A question about introducing Legend to a gaming group

Hopeless

Mongoose
Have just received my copy and since I'm meeting up this sunday to play test battlestar galactica I offered to run another game in case it doesn't last the entire afternoon we game.

So I aim on running Legend and wanted to ask your opinion on what I have planned.

Six characters all human but either civilised or barbarian with three potential spellcasters and the idea for the game is that their village has been raided and they've tracked down the raiders' to their lair.

The reason for their prompt action is that the raiders' have kidnapped a number of the villagers along with stealing livestock and other goods and monies from their village which needs the supplies they've taken to last out the winter months.

They could wait for a response from the nearby fort but given how long that will take the raiders' will most probably would be long gone with the kidnapped villagers sold as slaves or worse!

The game starts with them looking up at the raiders' lair atop a hilltop where the ruins of a fort lie (think Fellowship of the Ring) and with night looming their only chance is to sneak in and try to locate and free the captives and hopefully overcome any raiders' still awake.

The characters' I'm planning on providing include;

Barbarian Woodsman armed with axe and shield, bow and dagger garbed in chainmail,
Civilised Militiaman armed with a spear and dagger, garbed in leather,
Civilised Noble armed with sword and shield, bow and dagger garbed in mail,
Civilised Alchemist,
Barbarian Shaman garbed in leather armed with a bow, dagger and axe and shield (rethinking this one)
and Civilised Witch since there's no option for Wizard but have thought of making her a sorceress and the apprentice of the village wizard whose away at the time.

What are your thoughts on this?

Is there anything else I should prepare in case especially the adventure?
 
Hi
Without background skills etc these look like a bunch of fighters with 2 magic users.
If they have to sneak are any of them good at that?
Do they have a good mix of skills etc.

Do they have the abilities to deal with the direction the campaign is going?

Hope this helps.
 
I fyou have not already you need to decide how you are dealing with some of the grey/problem areas of Legend - Combat Styles and dual wielding are prime examples- best to look at at the start to avoid issues later / during the game.

Also if you are using the minion rules etc.

The scenario seems good and the characters a good mixed bunch - throw in some reasons for doing things - friendly rivalry between a couple of the warriors, a sweetheart in the captives who need impressing and rescuing. Maybe even a renegade from the village who hates a PC who led the raiders back.
 
I'd brainstorm some of the things that can go wrong, and sketch out solutions:
* Party decides to do nothing: Thugs can decide to come back and clean the rest of the town out (it was so easy, we may as well), or realize that someone escaped (PCs) that can identify them -- so they send a party to track them down and silence them.
* Party decides to wait until thugs are moving: Sketch a map of terrain between here and the potential captive market. Put in 3-4 key points (places where an ambush would be easy, places where the thugs could get reinforcements, or plains where the PCs will be plainly visible if they are following) and figure how many days of travel.
* Sketch the fort/camp & guards in case the party wants to sneak in and free everyone.
* Write a description of the thug leader in case the party decides to parlay
* Create a thug warband in case there is a scouting encounter

The only other thing is to be sure there is some healing available -- people who haven't played RQ before underestimate how quickly wrong combat can go.

Sounds like it will be fun
 
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