An Experiment in Adventure Design

Awhile back, I made the bold and audacious claim that the sort of fiction you read in the pulps are the sort of thing that you can easily translate into one off adventures with a couple of stat blocs.

Tomorrow night, I will be running Raiders of the Second Moon by Basil Wells as a one-off adventure using a stripped down version of D&D.

In this post, I’m doing some “Show your work”. I had a couple of stat blocs I threw out in my original post, but I wanted to do a little bit more with the idea, so I’ve cooked up a few things.

Major change is that instead of a lone American astronaut pursuing the Nazi mad scientist, it will be a squadron of soldiers who crash land in the Jungles of Sekk.

I’ve rolled up several pre-gens, given them a full fighter’s Hit Die +/- con mods, and written down range and melee bonuses. I’ve also unified saving throws to Reflex, Endurance, and Psych. Everyone will have AC 12 (7) to represent basic gear, though I’ve thrown in a couple pieces of medium body army that will give a slight bonus. I’m actually going to be using the Charisma stat in this – it will represent the soldier’s rank and spot in the chain of command. Captain of the expedition will be the Caller and can also veto particularly bad choices his soldiers suggest. If he dies, a lieutenant will take over and become the new Caller.

I’ve set up a hex-crawl of about 30 hexes (using sticky notes; most of them are just jungle, but I have one for the crash site, the ape-man village, the skull temple, etc.).

Here’s the fun part. I wanted to give the part a small supply of world war 2 weaponry plus a Banning ray (the large semi-portable stun weapons from Brackett that could be used as defensive anti-infantry weaponry) that will dwindle away as they spend up ammo and may eventually have to rely on bows and spears.

So, I statted up some gear that the Captain will be able to dole out to players.

Colt M1911 3 7 round clips. May shoot twice to add +2 to attack roll. 1d6. A couple of players will have extra magazines, but most who have these pistols will only have one magazine. Players can’t reload a partially spent clip or a magazine in the middle of melee, but they can quickly switch out a spent magazine for a full one and reload a spent magazine with clip. If they have few minutes, they can thumb-jam in some bullets into a partially spent magazine, but none of that vidya game reloading after every shot.

Smith & Wesson Revolver 20 bullets (6 chambers)/ can reload 2 bullets per round. 1d6+1.  The advantage and disadvantage of the revolver is its reload speed.  You can pop in a couple bullets and fire them off without having to deal with the magazine, but it’ll take you a couple seconds to fully reload.

Browning Auto Rifle 200 rounds (10 20 round magazines). (may attack multiple targets, -2 per target). 2d4+1 Each attack uses up a full magazine.

Thompson Gun (3 50-round drum magazines) – fires at a 45 degree arc, hitting all targets in area. Save for half damage. (3d4+1 secret) Each attack uses up a full magazine. Basically, this will be treated like a breath weapon. They won’t know how effective they were until they see the bodies; and there will be bodies!

M1917 scoped Enfield (1 6 round magazine) – Sniping: spend one round aiming or during a surprise round. Moving Target, roll under dexterity at disadvantage, stationary target, roll under dex. Instant kill. 1d8 normal.

Grenades – 2d6 blast save for half damage.

Bottles of whiskey – Restore a character’s HP to full

Packs of government issued Lucky Strikes – Restore an Earthman’s HP to full/ +1 dex in next encounter. Ape-men will not smoke the human’s fire sticks!

Emergency medkits – Restore a character’s HP to full/Recover character with no less than -2HP

Once they burn through their bullets, they’ll still have some trench knives, but the idea is that they’ll run out of ammo after a few big encounters with monsters and cultists and it will be a near run thing when the Nazi mad scientist shows up; hopefully they will have secured the friendship of the Ape-men who can help them.

All I have left to do is give the story one last refresher read and stat up a Spotted Narl!

Advertisements

3 responses to “An Experiment in Adventure Design

  1. Not only do I completely agree with you, it’s my entire design philosophy. Session 0 with my players is I pitch an idea. They add what they will create, no rules, just saying their concept in relation to mine. Then session 1 is character creation. I don’t write anything down.

    Until we begin playing. Then the world builds as we play. My next blog post is what I’m working on. The process of writing it down takes way too long.

  2. About the Thompsons, it only takes a couple of practice bursts to figure out how to keep short bursts on target, so if soldiers have been trained, they’ll do this. To do an arc, they’d have to turn the weapon on its side, which they could have learned from watching gangster movies.

    Militaries generally used lower-capacity box magazines, I guess because the bullets rattled around in the drums? But, if you want a fun spray weapon, and don’t want the soldiers lugging a flamethrower, then just say the army dumped some older drum-equipped Thompsons on the soldiers without familiarization, and let them play Capone on the jungle.

    I haven’t read the story, but it sounds like a crazy adventure.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s