[D9, LM, EVENT] Rosencrantz's Dilemma
Posted: Thu Sep 30, 2021 1:37 am
The morning sun lends a rose gold sheen to the Thames. The stands have been set up so that the assembled notables can see the boats of the boating parties set out across the breadth of the river, their strong crews eagerly awaiting the signal to depart. A hundred conversations and appraisals are taking place, and even some money is changing hands as wagers are made. Carried on the morning breeze, you can hear one old man rasp out a question: "do you think death might possibly be a boat?" A sobering thought, but one that must be put aside. For today, you will prove the prowess of the seamen of England, and the proud tradition that has come down from Alfred's time.
There is a sounding of trumpets, and the Lionheart stands up from his great chair at the river's edge to bellow:
"GET ROWING!"
The race, it seems, is on.
This is a Boat Race event for teams of up to 3 consisting of 3 stages with a bit of a twist at the end. Be prepared for anything!
Stage One: The Race!
A) Wrestling with the Current
The Thames is a mighty river, and its currents can be tricky. Making use of them can help you pick up speed, but a wrong tack can spell disaster.
1) One team member (the pilot) should make a Boating check to maneuver your vessel to take advantage of the currents. If successful, gain +10 glory.
2) The other team members ought to make Strength checks to power your vessel downriver with your mighty oars. If the pilot was successful on the previous roll, make your Strength check with a +2 Bonus. If they were critically successful, take a +4 bonus. If they failed, -2. Each successful rower earns +10 glory for their team
B) EELS!!?!
The Thames is famously stuffed with eels. Great, big, slimy, wriggly, well-muscled, funny-looking eels. You're in their world, now, and every time you stroke it feels like you're smacking into the irksome bulk of another one of the tube-fish. It is seriously cramping your style, particularly when an oarstroke sends one flying into the air to land in the bottom of your boat (or perhaps the side of your head) with an audible 'thunk!' It will take great skill to get through this mess.
The team's pilot must make a boating check at a -2 penalty to avoid disturbing the teeming swarms of eels. On a success, you pass this stage and hurtle down river, earning a +2 to your boating checks in stages C and D and +5 glory.
On a failure, every member of your team must attempt a Dexterity check to dodge the eels kicked up by the churning oars. Should you fail the Dexterity check, you are clocked by a flying eel. Take 1d6 damage and a -2 penalty to all checks in Stages C and D. Teams that successfully dodge all eels earn +20 glory for their feat.
C) Ben-hur on Boats [Optional]
Having finally hit a clear patch of river, the thoughts of some teams may naturally turn to violence. This is an opportunity to wreak some havoc, and perhaps even some scores. Players that pass a Reckless Trait Check (or a Vengeful Trait check if you are targeting one who is known to have done you wrong in the past), may have their team's rowers attempt Strength checks at a +2 penalty to reach ramming speed! against a boat of your choice.
You may only select one opposing boat. The pilot of that boat may make an opposed Boating check against the average of your Strength checks to attempt to maneuver out of the line of fire. If they do so, they are able to slip downriver without incident. If they fail, their boat is destroyed, and the characters in that boat must make Swimming checks to swim to shore, or they will be in serious danger from the current.
Characters who destroy an opponent's vessel lose 10 glory from the total they have accrued during this event for Bad Form. Characters whose vessel is destroyed lose 15 glory for their ignominious defeat.
Players who are forced to swim for it may not participate in phase D of this event.
D) The Chain. Wait...the Chain!?!
Things are proceeding apace when your eyes catch a fearful sight as your proud vessel nears London bridge: a glint of metal stretches out in the shadows beneath the structure. As you draw nearer, you can make it out more clearly: someone has drawn a heavy length of chain across the river. It might have something to do with the grim-faced crowd gathered along the banks and on top of the bridge. A peasant rabble, to be sure, but there are an awful lot of them...
You are jerked from your musings on the nature of the danger to come by the sudden realization that A GREAT BIG CHAIN HAS BEEN STRETCHED ACROSS THE RIVER! YOU NEED TO GET YOUR BOAT TO SHORE RIGHT NOW!!
Teams have three attempts per character to make 7 successful rolls (Boating and Strength make the most sense here, but feel free to get creative) to get their boat to safety. Failure indicates that your boat becomes entangled in the chain. Players must make a successful swimming test to get to shore and participate in Stage Three, or take 1d6 damage and end up here. Teams that save their boat earn +15 Glory.
When you have completed the Race, please make careful note of your Glory totals, then, if you saved your boat, join this thread here.
There is a sounding of trumpets, and the Lionheart stands up from his great chair at the river's edge to bellow:
"GET ROWING!"
The race, it seems, is on.
This is a Boat Race event for teams of up to 3 consisting of 3 stages with a bit of a twist at the end. Be prepared for anything!
Stage One: The Race!
A) Wrestling with the Current
The Thames is a mighty river, and its currents can be tricky. Making use of them can help you pick up speed, but a wrong tack can spell disaster.
1) One team member (the pilot) should make a Boating check to maneuver your vessel to take advantage of the currents. If successful, gain +10 glory.
2) The other team members ought to make Strength checks to power your vessel downriver with your mighty oars. If the pilot was successful on the previous roll, make your Strength check with a +2 Bonus. If they were critically successful, take a +4 bonus. If they failed, -2. Each successful rower earns +10 glory for their team
B) EELS!!?!
The Thames is famously stuffed with eels. Great, big, slimy, wriggly, well-muscled, funny-looking eels. You're in their world, now, and every time you stroke it feels like you're smacking into the irksome bulk of another one of the tube-fish. It is seriously cramping your style, particularly when an oarstroke sends one flying into the air to land in the bottom of your boat (or perhaps the side of your head) with an audible 'thunk!' It will take great skill to get through this mess.
The team's pilot must make a boating check at a -2 penalty to avoid disturbing the teeming swarms of eels. On a success, you pass this stage and hurtle down river, earning a +2 to your boating checks in stages C and D and +5 glory.
On a failure, every member of your team must attempt a Dexterity check to dodge the eels kicked up by the churning oars. Should you fail the Dexterity check, you are clocked by a flying eel. Take 1d6 damage and a -2 penalty to all checks in Stages C and D. Teams that successfully dodge all eels earn +20 glory for their feat.
C) Ben-hur on Boats [Optional]
Having finally hit a clear patch of river, the thoughts of some teams may naturally turn to violence. This is an opportunity to wreak some havoc, and perhaps even some scores. Players that pass a Reckless Trait Check (or a Vengeful Trait check if you are targeting one who is known to have done you wrong in the past), may have their team's rowers attempt Strength checks at a +2 penalty to reach ramming speed! against a boat of your choice.
You may only select one opposing boat. The pilot of that boat may make an opposed Boating check against the average of your Strength checks to attempt to maneuver out of the line of fire. If they do so, they are able to slip downriver without incident. If they fail, their boat is destroyed, and the characters in that boat must make Swimming checks to swim to shore, or they will be in serious danger from the current.
Characters who destroy an opponent's vessel lose 10 glory from the total they have accrued during this event for Bad Form. Characters whose vessel is destroyed lose 15 glory for their ignominious defeat.
Players who are forced to swim for it may not participate in phase D of this event.
D) The Chain. Wait...the Chain!?!
Things are proceeding apace when your eyes catch a fearful sight as your proud vessel nears London bridge: a glint of metal stretches out in the shadows beneath the structure. As you draw nearer, you can make it out more clearly: someone has drawn a heavy length of chain across the river. It might have something to do with the grim-faced crowd gathered along the banks and on top of the bridge. A peasant rabble, to be sure, but there are an awful lot of them...
You are jerked from your musings on the nature of the danger to come by the sudden realization that A GREAT BIG CHAIN HAS BEEN STRETCHED ACROSS THE RIVER! YOU NEED TO GET YOUR BOAT TO SHORE RIGHT NOW!!
Teams have three attempts per character to make 7 successful rolls (Boating and Strength make the most sense here, but feel free to get creative) to get their boat to safety. Failure indicates that your boat becomes entangled in the chain. Players must make a successful swimming test to get to shore and participate in Stage Three, or take 1d6 damage and end up here. Teams that save their boat earn +15 Glory.
When you have completed the Race, please make careful note of your Glory totals, then, if you saved your boat, join this thread here.