Beasts

Predatory Universe: Beast Plots [The Vault #21]

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Click Here for a Master Index of “The Forge” and “Vault”!

The wild hungers.  It's driven by blood, hot on the tongue, thick on torn flesh and spattered on the ancient bones of the earth. Countless lives have passed unremembered into the maw of annihilation. When the veneer of civilization is stripped away by the primordial laws of nature, who will survive?

This week we offer you some plots to use with the "Beast" encounter type. Unlike every other type used thus far, beasts lend themselves less to dialogue or other interaction other than physical conflict (unless you endow them with speech and intelligence, as in Narnia--which we suggest in some plots below). We recommend these be paired with exotic locations and numerous Tracking, Notice, or Survival checks, for natural environments are not the home of civilized men.  Outside the cities, the beast holds the native advantage.  Face the Predatory Universe in these 20 Beast-based Plots:

  1. _The Maw of Winter_ (#Maw) Starvation is the true foe during an extended trek through tundra. The native beasts are particularly interested in human food.

  2. _The Lost Boys_ (#LBoys) Children are being taken alive by a beast, but where to? Will a brave adventurer consent to having their shape shifted to that of a small child and then allow their own abduction?

  3. _Natural Enemies_ (#Nat) The adventurers witness two groups of beasts at battle, only to discover they can now understand their speech. Can they reconcile the two warring animal clans? How did they gain this ability, and more importantly, why?

  4. _Call of the Wild_ (#Call) A secret society has invited the adventurers to undergo their Initiation Ritual. If successful, much status, treasure, and prestige will be theirs. If they fail they may die. > Begin play without :loot: and only 4 abilities (no draft play).

  5. _The Boar Hunt_ (#Boar) The liege lord of the adventurers has invited them on a jovial hunt for boar. There is much drinking. Are you seeing double the boar, or are there really two of the deadly beasts?

  6. _The Cursed Span_ (#Span) An invasive species of shrieking eels has crossbred with flying fish. Now the most magnificent bridge in the known world--one vital for trade and commerce--has become a nightmarish killing ground. Can the adventurers transport cargo across the cursed span?

  7. _Bounty_ (#Bounty) A bounty has been placed on dangerous game. Eventually, though, the adventurers will discover the collector of specimens has intentions that aren't in anyone else's best interest.

  8. _Ratcatchers_ (#Rat) An outbreak of deadly plague necessitates culling the booming rat population. Even a tiny bite could prove fatal, but someone must do the deed and the prince is paying handsomely...

  9. _From the Deeps_ (#Deep) Legend tells of a creature lured into an old mine years ago, when villagers could not kill it. Now children who were playing around the shaft have gone missing. Can they be found and saved before the creature devours them?

  10. _Uprising_ (#Uprising) Wherein dangerous floods drive hordes of rats and vipers to higher ground, and rising waters aren't the only peril facing the party.

  11. _Endangered Species_ (#Species) A hideously wealthy noble hires you and another adventuring group to accompany him on a "hunting expedition". Only later does the party realize their employer wishes to kill the last members of an endangered species. Will they become complicit in the extinction or contend with their employer and his other bodyguards?

  12. _Hawking with Friends_ (#Friends) A leisurely hunt gets real when the adventurers' hawks return, enlarged by magic, and dropping other beasts that attack. Who has played this deadly prank, and what lengths will you go to in order to restore your birds to proper size?

  13. _Big Game_ (#Game) A group of intelligent, speaking animals has deprived the adventurers of arms and armor, then subjected them to the indignities of a deadly hunt. Will they be able to regain their scattered gear in time to turn the tables on the deadly predators?

  14. _Bearbaiting_ (#Bear) The most popular (and illegal) gambling enterprise in the city is an underground bear-baiting ring. When tasked by the authorities to find it and bring its organizers to justice, the adventurers may run afoul of bandits and beasts alike. And what will they do when one of the beasts speaks to them in human tongue?

  15. _The Familiar_ (#Familiar) A wizard contracts the adventurers to recover his animal familiar alive, only to find the creature doesn't want to return and has learned some magic of its own along the way.

  16. _Trappers_ (#Trappers) The adventurers receive a commission to stop illegal poaching in the King's Forest. The beasts are anxious and riled, but the greater threat may be the profusions of traps, snares, and human hunters.

  17. _Skin Trade_ (#STrade) Under threat of dire snowstorms, the adventurers resolve to outlast the ice and sleet at a camp of fur traders known to them. They arrive only to find a bloody shambles and that the deceased traders' own skins have been taken. Will they stay in the blood-slicked shelter in spite of the ominous holes leading to caverns underneath the camp or risk the fury of the storm?

  18. _Gaia's Revenge_ (#Gaia) Long having tolerated the irresponsibility of humankind, with one will and surprising cunning, all the creatures of the wilds have risen against men. Packs of bears and wolves rampage through streets, making it as likely one will be trampled by the panicked as fall by tooth or claw.

  19. _Of Beasts and Men_ (#Beasts) Fighting for their country on a distant field of war, the adventurers contend with fell beasts under thrall of the foe's potent Archmage. Will they show mercy and restraint when battling the compelled creatures or slaughter them without thought, plunging the ecosystem of the region into imbalance? Can they win through to stop the Archmage and break the enchantment?

  20. _Red of Tooth and Claw_ (#Red) A powerful circle of druids has awakened from ancient slumber and cursed all humankind. With each kill the adventurers slowly turn into the predatory, bloodthirsty animals their actions reflect. Can they confront the druids and break the curse before the metamorphosis is complete? > Create a simple chart with body parts assigned to number rolls. After each kill, change some bodyparts into animal features. Deprive them of abilities as appropriate (certain #melee when they lose hands, #magic if they lose speech, etc.).

We hope we've given you some things to consider in your card and quest creation. Happy Questing!

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Beastly [The Vault #20]

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Click Here for a Master Index of “The Forge” and “Vault”!

We'll finish our cycle of Horror themed Vaults in a month or two, after you've gotten more familiar with the cards and they've lost their gloss, but today we'll give a grooming to a standard Encounter type from the base deck: Beasts!

As part of a Horror-themed quest or game, you could add one of these titles to a beast corrupted by the Horrors. We present twenty Titles to spice up Beastly foes!

  1. _Bristlecoat_ (#Bristle) The arrows and bolts of past victims testify to its deadliness. > Loses 2 hp. Anyone using a :melee: attack against it suffers 1 damage.

  2. _Bonecrusher_ (#Bone) A bone cracked for its marrow dangles from its jaws. > Each round damage is dealt, one adventurer takes an additional 1 point of damage.

  3. _The Ghost_ (#BeastGhost) It makes no noise, and indeed disappears with ease. > The first round of combat, those that fail a Notice :ranged: check equal to 10+ it's Tier are caught unawares and cannot use abilities.

  4. _RazorTooth_ (#Razor) Every sharp tooth gleams in the light. > Increase damage dealt at the end of the round by 1.

  5. _Ironhide_ (#Ironhide) It's thickened, scar covered hide is resistant to damage. > Reduce all damage suffered by Ironhide by 1.

  6. _The Darkness_ (#Darkness) It blends in to its surroundings, making it harder to track and hit. > Non :melee: abilities suffer a -2 to rolls.

  7. _Bloody Maw_ (#Maw) It's been feasting... > All adventurers must make a Persona :roll: equal to 10+it's Tier Value (gain +1 for every level above base Persona or -1 for each below it). On a failure lose 1 Persona.

  8. _The Black Pack_ (#Pack) There are many of them and they've become accustomed to killing together. > Lower each ability :roll: by 1 for each member of the pack.

  9. _The Hounding Fury_ (#Fury) It targets the strongest among you with relentless cunning. > The :adventurer: with the highest hp takes 1 extra damage this round.

  10. _Lockjaw_ (#Lockjaw) Once it bites it won't let go until one of you is dead. > The adventurer with the lowest ability :roll: on the first round becomes the target of Lockjaw. They lose 1 Persona per round until Lockjaw is dead.

  11. _The Screamers_ (#Screamers) The sound of the hunt is terrifying and close, cacophonous and unnatural. > All :music: and :influence: abilities suffer a -3 to rolls. Each round, one :music: or :influence: failure becomes a critical failure (1).

  12. _Poisontongue_ (#Poisontongue) A nasty green froth coats its tongue and teeth. > Anyone taking damage from Poisontongue suffers the effects of poison (we will have a future Vault post with 20 to choose from) or loss of 1 Persona and -1 to all rolls until healed.

  13. _The Clutching Dread_ (#Dread) It wraps you in a crushing embrace. > The :adventurer: with the lowest roll on the first round is tackled. Any attacks made against the Beast also effect that :adventurer: on a roll of 10 or 15.

  14. _The Phantom_ (#PhantomBeast) It's almost supernatural in its ability to strike then fade away. > On being reduced below half hp, choose one :adventurer: to make a :melee: roll. On a :roll: below 10+it's Tier level, it disengages and escapes. On the next combat encounter, add The Phantom to the battle, having restored it's hp to 3/4 full.

  15. _Once-Man_ (#Once) Cursed long ago into the form of a Beast, it has retained its cunning in the ways of men. > The :adventurer: with the second highest ability :roll: each round finds that the beast deftly avoids their attack.

  16. _Deathclaw_ (#Deathclaw) Massive and powerful beyond what is normal for its kind. > Every other round, the two adventurers with the lowest ability :roll: s each suffer 1 hp of damage from the raking claws.

  17. _Eyebiter_ (#Eyebiter) It goes straight for the face, every time. > Once per round, if the :adventurer: with the lowest ability roll takes any damage, they also suffer damage to their eyes. For the remainder of combat anyone so damaged suffers -4 to all rolls (until healed).

  18. _The Ever-Hungry_ (#Everhungry) It's been eating well, and often, though such seems not to have slaked its gluttony. > Two rounds after the first :adventurer: suffers damage, this Beast catches the scent and comes to feast. Add a Beast of Tier equal to the highest already in the Encounter, then update the Tier sum and add another +1 to it.

  19. _The Cursed Pack_ (#CPack) It's said any man that strikes down one of these profane beasts will be plagued by ill luck. > Any time an :adventurer: kills a member of the Cursed Pack they suffer a -1 to all rolls afterward (until the curse has been broken, perhaps with a :magic: check above 10+it's Tier value--only one attempt may be made per quest). Curses are cumulative.

  20. _The Mangy_ (#Mangy) It's been healthier and less irritable... > Reduce the tier value by 1 and reset it.

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