Tortured Earth Convention Scenario

Goals:

To demonstrate the adaptability of the Tortured Earth combat system and flexibility of the creature Ranking system.

Time:

20 to 25 minutes per encounter. Game sessions typically require 35 to 45 minutes to complete.

Phases:

This session is setup into 3 combat encounters.

Progression:

The Players will start at 0 Skill Points and will end the session at 10 Skill Points, if all encounters are completed.

Scenario:

The team has been commissioned to salvage electronics from an isolated neighborhood. Severe winter storms have badly damaged many of the homes. Most have extreme water damage and, due to the lack of maintenance, are far too risky to enter.

Description:

One home, a two story structure built on a rise, stands intact. On approach, it is clear the home is much older than the surrounding structures and has weathered the years of neglect far better. The white exterior is made of thick aluminum siding covering a much older lapboard exterior. Vines trailing from an old power pole seem to reach longingly toward the home but fail to reach it. Kudzu and other vines drape the trees around the yard, but fail to broach the rocky yard upon which the home was built.

Scenario Phases

Scenario:

Once players are within 4” of the home, wolves move from the surrounding undergrowth. This encounter will have Party +2 wolves and consist of all base encounter creatures. Players may have the weapons and ammunition on their character sheets. However, this encounter is a base encounter and players should NOT be in the possession of skill points. Magic and psychic abilities are not available at this point in the story.

Description:

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Combat Encounter:

Base Encounter of Party +2 wolves. (Game Guide pg. 226)

Encounter Rewards:

Upon successful scavenging, each player is awarded 5 skill points and given time to allocate those points among the skills provided on their character sheet. The placement of a single skill point in a Magic or Psychic ability unlocks the basic attack associated with that ability. Please reinforce the concept each point translates into a use per day of a Special Skill or Ability and is limited in uses per day. However, the basic attack has no daily limit but is restricted by 1 Basic Attack per Turn.

NOTE: A character may perform only one basic attack per turn at the cost of 1 CP. The remaining 2 CP may be used to move, perform a skilled attack or activate a utility skill.

Scenario

The second floor opens into a library. Immediately in front of the characters is a large wooden table. The table has a single, plastic coated map of the region. Also occupying the room is a large bookshelf. 

Also occupying the second floor are three bedrooms and a linen closet. The largest bedroom possesses 3 Zombie, Plague: Walker. The two smaller rooms possess 2 Zombie, Plague: Walker each.

Description

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Second Floor Loot

 If character search the bookcase, and an Observe vs 13 is met, the following books may be found:

  1. Engine Repair: +1 on related skill check if book is in possession of the user. NOTE: Due to the time required to read, reference, and index any book, Book Bonuses are only allowed once per day.

  2. Door and Window Frames: +1 on related skill check.

  3. Vehicle Painting and Body Repair: +1 on related skill check.

  4. Fun with Copper, Zinc, and Tin: +2 when repairing items of Brass or Bronze

Combat Encounters:

Master Bedroom possesses a Casual Encounter of 3 Zombie, Plague: Walker; 1 Zombie is at Rank 3.

2 Smaller rooms each possess a Casual Encounter of 2 Zombie, Plague: Walker; 1 Zombie is at Rank 2.

For this all ranked creatures in these encounters should have their encounter challenge rating set no higher than High.
(Zombie, Plague: Walker - Game Guide pg. ???)

Encounter Rewards:

Upon successful defeating all Zombies on the second floor of the house, the Party may search the Zombie Bodies. If an Observe vs 14 is met, the Party is able to find a Key to a Safe under the Bed. When searching the Master Bedroom, if an Observation vs 15 is met, then the Party finds a Breifcase style safe under the bed which contains the following items:

  1. 2 Smartphone (Condition: Fair, No Charge)

  2. Local Map - This map shows the surrounding neighborhoods with notes and drawings all over it.

  3. Walkman Cassette Player with Headphones

  4. 8 Cassette Tapes - 5 Tapes are from random Music Artist; 3 are blank tapes that have been recorded over and have labels with dates and locations listed on them.

Scenario:

Once players are done scavenging the 1st floor of the home, wolves move from the surrounding undergrowth around the house and enter into the home. This encounter will have Party +2 wolves and consist of all base encounter creatures with one wolf at Rank 1. Once the party defeats the wolves, they recieve their Encounter Rewards and can advance to the 2nd Floor of the home.

scavenging Kitchen

At the end of combat, the group may enter the home through the Kitchen Area and find the following items if Observe vs 12 is met:

  1. 12 Shotgun shells
  2. 2 Laptop computers
  3. 10 units of copper (coins, wire, and piping)
  4. 4 complete sets of winter clothes (size categories 3, 4, 5 and 6 each)
  5. 12 Skinning Knives
  6. 10 packages of dehydrated trail rations

scavenging Bathroom

Should the Bathroom area be searched, the following items may be found if Observe vs 13 is met:

  1. 2 Alcohol bottles (ethanol) containing 10 applications each
  2. 10 applications of antihistamines (Rank 1)
  3. 10 applications of antibiotic cream (Rank 1)
  4. 5 applications of Burn ointment (Rank 1)
  5. 1 unopened bottle of dish washing soap (20 applications, Rank 1)
  6. 5 clean bathtowels

Combat Encounter:

Once the party is done applying their new skill points, they will again face Party +2 Wolves, but one of the wolves will be Rank 1. 

Casual Encounter of Party +2 wolves; 1 Wolf is at Rank 1. For this one creature, the encounter challenge rating should be set no higher than High. (Wolf - Game Guide pg. 226)

Encounter Rewards:

Upon successful scavenging the house, each player is awarded another 5 skill points and given time to allocate those points among the skills provided on their character sheet. Please reinforce the concept of choosing between ranking a skills to have higher potency versus having more uses per day.

NOTE: A character may perform only one basic attack per turn at the cost of 1 CP and/or 2 CP for a Weapon Variant, Spell or Psychic Ability. If there are any remaining CP, they may be used to move, perform a skilled attack or activate a utility skill.

Encounter Creatures

Wolf

Description

The suggested wild form of dogs, wolves hunt in packs and are rarely encountered alone. Wolves range a large portion of the northern Hemisphere. Wolves initiate combat using Wolf Bite (Note: Pack Attack is a passive activation). If more than one wolf is encountered, the most distant from combat will Howl, luring others to the location.

Notes

Wolves may become companion creatures. If so, Special Breed is activated. Wolves require 5 pounds of fresh meat per day. Wolves usually trail behind or shadow groups containing the handler. When encountering wild wolves, bite attacks are exchanged to determine dominance. However, damage is negated during such displays. Should neither wolf yield after the initial display is completed, actual combat begins.

Stats

Attributes

PM - WP - PA - WP - PA

Health

Milestone
Life Points
Mental Points
Base
9
6
Casual
5x
5x
Mid
8x
8x
High
11x
8x
Elite
14x
8x

PM

3

PA

2

PE

3

IQ

1

WP

1

PR

0

PC

3

Size

4

CP

3

Land

5"

Climb

3"

Swim

2"

Fly

0
0
0
0
0
0
0
0
3
0
0

Abilities

Cost

1 CP

Range

1"

Challenge Roll

PM vs PA

Damage/Type

1d4 + PM, Piercing

Status Effect

N/A

Critical Effect

Bleed

Description

Wolves have large fangs which are capable of dealing a great deal of damage with a chance to cause their victim to bleed.

Cost

1 CP

Range

PBAoE 10”

Challenge Roll

WP vs WP

Damage/Type

N/A

Status Effect

Frighten

Critical Effect

1d4, Mental Damage

Description

The haunting sound of a wolf’s howl instills fear to any enemies of the party or of the wolf. This also alerts any other wolves within ¼ mile. 1d4 additional wolves will arrive within 5 rounds.

Pack Attack

Wolf gets +1 Bonus to their Attack Rolls if they are in 2" of another wolf or its handler. Handlers also receive a bonus to a melee attack if they are within 2” of their wolf companion but this bonus can only occur for Rank number of attacks per encounter.

Lupine Heritage

Wolf gets +1 Bonus to their Skulking and Survival (All Types) checks. Ever the patient predator, a wolf can silently stalk its prey for hours until it finds a perfect time to strike. A
wise handler knows how to exploit these natural impulses.

Special Breed: Pack Guardian

Damage for Bite increases by: Rank 3 = 1d6, Rank 5 = 1d8. Wolves are best trained as young pups. Investments made in Special Breed increase the overall size category of the wolf at Ranks 3, 4, & 5. For each increase in Size Category, the Wolf gains an additional defense point to be distributed among the core defenses.

Building A Ranked Encounter

Once players have allocated their skill points, continue the scenario using the following Milestone System. This value becomes the milestone for the combat encounters which is the amount of Ranks you can invest into a creature

Calculating Encounter Milestone

(# Players) x (# Skill Points) ÷ (25 rounded down) = Milestone

Example : Suppose 5 players are sitting at the table, then 5 X 5 = 25 and 25/25 = 1.

Rank 1 Wolf Encounter Build For Second Encounter

At this setting and Milestone value, the LP calculation is as follows:

  • Life Points (High): 11 x 1 Milestone + Base: 9 = 20 LP

  • Mental Points (High): 8 X 1 + Base: 9 = 17 MP

  • Our 1 Milestone wolf has 20 LP, 17 MP

  • All other wolves will occur as Base Encounters: 9 LP, 6 MP

Rank 3 Zombie Encounter Build For Third Encounter

At this setting and Milestone value, the LP calculation is as follows:

  • Life Points (High): 1 x 3 Milestone + Base: 5= 8LP

  • Mental Points (High) : N/A x 3 Milestone + N/A = N/A

  • Our 3 Milestone Zombie has 8 LP, N/A MP

  • All other Zombies will occur as Base Encounters: 5 LP, N/A MP

Zombie, Plague: Walker

Description

Walkers have dehydrated to the point of resembling leather golems. The mouth still retains moisture for disease, though the hands have dehydrated and disease transmission is reduced. Once within reach, Walkers will Grab prey. If successful, Bite attacks follow. If failed, Claw alternate with Grab attacks - each success followed by a Bite attack. Walkers may collectively pound on buildings and walls to cause structural damage. Once LP reaches 2, Mass Infection is activated.

Notes

This creature may be possessed. This creature is immune to all Mental DMG, Disease, and Frighten effects. Keep track of types of Damage Players take. The ability Mass Infection can cause the Disease:Plague Zombie to Players that have taken Slashing or Piercing Damage and have not healed the damage.

Stats

Attributes

PA - PM - PE - PE - WP - PM

Health

Milestone
Life Points
Mental Points
Base
5
N/A
Casual
1x
N/A
Mid
1x
N/A
High
1x
N/A
Elite
2x
N/A

PM

0

PA

1

PE

0

IQ

0

WP

0

PR

0

PC

3

Size

6

CP

3

Land

3"

Climb

1"

Swim

2"

Fly

0
2
1
2
1
0
0
0
1
-2
0

Abilities

Cost

1 CP

Range

1"

Challenge Roll

PA vs PA

Damage/Type

1d4, Slashing and Necrotic

Status Effect

N/A

Critical Effect

N/A

Description

Zombies are able to use their rotting fingers to dig into the flesh of their unfortunate targets. This attack can potentially spread a deadly disease. Critical Range 19-20.

Cost

2 CP

Range

1"

Challenge Roll

PM vs PE

Damage/Type

N/A

Status Effect

Entangle

Critical Effect

Entangle

Description

Zombies are able to grab an unfortunate target and prevent them from moving. Successfully entangled targets grant a +1 Critical Range bonus per Entangle Rank to the next Zombie Bite attack.

Plague Walker Heritage

Each invested rank grants the Zombie, Plague: Walker a +1 Bonus to their Survival: Environmental: All .

Cost

2 CP

Range

1"

Challenge Roll

PA vs PA

Damage/Type

1d4, Piercing

Status Effect

Dark Feast 3

Critical Effect

Disease: Plague Zombie

Description

The tough leathery outer body now traps moisture inside, enabling bacteria to fester inside the body. Combat causes the abdomen to contract, forcing dark green fluid along the rim of the mouth and into the wound.

Cost

3 CP

Range

PBAoE 1"

Challenge Roll

PE vs PE

Damage/Type

N/A

Status Effect

Bait

Critical Effect

Bait +1 Rank

Description

When it reaches less than 4 LP, a Plague Walker may self terminate by exploding in a mass of gore which can attract other zombies. Critical Range 17-20. *Individuals in AoE having suffered Slashing or Piercing Damage during this encounter suffer Disease: Plague Zombie at Rank upon critical.

Session Maps

Layout

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Layout

Once players are within 4” of the home, wolves move from the surrounding undergrowth. This encounter will have Party +2 wolves and consist of all base encounter creatures. Players may have the weapons and ammunition on their character sheets. However, this encounter is a base encounter and players should NOT be in the possession of skill points. Magic and psychic abilities are not available at this point in the story.