Plague¸ Famine & War 2
If this adventure follows on from Plague¸ Famine & War I then you will be familiar with the Hivers and how their plan for invasion from last time.
If you have not played Plague¸ Famine & War I¸ here is a synopsis.
What the average person understands is this:
The country where the adventure is set is in the grip of a second year of famine. To alleviate the famine a convoy of merchant ships was chartered and as they approached the port they were attacked. Every ship was sunk bar one. This last merchant vessel¸ the "Die Magd der Königinnen" was locked together with the ship that had rammed it. The characters were employed by a town guard captain Mara Lindwurm plus a tug captain to go out to the stricken merchant and tow it back to port. Their investigation revealed a race of giant insects' intent on feeding off the human crew.
As a GM what you need to know is that the convoy was attacked by an intelligent race. Having got to land they have secreted themselves to multiple and spread their kind in all directions.
These events happened eight days ago.
Guard Captain Lindwurm will be the key NPC contact for the characters again.
If this is a new group of characters then anything that brings the characters in contact with the authorities¸ anything from a fights and barroom brawls to arguments with locals will put the characters on the authorities radar and bring a visit from Mara Lindwurm.
Mara Lindwurm is your plot hook¸ mentor and enabler for these adventures. She is a competent naval officer and former naval officer.
The PF&W series of adventures can be played out in any setting and country that you don't mind inflicting a famine and invasion upon. In that sense it is setting neutral.
NOTE: To use this adventure you will need to own a version of Rolemaster by Iron Crown Enterprises
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