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Peace on Earth, Goodwill to Sentients
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TITLE: Peace on Earth, Goodwill to Sentients For members of the Cryptic Alliance known as the Peace Brigade it will always be a mystery why so many of villages should refuse their genuine offers of assistance. Can't they recognize a good deal when they see one? But one Benedict R. Sunchild, a raising star of the local (i.e. wherever the GMs campaign is set) section of the Brigade, has come closer to the truth then most on this issue. He has noticed that in the past most of the Brigade's offers of assistance have been met with suspicion due to the common assumption that nobody does nothing for nothing in this world. He has also noticed that most villagers fail to grasp the high ideals that motivate the Brigade. So perhaps, thought Benedict, what is required is a little subterfuge to make these villagers more receptive. The scheme is very simple. A team of Peace Brigade members will affect that an accident has occurred to one of their trucks in the vicinity of the target village. For example they might get the truck stuck in the mud or overturned. They will then go up to the village and ask for assistance to free the truck. In return they will offer the village half of the cargo. The purpose of this charade is to make the village feel it has "earned" the Brigade's help. Also the hard work directed towards a common purpose should help bonding between the villagers and Brigade members. Benedict decides to put this scheme to test. With is co-Brigader and Fiancée Lili
Wildflower, he drives on of the Brigades trucks near to the PCs village and arranges it to
get stuck in the mud. But not all goes as planned. And while he's out making contact
with the villagers, a group of dabbers find his truck and loot it. Assuming things go as planned, the party will make its way to the trapped truck. After a couple of hours trek they reach the truck, it is indeed stuck in the mud as described. However the truck has been robbed. The less valuable things lay discarded here and there (bags of cement, simple tools). All the "good stuff" is gone. Searching for tracks will reveal that the passage of a dozen or so humanoids (they left shoe prints). Exceptional tracking rolls will reveal two things (1) signs of dabbers (note dabbers like to wear human shoes and clothes, so tracks alone won't give them away) (2) the truck was deliberately stranded there. The PCs will also notice Peace Brigade markings on the truck. Should the party choose pursue the dabbers, they will need to make some good tracking rolls to keep up. The dabbers will use their illusion generation mutations to scare the party off if they get too close, but ultimately they are not prepared to fight for the loot. If you feel you need some real combat in the scenario, you can thrown in a real monster, like a sword beetle or two reacting to first the dabber then the party marching through their territory. A good moment to spring the monster on the party is once the party grows accustomed to the idea of illusions being used against them. Watch the party ignore the Parn as it closes in for the kill. If all goes well and the loot is recovered and brought back to the village, Benedict
will start his sale pitch for the Peace Brigade and try to convince the village that
"as a sign of gratitude" they allow him to make a few improvements here and
there... This is a pretty free form encounter. The GM ought to be aware that while it can
potentially develop in a longish scenario, it can also end prematurely at any
point and even the hook might be ignored. |