Nothing to do one day...

From: flynnkd2 <flynnkd_at_...>
Date: Mon, 12 Jul 2004 05:56:47 -0000


(In tribute to Life of Bryan)

Hero Quest to "Send the Lunars Home".

Set in Pavis (you need the P).

Your players are approached by a ragged looking fellow who proposes to perform an act that will embarrass the Lunar authorities. He will mention several times "What have the Lunars ever done for us..."

He will appeal to the players Hate Lunars rating, forcing a roll of Common Sense vs Hate Lunars (all players are assumed to have Common Sense 13). If a player wishes to fail the roll then you should allow it, he is carried away with the plan, and constantly agrees that "They never done nothing for us... except <enter valid point here>". Those who fumble or volunteer gain -2 to the following planning roll.
(anyone who repeats an already mentioned <enter valid point here>
gains an extra +1 to the following roll. The GM should allow appropriate time for players to make a mistake and repeat something).

Those players who fail (or chose to fail) will then attempt to "Make a plan". The nondescript ratbag driving them will suggest writing in big letters on the local Lunar governors wall - "Lunarus et homini" (a mis-translation of "Lunars go home"). This will be well received. A planning roll using some skill should be allowed, vs 20. Success in planning will give +1 to later rolls, a fail -1. (Criticals and fumbles 2). Get everyone to roll and take the WORST result.

The player/s must then sneakily get to the wall, without being seen by guards. Roll stealth vs Guards 20. Repeat this until only one person has succeeded, all the rest are sent to the lockup for the night, or become involved in a melee with various other "P" groups and fail the quest. If they all fail then the worst failure wins and goes onward.

The single player must now roll to avoid being seen whilst he works, vs the Captain of the Guards skill of 15w. If they succeed then progress to the next roll (tradition requires that they fail however). If they fail they are accosted by the Capt with "Hello hello, whats goin on 'here!" (or appropriate Lunar expression). The player will need to fast talk his way out of this with some skill vs the Captains 17. Success and they gain Read and Write Lunar 13 (or +1 to existing skill) as the Capt explains the error on their expression. Failure and they are "nicked" and fail the quest.

The player now needs to make a craft skill roll to paint the slogan on the wall successfully, vs 14 (we dont want them to fail). If the Capt is helping they gain an augment of +3.

The Capt will leave and a squad of guards will approach. The player needs to make a Run Fast roll to escape, vs the guards 17.

Fail the roll and the quest fails. Success and they must make a Climbing roll vs the guards 17.

Fail and the quest fails. Succeed and they must make a Jumping roll vs the guards 17.

Fail and they fail the quest. Success and they must make an Esoteric Philosophy roll vs 14 (the crowds default skill), they (the player) must also pronounce words of wisdom ("Consider the lilies..." The more Monty Pythonish the better). If they win they gain Esoteric Philosophy 13 (or if they have it already +1). If they lose they gain Enlightened 13 and fail the quest.

A final Sneak/Run Fast skill roll vs 14 is required to escape through the gathering crowd and vigorous debate. Fail and the quest fails.

Succeed and the Quest succeeds. The result of the quest is that one Lunar citizen will leave Pavis and return to the Lunar Empire. The player will also gain a Relation to the PLFP (Peoples Liberation Front of Pavis) at 13 (or +1 if they already have one). Unfortunately they will also gain a Hated by the PFP 13 (People Front of Pavis - a bunch of lousy splitters -(or +1 if they already have it). Further, they also gained a Wanted by Lunar Authorities 13 (or +1 of already wanted) . Finally they gain a +1 increase in any community relation they have that is relevant.

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