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Caravan to Clag
[comments:(35), views:(16408), rating:(5.3)]

Author: John Capps
Homepage: http://www.cappsgames.com
System: Skill Master
Type: Scenario
Category: Fantasy
Requirements:


Master Corbin has another job for his gang of young adventurers.

Caravan to Clag - A Scale 1-3 Adventure SKILL MASTER Role Playing Adventure written by John Capps. ( SKILL MASTER copyright 1991, 1995 Capps Games )

Master Corbin has another job for his gang of young adventurers . He has two wagons of goods that need to be transported to Clag. He will pay 100 SP per party member to guard these two wagons. As before, he pays up front. He also allows any one working for him to buy equipment at ½ city price.

The two wagons are carrying blankets and canvas. Under the blankets are ten sets of mithril mail armor and helmets for the Mayor of Clag's elite guard. In the second wagon are ten +2 Broadswords for the guards as well. There is also a +2 Broadsword named Gloman ( lover of light) which will levitate and fight as a Scale IV warrior for seven rounds. It comes in a blue leather scabbard and sword belt.

It is a three week journey to Clag. There are no events for the first week. Use the folowing chart on day eight through fourteen. On a black card consult the chart. Use three times daily with two events maximum per day. On the 15th day, see set encounter.
Card Drawn Monster How many Scale Treasure
2 Priests of Darkness Equal to PCs I (-4/-6 Maces) 1 card of copper pennies each
3-4 Men of Darkness Equal to PCs II ( -3/-5 Short Swords) 1 card of silver pennies per man
5-7 Bugbears 6 III( -2/-8 Battleaxes) 5 CP per Bugbear
8-9 Knolls 8 III( -2/-5 Short Swords ) 1 card of copper pennies per Knoll
10-J Hobgoblin 4 II (-1/ -4 Short Swords ½ card + 1 copper Pennies per Hobgoblin
Q Ghouls ½ card III (-2/-5 + Magic Resistance vs. Paralysis None
K Men (werewolves) 5 III ( -2/ -5 Bite + Magic resistance vs. Disease) 4 cards of copper x 5 + 2 cards of Silver x 3
A A Minotaur, a Dwarf, and an Elf 3 Minotaur -5/14 battle axe Dwarf -3/-9 hadaxes x2 Elf - Mind Attack 7 Mind Defense 7 Minotaur 1 card cp. + 4 cards sp. Dwarf 3 cards cp. + 4 cards sp. Elf 1 card cp.+ 2 cards sp.

Set Encounter - Day 15

Ten Bandits/ thieves will ambush the wagons . An over-turned tree blocks the path. A voice will cry out- ?Surrender your goods and you shall be allowed to live. Resist and you shall die.?

There are ten bandits led by Grim Garth.
Bandit NameScaleAttacks/damageTreasure
Grim Garth9Short Bow -13(+1s.bow)-15Scimitar (+2)weapons
Albert6Crossbow -9, broadsword -10none
Bastion5Short bow -8, -9 Short Swordnone
Vaschon 5 (-7 to hit due to amuletSling -8, -8 StaffAmulet +2 to dodge
Gordy4Falchion -9 (+1)Ring of Quick Feet
Lena4Lance -10, -9 broadsword (+1) Ring of Ride +2
Thom4-8 broadsword, -9 Javelin none
Hiram4Falcion -16 BlendedBracelet of Healing Rank 2
Danny3Long bow -7 (+1) -7 Falchionnone
Bassar2Short Bow -5, -5 Short swordnone

If party talks, Hiram , blended will cover the rear for any sneaky folks, while Gordy , moving quickly sneaks into the second wagon. If not noticed, he will steal the braodsword , plus four others. If three of the party is killed, they will retreat to the shore camp. A successful tracking will allow them to be followed.

The Shore Camp

Their shore camp is covered by thick woods full of traps.

It will take 3 checks per man if they spread out but only 3 if they stay together. Flip card for type of trap encountered.
Card DrawnType of trapDamage
2-3Net Traptied in net (move at -8)
4-5Sling trappossible damage from dislocation of shoulder
6-Jpit trap (4x4 one man )-8 per spear (red -one black2 + Magic Resist vs. Poison
Q-KSling rocks -3 per rock x 5
Acovered pit of quick sandmove at -3 to get out -2 rounds maximum

Beyond the trap field, lies their camp , they will around the campfire in front of their lean-tos .

If they recover the items, check on the encounter chart only once per day until they reach Clag. If they fail to get the items , Master Corbin will offer a 1000 sp. reward for the broadsword Gloman.



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