Skip to content

Defend The Village

Tier
1
Type
Event
Difficulty
11
Impulses
Hold off against waves of wolves Protect the peasants

Environment overview

The party must fend off packs of rabid wolves led by a Rugaru

Potential adversaries

Wolves Dire Wolves Rugaru

Features

Passives

passive
  • Bodyguards

    The PCs must protect the NPC volunteers. Add one volunteer for every PC present. The volunteers cannot be spotlighted and thus will never attack or do anything useful on their own volition. They will only move if targeted by an action that forces them to move. Melee attacks automatically hit and kill the volunteers.

    Questions
    • Do the PCs know any of the NPCs present?
  • The Butterfly Effect

    This is just one battle in the defense of the village. Each dead NPC results in an equivalent percentage of population killed in other skirmishes throughout the night. If all NPCs die, the village is lost and the PCs must flee.

    Questions
    • Do you know someone fighting in the other skirmishes?
    • Do you have a way to tell when they fall?
  • Waves upon waves

    Select (3 x PCs) + 2 Battlepoints of adversaries. Arrange them in 3 waves with 1-2 groups of 1BP minions in each wave supported by more powerful forces, and the Rugaru in the final wave. When each wave is defeated summon the next wave. Once the Rugaru falls the remaining forces flee and the event can conclude.

    Questions
    • Can the remaining population of the village rebuild?

Actions

action
  • You're just getting in the way!

    Players can order a volunteer to move away from danger. This is a Presence (11) roll that targets one Volunteer within Close range. The player can spend a Hope to include all other volunteers within Very Close of the target.

    • On a Critical Success, the target can deal 1 Hit Point of damage to an enemy of the Player's choice within Very Close range. Then the Player can move the target up to Close distance in a direction of their choice.

    • On a Success, the Player can moves the target up to Close distance in a direction of their choice.

    • On a failure with Hope, the target does not move.

    • On a failure with Fear, the target moves up to Close distance towards the closest enemy.

    Questions
    • How do the volunteers react to the horror of the battle?

Reactions

reaction

About this environment

The wolves are a homebrewed tier 1 minion. Take Giant Rat and boost its attack, damage and minion(x) to what feels reasonable. I went with the maximum advised for a Tier 1 minion in the adversary homebrew guide.

Make the battle map small enough so the wolves are within close distance of the frontline when they come in, otherwise you might waste GM turns moving them into position.

Wolves are intelligent, but they are not strategists nor are they sadists. The wolves do not know that they can “win” by focusing on the volunteers. When GMing this you need to strike a balance between adding stakes by making wolves threaten the volunteers and reacting to the players who are actually hurting them.

Depending on your PC amount, add or remove a wave if needed but keep the BP budget in line with the core books reccommendations. You want each wave to have a large enough enemy count to make the PCs feel stretched thin to protect the NPCs (even if most of those are easily killed minions).

Defend The Village

Tier 1 Event

The party must fend off packs of rabid wolves led by a Rugaru

Impulses: Hold off against waves of wolves, Protect the peasants

Difficulty: 11

Potential Adversaries: Wolves, Dire Wolves, Rugaru

Features

Bodyguards - Passive: The PCs must protect the NPC volunteers. Add one volunteer for every PC present. The volunteers cannot be spotlighted and thus will never attack or do anything useful on their own volition. They will only move if targeted by an action that forces them to move. Melee attacks automatically hit and kill the volunteers.
  • Do the PCs know any of the NPCs present?
The Butterfly Effect - Passive: This is just one battle in the defense of the village. Each dead NPC results in an equivalent percentage of population killed in other skirmishes throughout the night. If all NPCs die, the village is lost and the PCs must flee.
  • Do you know someone fighting in the other skirmishes?
  • Do you have a way to tell when they fall?
Waves upon waves - Passive: Select (3 x PCs) + 2 Battlepoints of adversaries. Arrange them in 3 waves with 1-2 groups of 1BP minions in each wave supported by more powerful forces, and the Rugaru in the final wave. When each wave is defeated summon the next wave. Once the Rugaru falls the remaining forces flee and the event can conclude.
  • Can the remaining population of the village rebuild?
You're just getting in the way! - Action: Players can order a volunteer to move away from danger. This is a Presence (11) roll that targets one Volunteer within Close range. The player can spend a Hope to include all other volunteers within Very Close of the target.
  • On a Critical Success, the target can deal 1 Hit Point of damage to an enemy of the Player's choice within Very Close range. Then the Player can move the target up to Close distance in a direction of their choice.

  • On a Success, the Player can moves the target up to Close distance in a direction of their choice.

  • On a failure with Hope, the target does not move.

  • On a failure with Fear, the target moves up to Close distance towards the closest enemy.

  • How do the volunteers react to the horror of the battle?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.