A Simple Delivery.
At the end of their visit with Cassady Williams, she asks the party if they would be able to deliver something for her. She offers a cash reward (A Box of Carved Lapis Lazuli and Rhodochrosite Chess Pieces: Worth approximately 450 Gold, and 3 Carved Bone Dice with strange symbols on them: worth a total of 77 Gold & 4 Copper. Total Approximate Value = 527 Gold and 4 Copper: or in Sitches Currency; worth 5 Pendulums and 2 Shirks), an Item of value (Lens of XX-Ray) and their pick of some exotic plants. She says that she needs a Letter and a Package Delivered to her Mother on Fleet Street in Memorial Square. Things quickly get out of control as it seems that almost every faction in the City comes after the party.
The Directions Cassady gave the Party: Go to Fleet Street in Memorial Sqaure. It's a large Brick House.
Mechanics of the Chase
During this sidequest the party is being chased. Several mechanics have been introduced to aid in this. There are mechanics for Vehicles, Boarding & Movement.
Movement is defined by the Speed Stat on vehicles. Moving up and down columns only costs 1 speed for each tile crossed. Moving across lanes costs 2 Speed for each tile crossed.
When the Battle Field is cleared, the party moves forward a value of 10 turns.
Vehicles
A Vehicle requires a Pilot/Driver operate it.
The Pilot/Driver can move the vehicle on their turn, they may also dash to double the distance they can cross.
A Pilot/Driver can also make attacks and rolls whilest operating the vehicle.
Moving the Vehicle across a lane costs twice the movement as moving up or down a column.
The Pilot/Driver must make contest rolls to avoid all Enemy projectile attacks on their vehicle.
Creatures can jump from one vehicle to anouther.
If the vehicles are immediately occupying a space next to the Creature's starting vehicle (No gap bwteen them they must roll Althletics to cross the gap.
If the vehicle is one space apart (An empty space between them) from the Creatures vehicle they must roll Acrobatics to cross the gap.
Vehicles take only a single point of damage from attacks.
They can be repaired a single health point with an insight or intelligence roll.
Some vehicles have weapons, these can be manned. Mounted Weapons become inoperable at 3/4 health.
There is a max of 7 Vehicles on the road at the same time.
There are Road Blocks and Obstacles set up. The Pilot must make what they think is an appropriote roll to dodge them. All enemies must make this roll to pass them aswell. Failure results in 1 Vehicle damage and a Dex Save for all on board. Failing the Dex save will result in someone being knocked prone or hanging off the edge of the vehicle.
Vehicle Stats & Options.
Queen Anne
Fits 2. Speed =6. 6 HP in Chase. When HP reaches 1, Anklegator will deposit passengers to nearest craft and flee home. When taking damage an Animal handling roll must be made or they will move to a random tile.
Advantage on Dodging other Vehicles.
Can occupy the same space as anouther Vehicle.
Can Attack for 3D8+2 Peircing Damage.
Cannot be repaired. Can be healed via Magic.
MM1 Damsel Fly
Fits Everyone. Speed = 4. 12 HP in chase.
Can fly over road blocks without Skill checks.
Completely Open; -1 to the AC of those on board.
Has an Antique Mounted Naval Cannon. Mounted Cannon can be fired by a Gunner Position. Aiming and Fireing the Cannon is an Attack Action. The Cannon deals 3D12+2 Bludgeoning Damage to any Personnel in a 2 meter radius of where it hits. The Cannon only deals 2 damage to vehicles. The Cannon can be reloaded by anyone. If Vehicle's health drops below 9, the Cannon goes offline.
Bucking Shanty
Fits Everyone. Speed = 3. 12 HP in chase.
Easily breaks: When hit, roll a D20, if it lands on 5, 10 or 13, a part of the vehicle breaks. With each part of the vehicle broken, starting with the Mounted gun and descending, it's other perks become permenantly offline.
Has a Mounted Gun. Mounted Gun fires outwards in a cone from itself. Mounted Gun can be fired by a Gunner Position. Aiming and Fireing the Gun is an Attack Action. The Mounted Gun deals 2D4(4) damage to any caught in it's blast.
Disadvantage on Melee Combat within the Vehicle.
Pilot has Advantage on Evading Enemy Projectiles.
Sheltered, those on board are in Full Cover.
Dusty
Fits 2. Speed = 5. 9 HP in Chase. 78 HP when Boarding.
Can Board other Vehicles.
Can Attack for 4D8+3 Damage as a Bonus Attack of the Driver.
Can move across lanes at the cost of only 1 speed.
Advantage on Ranged Attacks of Non-Pilot.
Travel Time
Each Turn (not Round/Turn Cycle) the clock to the next destination Decreases. At each destination, A new faction joins the fray.
Destinations
Twisted Streets
This is the Starting Location.
10 Bit Crackers Begin to appear here.
Smoke Column
65 Actions to Arrive from The Twisted Streets.
Redcoats (Gear 1) begin to appear here.
Central Stone
52 Actions to Arrive from The Smoke Column
Redcoats (Gear 2) begin to appear here.
Anklegator Park
30 Actions to Arrive from The Central Stone
Mail-Men begin to appear here.
Milton's Fork
30 Actions to Arrive from Anklegator Park
Cult of Mark Begins to appear here.
Memorial Square
30 Actions to Arrive from Milton's Fork
Redcoats (Gear 3) begin to appear here.
Destination
80 Actions to Arrive from Memorial Square
Lose all enemies here.
Enemy Behaviour
Enemies fall into various factions, these factions are not friendly with each other. Each faction has a different Goal and it's units act differently.
10 Bit Crackers
Enemies with the Redcoats.
Only 1 Fireman on at a Time.
Units consist of Firemen (Plate), Tin Daddys (Steel), Chorusmen (Patches), Rooks (Leather), Finkmen (Wrappings)
Arrive on Damselfly Squadrons with groups of 4 (including the Pilot) on board.
Cracker Damselflys
Fits 5. Speed = 4. 10 HP in chase.
Can fly over road blocks without Skill checks.
Completely Open; -1 to the AC of those on board.
Redcoats
Hostile to all groups they percieve to be breaking the law (all but mailmen).
Only 1 Stilts at a time.
Units consist of Stilts, Quakers (Steel), Brigadeers (Plate) , Songbirds (Patches), Bishops (Wrappings)
Will prepare bombardments from their Mayfly's deck.
Arrive on a Mayfly
Fits Anyone who boards it. Speed = 2. 12 HP in chase.
Stays in the botton 2 rows.
Has Mounted Harpoons that can drag other Vehicles towards it. 1 Tile per action, unless severed.
More Redcoats can come up from below deck.
Has advantage on dodging Roadblocks.
As each Gear arrives, the previous gear will fall back and new Redcoat units types will make an appearance.
Mail Men
Only hostile to Party. Other Factions will attempt to back off and will not attack the Mail Men.
Units consist of Mail Van.
Will backdown if Mail Badge is shown to them.
Mail Van
Fits Anyone who boards it. Speed = 6. 15 HP in chase.
"Suprise Packages" may be thrown out the back of the vehicle at anything behind it. These packages explode on contact dealing 11 damage to creatures and 2 damage to vehicles. 2 packages can be thrown at a time.
An Anti-Mana Cannon due to be delivered to the Steyr Estate has been prematurely opened and retrofitted to the back of the Mail Van. When fired, it will hit the enire column it is on, dealing 50 damage to all creatures and vehicles in the column. The Mailvan must be turned around and be driving backwards on the bottom-most row, to do this. When driving backwards it cannot move up the board.
Creatures within the Van cannot be directly targeted.
Presenting the Mailbadge causes them to leave.
The Cult of Mark
Hostile to everyone.
Units consist of Floating Markists, The Markmobile.
The Markmobile
Fits an Infinite amount of Markists. Speed = 2. 13 HP in chase.
Can send out up to 4 Markists to attack.
The Cult Leader can throw Markists as an attack. They shout "WITNESS ME!" as he throws them. Thrown Markists deal 2D4 Damage on hit and always deal 1 damage to hit vehicles.
Targeting the party because they interupted their ritual.
Roadblocks.
At the beginning of each Pilot's Turn Roadblocks on the board move 3 spaces downwards.
When a Pilot would collide with a Roadblock they must make a Dex Save of 14 or higher to dodge the obstacle. Failing this Dex save means that all creatures on board the Vehicle must make a Dex save of 16 or higher to not be knocked prone or fall off the vehicle, the vehicle also takes 1 damage.
When a Road Block goes off the Board, it is placed at the top of the board in a random column.
After the Chase (When they arrive at the destination)
The party arrives on the street, before them stands 3 Houses; all match the description given of a "Large Brick House". They must choose.
Their appearances are: A 2 Storied House with Redbricks and a tidy garden. A Wide House with Grey Bricks and a junk yard in the front. An Elaborate, Towering House with Painted Bricks.
The First House they choose sends them to fight; The Collector (Of Mail). The Second Innitiates the Robot House Fight. The Third is the right House.
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