Sabotage!
Overview:
We have been running a Savage Worlds apocalypse themed game as of late and our latest encounter is inspired by an encounter designed for that game. Our apocalypse was a giant flood that happened during the Golden Age of Piracy. It has made the world into small islands mostly at the tops of mountains. There are also communities that live aboard giant floating cities and survive on stealing from people on Islands. The PCs had been tasked with sabotaging several ships on the ship. They were trying to do it in a stealthy manner, but this includes what happens if they don’t stay stealthy.
Initial Description:
You slowly sail to the sides of the massive floating town. It seems to be about 150 feet wide. The area where the boat is docked is lifter about 5 feet off the water. The boats seem to be set up to a wench that can be released for a quick launch. There are 15 boats strapped to the lifted docks. You hear the occasional bark of dogs and the footsteps of guards as they patrol the docks.
Enemies:
Pirates: Found in the Savage Worlds Archetypes (in 5e maybe use a bandit)
Dogs/Wolfs: Found in the Save Worlds bestiary (in 5e use a mastiff
Objectives:
Main:
Sabotage the Ships: The goal is to make sure the ships are no longer salable
Side Objectives:
Don’t Get Noticed - Things get complicated if the guard notice them.
Map:
Key:
Light Brown - Docks
Dark Brown Ovals - Ships
Dark Brown Rectangles - Buildings
Purple Numbers - d6 Spawn Point
Red and Blue Circles - Patrol Stops
Red and Blue Lines - Patrol Path
Dark Blue - Ocean
Special Mechanics:
Get Em! - If the alarm is sounded 1d4 pirates spawn every round in a location determined by rolling 1d6.
Back Up - Every 1d4 turns an extra patrol comes looking around. If both guards are missing they will investigate the docks.
Patrol Paths - The guards follow their patrol paths. If they are within 10 squares of the PCs they can see the PCs if they are not actively sneaking. If they are then the dogs can make a notice roll vs. their stealth roll. If the dogs succeed they begin to lead their masters to where the PCs are. Once the masters recognize that the PCs are sabotaging the ship the run to ring the alarm. It will take them 1 turn to sound the alarm. If the PCs leave a corpse in the guard path this will also signal the guards to sound the alarm.
Sabotage! - It takes the PCs one turn to sabotage each of the boats.
Extras:
How We Used it - Our PCs actually subverted this encounter by starting a fire on the opposite end of the floating village. We also made this encounter up on the fly so it was not nearly as well developed as the one you are getting.
Easy Re-skins - Any thing with a base and vehicles. Could be wagons in a camp, ships in a space station, whatever fits your needs.
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