Couldn’t be bothered with a long wilderness trek to reach a dungeon? Need to satisfy your players with a bit of gratuitous violence that doesn’t involve random monsters waiting in rooms? Want a quick, ready to go scenario for players in between dungeon crawls? Fancy a siege in miniature where it makes sense for the PCs to be in charge?
Well look no further. Whilst many an adventure starts at a tavern, this adventure is AT THE TAVERN. The standard gaming trope of a colourful Inn (with numerous squabbling patrons) is smashed together with the “hold your ground” cliche (shades of Rorke’s Drift) in “Defend the Coaching Inn.”
The players meet one evening at a lonely inn on a forested back-road. Normally they’d be rolling for rumours, buying iron rats, harassing the bar-staff with 10′ poles, and picking fights. This time the PCs skip the intro and journey phases and jump straight into the action as they help defend the tavern from a horde of cannibalistic humanoids.
This stand-alone adventure can easily be slotted into a long standing campaign as a one off, ding dong battle. Or the scenario can be expanded into several sessions as the action dictates and the players follow up different plot threads. The inventive GM can also weave a murder mystery sub-plot into the narrative for added flavour.
Whilst designed for the World of Warhammer, this adventure is written in the style of no stat gaming and can easily be used with Dungeons & Dragons, GURPS, Fate and many other fantasy rules & settings.
So clickety-click right here Defend the Coaching Inn and see if you can hold your ground; shield the womenfolk; slay the invaders; defend the Inn and most importantly… protect the beer!