Protect the Caravan
Basics: the players need to
protect one or more vehicles from enemies who try rob, board or destroy them.
Set-ups: the players are on
board of the vehicles or encounter them during their travels. The enemies charge the vehicles or ambush
Progression: the enemies can
use a mix of ranged and melee tactics to fulfill their goal. The players not only need to defend the vehicles
themselves, but also the cargo and the crew.
Success: the enemies decide
to retreat because the players killed a lot of them, or because the players managed to get the vehicles away from
the ambush site. The crew are grateful and bring the players to their destination and/or reward them for their
Failure: the enemies capture
the cargo, kill the crew or hijack the vehicles. The players now need to continue on foot, are stranded, or are
captured by the enemies. Alternatively, the crew are disappointed that the players couldn't protect their vehicles
and deny to pay them or bring them to their destination.
Risks: don't let the enemies
ignore the players when trying to kill the crew or capture the cargo.
Disable the Trap
Basics: the enemies try to
lure the players into a trap while fighting them.
Set-up: the players
encounter a group of enemies who seem only interested in fighting. Something about their tactics is off,
Progression: during the
fight, the enemies behave a bit weird. Unbeknownst to the players, the enemies try to trigger a certain condition.
Then they spring a trap that turns the combat dramatically in their favor.
Success: the players prevent
the enemies from triggering the condition, thus preventing the trap from triggering. Alternatively, they see the
trap coming and disable it before it can be sprung.
Failure: the trap is sprung
on the players, and they have to deal with the consequences. These consequences don't have to be immediately
apparent. For example, the players might find out after the fight that they've been infected with a disease or that
an important item has been pickpocketed.
Risks: don't make it too
hard on yourself to spring the trap ("players have to be in 5 exact squares on the map"), but also don't make it
too easy ("when someone draws their weapon, the trap is sprung"). A common trigger is when an important/powerful
enemy becomes bloodied. A famous one is the lair of kobolds who boobytrapped their lair and make it come down
around the players while they are safely behind their arrowslits.