Farmer rescue

There are three groups of farmers who are tending the lands. Determine the groups as follows:

All the Farmershave the following stats (except Icarus who has the stats of a GOAT TROLL):

SKYWOODS FARMER

3 HP | EYES:0 | JAWS:0 | LIMBS:-1 | NERVES:-1

  • Great farmer poor fighter
  • Excellent lung capacity

SLACK-JAWED: Being a Sun of Nyxmera these farmers love to watch exciting scenes. Unfortunately this means their survival instincts are not the best. They need to be constantly led and supervised when being escorted from danger so they aren’t left behind watching the carnage.

RESCUING

Each Farmer group is in a different location. Roll a farmland location for each group, rerolling any duplicates. The PCs will be informed of the Farmer group locations by Bab or another villager.

Roll an obstacle every time a team moves from one location to another. This includes moving from the village to any of the farmland locations and vice versa.

D6 Farmland location Obstacles
1 Coffee plantation (tall and dense) Clear skies (no obstacle)
2 Smoke houses Overgrown vegetation
3 Yak grazing plains (likely devoid of Yaks) A stampede of Yaks
4 Crop silos 2D6 SANDBOUND DOPPELGANGERS
5 Crop fields 1D6 SKYBOUND DOPPELGANGERS and a GIANT ANTLION
6 Water reservoir A GOAT TROLL and TROLL VULTURE wanting to join in the fighting.

Central island map

Merchant & farmer death

Time is of the essence when evacuating. During this section keep a clock/tracker of 8 spaces. Fill in a space with every partial success and 2 spaces with every failure. This represents the extra time the PCs are taking. When a clock/tracker is completely full a random Merchant dies, then start a new clock/tracker with one less space.

Farmers may die during combat whilst they are being escorted. Suggestion: when escorting the farmers and a PC fails a defense roll ask the player if they want to take the damage or do they want a farmer to take the damage.