-Nate
The Festival
of the Comet
Every year a particular comet returns to the area, even passing
through the asteroid belt. Using that as an excuse for festivities,
the locals stage various competitions, festivities and other
entertainments.
The Competitions
Refer to the chart below for some idea of what takes place and who is
involved during the first day's events. Assuming that certain PCs
will only participate in one or two competitions, the GM may want to
have players control some of the competitors in order to keep them
involved in the activities. Note also the magical enhancement is not
allowed.
Event
|
Competitors
|
Mechanics
|
Ranged
Combat
|
Dockworker
Tengu sailor
Captain Corwyn
|
Five attack rolls against AC 15, with one point for
hitting the target and an extra point for every five by which the
attack roll exceeds that AC.
|
Armed Combat
|
Dockworker
Captain Cyrus
Lieutenant Vanderwald
|
Standard combat against each other, but only doing
non-lethal damage.
|
Unarmed Combat
|
Dockworker
Orc first mate
Mako
|
Standard combat against each other, but only doing
non-lethal damage or using combat maneuvers.
|
Footrace
|
Dockworker
Orc crewman
Tengu crewman
Mako
|
A series of checks: Initiative; Dexterity,
Constitution, Strength; Dexterity, Constitution, Strength (to
simulate circling the asteroid and ascending its tiers) all at DC
10, with -2 penalty for speed 20 and +2 bonus for speed 40. One
point for each success, +1 for every five in excess.
|
Artistic Performance
|
Dockworker (!)
Cargo inspector
Ella Song
|
Two Perform checks, with a score equal to their
combined totals. (The GM can apply circumstance bonuses or
penalties based on good or bad roleplaying.)
|
There could be other events, of course, especially if one of the PCs
has an unusual talent that could be showcased via a competition.
After each of the competitions there is an elaborate awards ceremony
in which Luciano Reda presents each winner with a cash prize of 100
gp and a crown of olive leaves; for the duration of the festival,
anyone wearing such a crown receives a +2 equipment bonus to Charisma
checks and checks for Charisma-based skills.
The Asteroid
Belt Race
The next day, the most highly anticipated event takes place—a race
in aetherships through the asteroid belt. This time the competitors
are as follow.
- Captain Corwyn and her crew aboard her galleon, the Sylvana.
- The tengu crew in their bark, the Skylark.
- Captain Cyrus and his orcs aboard their modified merchantman, the Abattoir.
- Lieutenant Vanderwald aboard an R.I.C. merchantman, the Opportunity.
- The PCs in their own ship, assuming that they are interested.
Here again, the GM might want to have other players (whoever isn't
controlling the captain of the PCs' ship) make rolls for the
competitors.
Refer to the GameMastery Guide for more detailed rules
regarding chases; this one uses the following obstacles. All of the
ships start with their sails furled, but with crews in position for
action. The winners are the first captain and crew that can fly
across to the asteroid belt, through the tumbling rocks to the comet,
recover a piece of comet ice, and then return to the Crossroads
docks. In game terms, this requires passing all of the obstacles,
with the points system used as a tiebreaker.
At the Ready: Initiative rolls for all the
captains involved, with one point awarded for every full five in
the result.
|
→
|
Setting Sail:
DC 5 Profession (sailor) checks to set the ships' sails, with one
point for success and one for every five beyond that.
|
→
|
Open Space:
Spellcraft or Use Magic Device checks to push forward through an
open stretch.
|
|
|
|
|
↓
|
Claiming the Prize:
DC 10 Spellcraft or U.M.D. checks to pull alongside the comet;*
DC 15 Strength check to load aboard a piece of comet ice.
|
←
|
Into the Thick of Things:
DC 15 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 15 Profession (sailor)
check.
|
←
|
On the Edge:
DC 10 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 10 Profession (sailor)
check.
|
↓
|
|
|
|
|
Out of the Thick of Things:
DC 15 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 15 Profession (sailor)
check.
|
→
|
Past the Edge:
DC 10 Spellcraft or U.M.D. checks* to weave through the first
small asteroids, assisted by the crew's DC 10 Profession (sailor)
check.
|
→
|
Open Space, Again:
Spellcraft or Use Magic Device checks to push forward through an
open stretch.
|
Note that, for all of the checks marked with an asterisk (*), failure
to meet the required DC means that the ship suffers a collision. This
causes the vessel to suffer its base ramming damage—that is, 7d8
for a dhow, 8d8 for a bark, 9d8 for a junk and 10d8 for a merchantman
or a galleon. Note that, since the competitors need to pass one
obstacle before advancing to the next, the damage can accumulate
quickly. This race is not, after all, for the faint-hearted.
As always, the GM can assign bonuses or penalties to these checks
based on clever ideas that the PCs have.
The winner(s) of this race split a purse of 1000 gp, and are also presented with olive-leaf crowns as noted above.
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