Ryuutama Scenario Granville Road

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The Granile Road

This simple quest was built with 1st level characters in mind. There arent any monsters to fight, but
there are a lot of travel checks. It should take 2-3 hours to finish depending on how much time is
spent role-playing.
Outline
The group is headed to a town that is about to celebrate a festival dedicated to Travelers. The trip
through the fields should have been simple, but they end up somewhere mysterious because of the
greenlands dragon they meet along the way. They even become targets of thieves and may lose
something important. Will the PCs be able to retrieve their items and make it to their destination?

Opening
[Terrain] Grasslands [Weather] Hot (Difficulty: 7)
The sun shines brightly overhead; its a good summer day to travel. The group has awakened early
from their accommodations, and are following the sign pointing them to the Grandile Stone Road in
the west. An endless sea of grass rolls across the landscape, and undulates in the wind that blows
occasionally. The PCs are headed to a town called Artienna, 3 days away along an old road. They are
headed there after hearing about a festival in honor of Travelers that is to be held in a matter of
days. It is said that Travelers from all over are encouraged to visit and are given a 20% discount on
all items in town. The PCs have gathered together because they all happened to be staying at the
same inn and have the same destination. The PCs can introduce themselves as they walk.
The PCs should perform a Condition Check [STR+SPT].
Act 1
[Terrain] Grasslands [Weather] Hot (Difficulty: 7)
Along the road to Artienna, grassy fields extend across the
horizon. Here and there, small rocky outcroppings dot the
landscape. As your eyes scan the waves of green, they stop
on deep red shapes in the distance: grand raspberries!
These berries native to this grassland are famous all over,
and are worth as much as 50g per bushel, according to
last nights inn-keeper.
The Ryuujin may, at any time during this scenario, allow
the party to attempt to pick grand raspberries once per
day with a [STR + INT] check. If they succeed by rolling 6
or higher, they are able to pick a bushel (1 bag full) of
berries. The berries may be used as Delicious Food and
take up 3 Size. On a failure, a PC takes 1 HP damage as
thorns prick them. From here, the first days Journey
CheckThe Travel Checkoccurs to see if the PCs are
able to find their way without passing out or losing their
way. The Camp Check should be rolled at the end of the
day, but the Direction Check is not necessary in the
grasslands. After the PCs roll the Camp Check, a short
event occurs. A PC, while setting up camp, runs across a
dusty sign with the words BEWARE OF BANDITS scrawled
across it. After camp has been set up and the PCs settle
in for the night, it is suggested that the group go through
Town Creation and fill in the gaps that arent completed
below. This way the players and GM may decide together
what sort of town they want to end this scenario in.
Once the Town Creation is over, the first day is over.
Artienna Town: Population of 3,000
Famous people: Head of the Travelers Festival, ___ (*1)
Landmark: Great Bridge of ___ (*2)
Specialty: ____ water (*2)
(*1,2: ask the group for an interesting name and noun
here, respectively)

Act 2
[Terrain] Grasslands [Weather] Fog (Difficulty: 7)
Todays not quite as hot as yesterday but is much more
humid. A milky fog rolls across the grassland. As you
pack up camp and get ready to go, a shrill cry can be
heard. Whoever is making the cries is deep in the mist.
Have the party roll their Condition Check first thing in
the morning (this should occur every morning). As the
PCs approach the source of the cries, they see a deep
green form: its a grassland dragon intently munching on
grand raspberries! The grassland dragon is the essence
of the grassland itself given life. It is said that in this
world, any and all natural phenomenon has a dragonic
form. When the dragon becomes aware of the PCs
presence, he lets out a cry like a flute and disappears in
the fog. It is not happy about having its meal disturbed
The second days Journey Checks must now be
conducted. Since the fog makes it hard to see the road,
today the Direction Check must be rolled in addition to
the Travel Check. If the Direction Check is failed, it will
take 1 extra day to get to Act 3.
At the end of the day, the camp check occurs as normal.

The Granile Road, Cont.


Act 3
[Terrain] atop a huge plant (treat as Woods) [Weather] Strong Wind (Difficulty: 9)
You open your eyes as a biting wind cuts through your sleeping bag. When you look outside, you realize that the
landscape is completely different than it was last night before you went to sleep. In fact, your entire campsite is now
sitting atop a huge plant. The ground is far below, and it will take some time to get down.
Just what the heck happened here? A Minstrel or a Noble can use their information gathering skills with a
Difficulty of 6 (if neither class are present, then make a PC roll a [INT + INT] check, difficulty 8). On a success, they
remember hearing that the Blessing of a grassland dragon has the strange ability to make plants grow to abnormal
sizes. It is puzzling situation for the travelers; they will have to make their way down somehow through a
treacherous path between giant leaves.
As the PCs start to make their way down the stalk, have each player roll a [DEX + INT] with a difficulty number of 9.
PCs that fail will trip over something and feel a tug for a split second. Their Personal Item will begin to float before
their eyes before disappearing completely. When the party looks up, they will see a little girl and a Koneko Goblin
gathering the PCs items with a fishing pole and a grin. The two will high-five each other and begin jumping across
leaves to get away. The girl will say, I am Quicka the Tailwind, the greatest thief in these parts! Kutarou, lets get
out of here! If all the PCs pass the check, have the two steal a PCs water bottle or the grand raspberries the PCs
have gathered. The PCs may chase them; if they do, the scenario continues to the Climax. If they do not, have the
PCs make their way to the town, where they can confront these NPCs in another scenario.
Quicka the Tailwind:
Human, girl, 14 years old. Hunter/Technic type.
She wants to be a great thief. Her pale blonde hair is
in a ponytail. She has been instructed to steal 10
things from 10 travelers by her thief instructor.

Climax
The pair leap lithely from leaf to leaf to escape. In order
to follow them, the PCs must brave a sharp drop to the
ground as they jump after them. The PCs must roll a
[STR + DEX] with a difficulty number of 6 to proceed.
If a PC fails this check, there is still a chance. Numerous
magical spells can come in handy, such as Summer
Magics Ibara Nonno, which will save them from a nasty
fall. If a player comes up with some way to use magic to
save someone, the GM may allow a reroll. Failing
characters will suffer 1d6 damage from the fall. Also,
failed characters with Condition less than 4 will suffer
[Injury:4] and cannot participate in the next skill check.
Any PCs that succeed are able to approach the thieves.
Kutarou will yell, Miss Quicka! Theyre almost upon us!
Then Quicka will then use a large leaf as a slide to get
away. The PCs must also use the leaf as a slide if they
want to catch up, by rolling [DEX + INT] difficulty 8.
Using Winter Magics Candy Ice Cube or Summer Magics
Korobukkuro Cute Leaf will give that PC a +2 bonus to
their check. If a player has another idea other than magic
that might give them an edge, the GM should give that
PC a +1 to the check. PCs that succeed may capture the
two thieves.

Kutarou:
Koneko Goblin, male, ? years old.
He has been instructed to make sure that Quicka
accomplishes her task, but is having so much fun
that he has been helping to steal.

Ending
[Terrain] Grasslands [Weather] Clear (Difficulty: 6)
The captured Koneko Goblin will beg for forgiveness
saying, Please, I have 6 hungry kittens at home! The
girl will adamantly say, Do what you like! Youll never
get me to talk! The PCs will get their items back and
may let them go or take them with them. The town of
Artienna is quite close, and will be easy to bring the two
there. Once the PCs decide what to do, have them roll
the final check: a Travel Check. The players may spend
some time roleplaying at the town if they wish. This
ends the scenario, giving each player 200 xp.
Youve spent days on the road. Youve done quite a bit.
The giant plant that sprung up so suddenly is far off in
the distance. As the sun starts to set on the green
horizon, you can see a brick gate just up ahead. This is
the town of Artienna. The bright colors strewn about tell
you that the festival is just about to begin. Now that this
leg of your journey is over, the next adventure is waiting
for you just beyond those gates.

Thank you so much for playing


Ryuutama!
Look for more scenarios on
www.KotoHi.com!

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