karmaic Status that you have, these findings are collectively called the Karmaic Influences.Campaign
Opening: Find the Seeker Scout
It is near dawn and you are about to enter battle, your squad is charged with the successful rescue of a prominent Guild Trade House leader's youngest daughter. The other squads; forming part of the rapid response battalion of the Dawn Guard, will engage the main entrance to the bandits lair, at sunrise. However, first your captain has ordered you to find the scout from the Ouran Laha Seekers Guild, as you swat away the flies and mosquitos you curse the fact that the bandits prefer to operate from the almost impassible depths of the Western Marshes and like all Sweep campaigns, it has been a dragged out campaign with high attrition from casulties and disease. Up ahead you hear a blood-curdling shout followed by a piercing shriek, you waddle and splash through the marshy waterlogged mud and push past the reeds and willow branches, your first sight is a young man lying on the ground blood streaming down the left hand side of his face and clutching his side. Then, crashing through the undergrowth and freezing your blood, appears a fully grown Mud Newt.Mud Newt
Abilities
Crippling Bite - DEX check. Failure -1 DEX
Resistances
5% Poison Resistance
5% Cold Resistance
3% Physical Resistance
Existing Monster Recommendations: Giant Toad/Giant Frog/Giant Salamander. GM can adjust the level and stats for the Mud Newt.
Loot: Newt Hide (2), Newt Raw Meat (2). Newt Claw (1) [50% chance drop].
Other Information: Mud Newts
Guardian Alignment | Devotion Title | Modifiers |
---|---|---|
God of Honesty - Guardian of Fauna | Dedicated | DC +2 |
God of Discipline - Guardian of Water | Dedicated | WIS +2 |
God of Authority - Guardian of Death | Follower | CHA +1 |
God of Pride - Guardian of the Earth and Rock | Follower | DEX +1 |
GM Notes: After the party has defeated the Mud Newt you check on the young man lying on the ground. He informs you that he is Seeker that is tasked to report into the three scout outpost that the Battalion Captain has placed to observe the Bandit Camp. *Gives crude map to party. He then charges you to complete his orders and report back to Battalion Forward HQ with the scouts findings.
Phase 1: Scouting out the Bandit Base
Shadow Leeches
Abilities
Puncture: 10% chance victim gains the Bleed status.
Revulsion: 10% on hit victim gains the Fear status.
Resistances
5% Necrotic Resistance
3% Physical Resistance
Existing Monster Recommendations: Swarm of Rot Worms (but without the effects). GM can adjust the level and stats for the Shadow Leeches.
Loot: None
Other Information: Shadow Leeches
Guardian Alignment | Devotion Title | Modifiers |
---|---|---|
God of Honesty - Guardian of Fauna | Dedicated | DC +2 |
God of Discipline - Guardian of Water | Dedicated | WIS +2 |
God of Authority - Guardian of Death | Follower | CHA +1 |
God of Pride - Guardian of the Earth and Rock | Follower | DEX +1 |
Party Decision: How to enter Bandit Base from the knowledge gained from the Scouts.
GM NotesPhase 2: Entering the Bandit Base and rescuing the kidnapped daughter.
The party enters the choosen route and intiates combat (if required), the bandits are comprised of a combination of the following bandit types:Bandit Guard
Typical Marshman gone lower by resorting to plundering and pillaging within Imperial domain.
Equipment
Heavy Fishing Spear (Piercing & Slashing)
Padded Jacket (10 AC, +1 Movement)
Round Wicker Shield (2 AC)
Abilities
Sheildwall: If 3 or more Guards are present then they lock sheilds and the middle Guard cannot be attacked. Other Guards get additional attack roll (from the assisting middle Guard).
Sheild Thrust: Guard locks shield and thrusts with his spear +1 Attack & +1 AC. -1 Movement & -1 Perception.
Bandit Hunter
Marshman hunter that uses their skills to enact vengence on Imperial Citizens.
Equipment
Hunting Darts (5) (Piercing)
Skinning Claw (Slashing)
Tunic (5 AC, +1 Movement)
Abilities
Patience Throw: Throws a Hunting Dart precisely that causes a critical roll, victim needs a successful roll check to prevent damage.
Stealth (Passive): +2 dodge rolls
Bandit Scout
Ears and Ears of any army. Bandits also need to know when trouble is approaching them.
Equipment
Blowdart (Piercing)
Light Fishing Spear (Piercing & Slashing)
Vest (2 AC, +3 Movement, +2 Dexterity)
Abilities
Sure-footed (Passive): No terrain penalties.
Poison Dart: Fires a poison tipped dart.
Flurry: 3 quick thrusts with the spear.
Bandit Enforcer
Brutish and ruthless these Enforcers keep everyone else in line, on the behest of their feared Leader.
Equipment
Heavy Club (Blunt)
Leather Armour (12 AC)
Round Wicker Shield (2 AC)
Abilities
Threaten: All nearby allies get a +1 attack roll and nearby enemies get -1 Armour.
Rage:Double attack rolls for 2 rounds, 3rd round needs to rest (No Attacks, -2 CON).
Sheild Throw: Throws sheild in wide arc, saving roll DEX. +4 Blunt damage.
Bandit Jailer
Brutish and ruthless these Enforcers keep everyone else in line, on the behest of their feared Leader.
Equipment
Spiked Heavy Chain (Blunt & Piercing)
Studded Leather Armour (14 AC)
Leather Cap (2 AC)
Abilities
Chain Sweep: Swings chain in a wide arc, saving throw DEX. +3 Blunt. Saving throw if hit by spikes +1 Piercing.
Spiked Jabs: Wraps chains around knuckles, does a flurry of 3-5 blows. +1 Blunt & Piercing. -1 movement & -1 CON
Viper (Bandit Leader)
Quick, viscious and deadly like his namesake Viper has been a thorn in the Imperial side for several years now. Proving he has the cunning as well as skill to survive Marshland plots and betrayals.
Equipment
Heavy Fishing Spear (Piercing & Slashing)
Padded Jacket (10 AC, +1 Movement)
Chained Dagger (Piercing & Slashing)
Abilities
Duel wield (Passive): Every spear thrust, is followed by a off-hand throw of Chained Dagger -1 Attack
Dodge (Passive): +2 DEX, +1 Movement
Lightning Thrust: Two-handed thrust done in a blink of an eye, +2 Movement, +2 Piercing
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Comments
Author's Notes
Due to unforseeable circumstances, this article has not been the fully completed one-shot adventure I wished to show for this challenge and I wish to apologise. There are various aspect such as sheets for the available classes, enemies and items that could not be fully realised, this includes the more detailed custom-made maps, side quests and NPCs, epilogues and a more robust explanation on how my world's Karmaic system could be utilised into a TTRPG session. I will keep updating this article and I wish you all please review and give suggestions on improvements and tips on how to improve upon what I have so far. Much appreciated!