From: vanadium@ix.netcom.com Date: Fri, 30 Jul 1999 16:27:22 -0500 (CDT) Subject: [7thSea] Finn's Companion #4 ------------------- Finn's Companion #4 Julius 30, 1668 by: Carl Gilchrist http://pweb.netcom.com/~vanadium/pages/7thsea.htm http://seventhsea.itgo.com ------------------- Welcome to the fourth issue of Finn's companion, this week, we're going to look at something we all love to do, fight! But you have to have the fight somewhere, so here is a look at some places to fight: The Hedge Maze ------------- Description: Unlike an underground sewer like maze, the hedge maze is usually bright and open in appearance. Though this can often be deceiving. Why are we here: The heroes are at a party at a nobles house, bad guys run away into the maze, our heroes must find them and defeat them. The heroes could have gone down and shaft somewhere else, and when they come out , they are in the middle of the maze. There are two ways into the maze, and heroes must meet in the middle with their opponents to negotiate a trade or a deal. The chase: Going through a maze will probably involve some sort of chase. Use wits + skill instead of finesse + skill. Allow the use of street navigation or tracking for this chase roll. Random Events: 1-2 The pursuer spots the pursued through the hedge. If they can make a brawn roll vs. TN of 20, subtract 1 marker, every raise increases markers removed by 1. 3-4 The chases passes through an area with two lovers (identity could be important later...), passing through, pursued and pursuer must make finesse rolls vs. a TN of 20. The pursued loses 1-2 markers if he fails, the pursuer adds 1-2 markers if he fails. 5-6 nothing happens 7-8 The pursued has reached a dead unless he makes a skill roll with a TN of 15 of wits + street navigation/tracking, then he avoids it. 9-10 A bench provides the opportunity to leap a hedge. A finesse + leaping roll with a TN of 20 grants a gain of 1-5 markers, unless the pursued can also make it. If the pursued fails, he is caught. What might be in the maze: Statues: Found all over the place (hedge mazes and otherwise). Dancing back and forth around a statue while your opponent tries to stab you gives you a free raise on a footwork active defense, or a free raise with a bind when using the statue. When viewed from far above, the maze is a large symbol of some sort. A rune of laerdom? Maybe there was a Syrne site on the location, and the hedge maze follows the pattern of the old site and going down the proper path takes you somewhere else... Secrets passages often lead to/from hedge mazes. Stone walls with statues or reliefs, benches that move, and tiles in a stone floor, these sorts of things can lead to secrets passages. The Dungeon Cell ---------------- Description: Dark and dank, the dungeon cell is always a pit of human loss and suffering. There are small cells for individual prisoners, and large open cells with multiple levels (great for leaping) containing multiple prisoners. Why are we here?: The heroes may have been captured and have been locked up, having managed to get out of their cells, they grab some makeshift weapons and... Or: The heroes are there to rescue someone, foully imprisoned, our heroes strive to overcome the jailers and set their friends free. Weapons available: consider these 1k1 weapons Buckets (useful for dirty fighting, esp. with nasty contents) Burning Torches (gives a free raise to intimidate rolls) Chains (good for blocking a weapons when you don't otherwise have one) Torture implements (for the nastier dungeons, also a free raise to intimidate) Stuff going on while you are in a dungeon: Slam a cell door into an opponent: A finesse + pugilism (or dirty fighting) will usually succeed in whacking your appropriately placed opponents for 1k1 base damage. Raises for multiple brutes however,usually get limited to the 2 or 3 that will fit into the door. Open the large cell and free the prisoners: 2-3 brute squads will join your side to defeat their jailers. Threat Rating: 2 Usual Weapons: fists and makeshift weapons (small) TN to be hit: 15 A prisoner currently behind bars can grab a henchman or villain who gets too close. Usually taking an action requiring a brawn or finesse roll vs. a TN of 10 or 15 to escape the grasp. Giving our hero precious time to find the keys and free his friends. Check out the brutes supporting heroes and villains section in the GM's guide, page 169 --------------------------------------------------------------------- Carl Gilchrist aka Iuchi Shinden aka Captain Morgan York email:vanadium@ix.netcom.com home page:http://pweb.netcom.com/~vanadium L5R list faq:http://pweb.netcom.com/~vanadium/pages/l5r/listfaq.htm 7th Sea page:http://seventhsea.itgo.com --------------------------------------------------------------------- -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.