:: New!
      :: Popular
      :: Highly Rated
      :: Search
      :: Appendix
      :: Matrix
      :: Submit
      :: Forums
      :: Contact
     

     :: Hook
     :: Scenario
     :: Campaign
     :: NPC
     :: Place


     :: Fantasy
     :: Horror
     :: Post Apocalypse
     :: Science Fiction
     :: Super Hero


     :: 7th Sea
     :: Aberrant
     :: AD&D 2nd Edition
     :: Aliens
     :: Alternity
     :: Beyond the Supernatural
     :: Blue Planet
     :: Call of Cthulhu
     :: Champions
     :: Cyberpunk 2020
     :: D&D Birthright
     :: D&D Darksun
     :: D&D Forgotten Realms
     :: D&D Oriental Adventures
     :: D&D Other
     :: D&D Planescape
     :: D&D Ravenloft
     :: d20 Dungeons and Dragons
     :: d20 Modern
     :: d20 Other
     :: Darwin's World
     :: DC Universe
     :: DeadLands
     :: Dominion
     :: Elric!
     :: Everway
     :: Fading Suns
     :: Feng Shui
     :: Forge: Out of Chaos
     :: Fuzion
     :: Generic
     :: GURPS
     :: Heroes Unlimited
     :: In Nomine
     :: Legend of The Five Rings
     :: Marvel Super Heros
     :: Nightbane
     :: Palladium
     :: Paranoia
     :: Pendragon
     :: Principia Malefex
     :: Puppetland
     :: Rifts
     :: RuneQuest
     :: Shadowrun
     :: Skill Master
     :: SLA Industries
     :: Star Frontiers
     :: Star Trek
     :: Star Wars
     :: Time Lord
     :: Traveller RPG
     :: Unknown Armies
     :: War Hammer
     :: World Of Darkness


      :: RPGHoard.com
      :: RPGSheets.com
      :: RPG News Feeds
      :: RPGObjects.com
      :: GMMastery.com
      :: DarwinRPG.com
      :: RoleplayingTips.com
     

Display a Printer Friendly Version

Raider Attack
[comments:(4), views:(6709), rating:(3.5)]

Author: Carla Harker
Homepage: http://www.darwinrpg.com
System: Darwin's World
Type: Hook
Category: Post Apocalypse
Requirements:


A quick encounter designed to slip into any campaign. Could also be used in any d20 Modern campaign with only slight modifications.

The PCs are returning home (or going to the next town) and are waylaid by raiders wanting their water.

Have PCs make a Spot check against the raiders’ Hide check to avoid the ambush. Otherwise, the raiders gain a surprise round on them.

Surprise:

The first sign of trouble comes when you hear the crack of a gun off to your left followed almost immediately by one to your right. The bullets [whine past your head/embed in your armor/slam into your body] and when you turn to look, you see a man about 50’ away to your left lying prone in the sand. To your right is another man, also about 50’ from your group.

Roll initiative.

No Surprise:

You’re only two days from your destination when you spot something from the corner of your eye. A glance to your left confirms it. A man is trying to sneak up on you. A peek to your right shows another man attempting to flank you. When they see they’ve lost the element of surprise, they start to dive to the ground.

Roll initiative.

Raiders (2) - Use the Strong/Tough or Strong/Fast Ordinaries from d20 Modern.

Mutations and Defects: Pyrokinetic Pulse Generation, Pituitary Deformation.

Possessions (each): Leather jacket, Colt M1911 (.45 autoloader), 10 rounds of ammo, knife.

Individual possessions: (Raider 1) ceramic mug with “World’s Greatest Dad” written on it in Ancient, stapler, swim goggles, (Raider 2) first aid kit.

Camp:

Their camp is a mile away (Survival check DC 5 with the Track feat). In it is a captive, a woman they were planning to sell into slavery. She is unharmed but tied up.

Additional possessions at the camp: 4-person dome tent, 1 gallon of water in 2 waterskins, 12 trail rations, portable stove.

Notes: This would be a good way to introduce a new PC, or to give them a helpful NPC who's very grateful for her release from captivity.



Top