Trouble on the Farm


By Ann



Brown



­ A


Pokemon Tabletop United


scenario for



new trainers



­





Overview



A


young man has recently inherited


a


small


farm


in the


rural


town


of


Loess, and is working hard


to make


it something



to be


proud of.


However,


a warm


winter


leads to


some trouble with


the


local


wildlife ...



In this adventure, a


farm is being plagued by


pesky Pokemon.


The


Player Characters


need


to figure


out


the


troubles, and descend into the


local


marsh to


find


a resolution.



Getting Started



Hook 1: The Pokemon



center, run by an Audino


in


this region,


gets the eggs for their


breakfasts from


local farms. This morning


the


Center ran out


of eggs, with


an


apology from


the staff and


a mention that


one of their


suppliers has fallen on a spot


of trouble ...



Hook 2: A player with a


farm Pokemon as a


starter


hears


through


the


grapevine from their


Pokemon's


first home of


the struggles of


a new


farmer.


They are asked


to


look into the matter


as


a personal request,


perhaps by a friend


of the


farm's


former owner.


Alternately, some


connection


to the


agriculture industry


may be found through


edges, features,


or background.



Hook 3: While traveling


through or


visiting


the


local


meadows


(wilderness


area 2), the


group


comes


across a



pair


of Cottonee with nametags


indicating a


local


farm. They seem frightened


to go back,


though it has nothing


to do with


the


farmer …






1


Trouble



on the Farm



The farm is a modest place,


run


by


a


young


man


named Jack


whose Lillipup, Dusty, tends to trot close to


his heels. Much of the



land is


still somewhat overgrown, but


a decent


bit


of the


plot has been cleared


and


planted, a


small henhouse


holds four Torchic, and


a trio of


Mareep graze in a


fenced pasture. Within the


barn,


a suspicious Purrloin


peers


from the rafters,


affecting disinterest


if noticed.



Asked about the farm,



Jack explains:



"An old friend


of the


family left


this place to me.


May


be


near


a swamp, but the land's good. Hard work


to


do it justice but nothing


I


ain't up for...


I


thought. With how


this spring's going, though


... The torchics'


eggs keep


going



missing,


can't


convince the Cottonee to


land,


kitten can't keep


the rats out've


the


seeds


and the mareep


are


skittish enough to


zap anything


that startles 'em. Can't train Dusty on herding


with


the


sheep like


that."



He scritches his


small


Lillipup


behind


the


ears with


a rueful


smile.


"Suspect


it's


got


to


do with


the



warm winter,


more pests finding their way


up here


from the


swamp. Could use


a spot


of


aid


..."



The players need not investigate all


parts


of the


farm


to continue onto the next


act, but each area


offers


an


alternate means or


approach to do so,


should


one not work


out. While


they can


decide to take


their


time



to find


a solution, every night


the problem


goes


unsolved


costs the farmer



¥


100,


reducing


what


he


is


able to


offer


the players by


the


same amount.



If the party decides they


wish a tracker Pokemon


and do not


have


one available themselves, they


might


borrow Dusty



over the course of the adventure.



Dramatis Personae:


Jack,


Farmer


4


Torchic in the Henhouse, level


5


Scrap, Purrloin in



the Barn, level 6


Dusty,


Jack's Lillipup, level


5


3


Mareep in



the Pasture, level 8


2


Lost Cottonee, level


8


somewhere


between


5 and 40 Rattata,


level 4


21


Ekans,


level


1 2­point


swarm and level


12


miniboss




2


Farm Area 1: Henhouse



The


Torchic's henhouse


is


built for


fire Pokemon,


composed of


simple brick. Dry


clay and


pebbles


line their nest boxes, molded and


softened with


their own



fire­resistant


feathers.


Air in this


place


is fairly


hot, heated


by their


agitated


conference


of chirping.



Trivia: How do you cook a torchic


egg,


anyway?


Not easily


with fire, but


heat isn't the


only means


to


denature egg



proteins. Methods of cooking


this


fiery


chicken's eggs make use


of a


lightly acidic


marinade,


typically


lemon


juice,


to bring


them


to


a


fluffy consistency with a note


of zest.


They may


be unusual colors depending


on


the components of


the marinade. While



more


complicated to


use


in


baking than non­fire­type


eggs, and


not useful


in


frying, they are



far safer to eat raw ­


and provide


a


degree of warmth to


a food or drink


that ensures


a


variety of useful


applications.



(Athletics 4)


It



is



difficult


to remain in the


henhouse for long right


now, and every five


minutes


calls


for an Athletics check. The DC


increases



by



2 each time, until an Extended Rest


is taken


to


shake it



off. Each


failure deals


a point


of fire


damage, negated


by


resistance, and burns


on an 18+.




(Focus


8) Searching the


henhouse


in


the


baking


heat requires a certain ability to concentrate;


spending five minutes searching the henhouse


calls


for


a Focus check to pull


off the


next skill


check


successfully.



(Perception


8) This check can


be


repeated


every


5 minutes of


searching. The


players manage to


uncover a long,


shed


snakeskin


rubbed off behind


the


nest


boxes. PokeEdu


8 or a


clever pokedex


may let


them pin down the length,


scale


pattern


and


presence of a


rattle


to being that


of


an


Ekans,


once


they are less distracted.














3


Encounter



1.1



Torchic:


(Significance 1.5x)



However, revealing retrieving


the


snakeskin from its resting­spot


panics the Torchic, who


will lash


out


at


their surroundings with


talon and


ember


until a


round


after


the


snakeskin


is


removed


from their view.


Alternately, they


may be


calmed


with Charm (DC 8


per


Torchic) or Command (DC 8


per


Torchic,


+4


calming an additional,


up to command rank).


They use


little in


the


way of tactics,


but are more likely to


target those



near or



holding the shed


Ekans


skin.



Any Torchic will back down if injured,


but


they


will


not


lay eggs in the


morning if so, lowering the


possible reward by a


value of



¥


50 each to account for


the


time


for


their recovery.



Post­Encounter:



The Ekans



skin


can be used to


track the


snake back to


its lair


in the marsh by scent (Tracker pokemon


DC 8), or suggest


to the players


that they


should


investigate


the local


grassland or marsh to


search for


the


Pokemon


(PokeEdu 8


or a


Pokedex entry


on


habitat ­ succeeding


by 4 or more


suggests


this Ekans,


specifically, is a water


snake). Alternately,


it may


give them ideas for how


to


guard


the


farm


against a


Poison­type, or inform



them approximately


what


they are up


against to lay ambush or traps


(opposing


Stealth 12


and soundless movement, darkvision and


perception


7).





Farm Area 2:



Barn







4


Encounter



2.1



Rattata:


(Significance x2, x2.5 or x3)



The rattata plaguing the barn


are


skittish


and stealthy;


they are aware of


the barn


cat


about


(well, barn


kitten) and



difficult to



lure.


All have


Run


Away, and


use


it


when there


is


opportunity, generally not


appearing


in the



barn while


anyone


is


around. Still, patient


trackers may


be


able to uncover


the rat nests


in


the nearby


undergrowth


and catch the Pokemon


before


they


can escape.



(Survival


14



or Tracker Capability, Perception 8)


A


tracking­capable


Pokemon who has encountered Rattata will not have


too great of


difficulty


in picking


up


on the


scent of


the



purple rats.


Using this


method


can dig


under the bushes


to flush the Rattata


out of


their nests.



(Intuition or Perception 6 / PokeEdu or Survival 6) Perception or Intuition may be used to indicate the


nests themselves are worth looking at, but the players may also investigate of their own initiative.


Inspecting the rattata nests indicates they are fairly sparse at the moment, the lining thin. Education or


Survival makes it clear that these are not permanent dens, but hastily dug shelters, suggesting the rats have


been displaced.



(PokeEdu 10) A certain sleekness to the Rattata's fur may help a trainer to recognize them as young


swamp­rats, rather than urban Rattata. Native to the local marsh, they have naturewalk (Wetlands) rather


than (Urban), and water­repellent fur.



(Intuition


8)


It


seems the



barn Purrloin's


pride may have


been hurt by her inability


to


deal with


this infestation, and


watches



your involvement resentfully.


If


she could


be


convinced


you aren't here


to


replace her


(DC 12


Charm,


Command, Intimidate,


or Guile depending on approach), she


might


be


persuaded to


assist.



Scrap may not have a keen sense of smell, but she's swift enough to keep up with a Rattata in the grass and


sneaky enough to catch them off­guard. Not that this has stopped them from getting away in the past ­ but


she may prove useful as part of a team.



(Perception


14



+ Stealth


10, or


Tech Edu 10)


Players


may attempt to


ambush


the


Rattata


at dusk,


but they


will have to


contend


with the small rats


being both sneaky and


perceptive. Alternately,


a security­savvy


trainer may


lay traps,


dealing only


with


the


second



part


of that



­ though


with more


limited options as


to what


may be accomplished.



(Bait


/ Alluring)


Bait may


be



used to



attempt


to


attract Rattata, functioning normally, except that


it will always attract


a


group of



Rattata (swarm multiplier 1)


if


laid en route


while


they are active


(at


dusk).


These Rattata


are


as


skittish


as


the rest,


and


if


something


befalls them, it


will


take some time before the method


will work


again.



5


Post­Encounter:



Captured


Rattata may be


coaxed


to lead trainers back


to their


previous home,


as might Rattata made


friendly via


Charm. Ensuring the


rats will not be plaguing


the


barn's seed bins


gives


a .5 bonus to


the


significance



multiplier, as does dealing with


them gently


enough for the rats to be friendly.



With


the scent of the specific Rattata, a tracker


Pokemon may attempt a DC 10 perception


check to


follow older



trails back to


the


marsh, and


find what


displaced


them.



Farm Area 3:



Pasture





Encounter



3.1



Mareep:


(Significance: x2 or x3)



Calming down



the


three Mareep is an exercise of


patience, if


done properly.


Damaging or startling the


sheep will generally only worsen their


attitude, and


they cannot be caught,


making this effort a


battle


of


endurance. Two



of the sheep


have


Static,


and one


has


Thunder Boost. They attack those who


enter


the


pasture, and



flee


threats


that are not discouraged by this.



Food, electricity, Command, and


Charm may


aid in


calming


a Mareep.



Trainers and


pokemon may use Guile (DC


8) to


present themselves as non­threatening, and avoid


attack


from the flock.


6



(PokeEdu 8) Mareep


enjoy electrical charge, and


may be


led


and calmed by


an


offering of such.



Providing sufficient electrical charge to calm a Mareep causes fatigue to an electric Pokemon, leaving


them Slowed, and unable to do so again while Slowed. Offering personal electronics to a Mareep will


damage the device.



A


Charm (DC


8) or Command


check (DC 8, additional


calmed


for +4 success, up to


command rank)


would be


enough


to calm


a Mareep, but


all


three must be calmed before


they will


stop zapping strangers,


and three rounds of


tumult is enough to


agitate one


again entirely. An offering


of


food the Mareep enjoys


may substitute


for one


check, as may an offering


of electical charge. Mareep


that fall asleep


will be


calmed when they


wake,


so long


as


their herdmates are calm


or asleep as well.



Calmed or unconscious Mareep will let the players


investigate the pasture at leisure.


(So will


Mareep


tossed out


of the pasture


by


some means, but Jack will


be


displeased by


this if


they are


not


retrieved.)



Post­Encounter:



Using


skill or cunning to deal with the


Mareep


without harming them


gives a significance multiplier


of


x3


to the encounter,



where defeating them in


battle


leaves


it at x2.



In the first case, add


either a


Mareep


fleece


(


¥


750


of Fashionista


scrap that must


make


golden­yellow


clothing) or


an



already­crafted


golden wool


item,


such


as a


Winter Cloak or Contest


Accessory, to the


reward Jack is willing



to


offer for the


players'


aid.



It's


clear that not


all of


the


fluff


about


the


pasture


is


Mareep


wool,


some being a delicate


white


rather


than pale


yellow.



(PokeEdu 8) The


white fluff resembles cotton, and


is likely a


decoy left by the the


missing Cottonee


when they fled. Its scent may


aid in


tracking


down


the


Pokemon once the area


is


safe.



(Intuition 8) Despite their grass­type, it seems the cotton Pokemon were not averse to sharing space with


grazing sheep, and likely shared some bond. Perhaps the Mareep were hostile partly to protect their fellow


fluffy Pokemon.



(Survival


12



or Tracker Capability, Perception 14)


Picking


up the trail of


visiting


Pokemon that are


not


Mareep


or


Cottonee


is


a bit difficult


without knowing


what to


look for,


but possible. If Cottonee


is


not


first


removed


as a possibility, they


may inadvertently


be


tracked


down before


the


culprit Pokemon,


but will not


wish


to return


until the area is


safe.



Tracking the


path of



the culprit Pokemon


leads into the


marsh, while tracking the Cottonee leads to a


meadow.



7


Wilderness Area



1: Marsh



The nearby


marsh is not


the most complex of


wetlands,


being


composed


of


sluggish brooks


and shallow


pools


feeding a


small pond,


much


of which


is


shallow


enough


for plants,


reeds


and trees to


grow


through


the


water.




A


distinct, pungent


odor highlights the swampy


aspect


of the terrain,


continuous


croaking


and


chirps can be heard in


the


background, and


mosquitos


harry visitors.



Meeting



a survival DC


12 with


30


minutes of


scouting


gives


the following information on the area:



Very common Pokemon in


the area include Bidoof,


Shroomish, and Corphish. Other common pokemon in


the


area may


include Oddish, Bellsprout, Poliwag,


Tympole,


Yanma, Shelmet, Ekans, Barboach,


Ducklett, Farfetch'd,


Wooper, Rattata, or


Stunfisk. If


starter Pokemon


are not


unusual in your


campaign,


Squirtle, Turtwig, Mudkip


or Froakie


might


be


found.



Pecha and oran


berries


grow here, as


do


blue


apricorn


trees,


though the


latter do not


seem


to be bearing


fruit. Small


mushrooms also


dot the trees (TinyMushrooms,


but also poisonous wild mushrooms and shed


bits of Shroomish).



Getting


16 or more on this check


also


indicates:



During the



short breeding season,


swarms


of Croagunk may


be found


in


the


wetlands. While they soon


wander,


it seems some still linger in


a nook or


two.


Mago berries can



be


found growing


scattered amid the wetland plants, and


the


occasional green


apricorn


tree among the blue.



Random Encounter Chart


(Significance 0.5x


­ 1.5x)


Roll once for the


primary encounter


Pokemon and


again


for supplementary


Pokemon. These may


be


allies of the primary encounter, threats,


prey, somewhat too


curious bystanders,


opportunists, or any


other


role that brings


life


or challenge to


the scene.



Land Area:


(1­25) Shroomish


(26­37) Bellsprout


(38­49) Ekans


(50­61) Oddish


(62­73) Rattata


(74­85) Shelmet


(86­97) Turtwig


(98­100) Croagunk


Wetland Area:


(1­20) Bidoof


(21­30) Froakie


(31­40) Mudkip


(41­50) Poliwag


(51­60) Squirtle


(61­70) Stunfisk


(71­80) Tympole


(81­90) Wooper


(91­100) Yanma


Pond Area:


(1­20) Corphish


(21­30) Barboach


(31­40) Ducklett


(41­50) Farfetch'd


(51­60) Froakie


(61­70) Mudkip


(71­80) Poliwag


(81­90) Squirtle


(91­100) Tympole




8



Encounter:



Ekans



Family


Significance x4





Following


the



trails leading


into the marsh brings


the


party


to a den of snakes in the marshy land.


The


warm weather



has resulted in a great


number, around


twenty young watersnakes


­ about twice as many


as


in a normal breeding


season ­ and


the


mother­Ekans is in


foul temper from the


stress


of


guarding


them


until



their first


shed. Until the week


is


out


or


unless she is stopped, she will


ignore courtesy,


take what


she


wants


and strike out


at intruders without


a


second


thought.



Focused



as she


is



on


guarding her offspring,


the


mother


Ekans will


not


be


catchable unless significantly


worn


down. The younger


snakes can


be


caught,


though it


would take


quite a few Pokeballs


to


put


a dent


in


the swarm


number; while


the mother has


extra


actions,


she


will


use them to


Intercept


dangerous


attacks directed at



the


young swarm.



Her starting attitude is Hostile,


and similar


to battle,


changing


this


through Charm


requires


a number


of


checks equal


to her Boss


Multiplier. Once


reduced to a


single hitpoint bar, she


can be caught,


coerced,


or convinced


as easily



as any Ekans her level.



Tactically, Ekans



will


seek


to immobilize faster


Pokemon with Glare,


and slower Pokemon


with Bite.


After Intimidating who


they first


come across, her young


will


use


Leer on who they


find to


be


the most


threatening opponents, signaling


her who to


use


her


physical attacks on.


She will


attempt to Intercept


dangerous attacks aimed at her


offspring


with her extra


actions. Opportunistic young snakes


may attempt


to


grapple


small



or weak­looking targets with


Wrap.



The young Ekans either have Intimidate


or no ability; once


they are a


week


old they


will shed


their first


skin, and


have


the chance


to gain Shed


Skin if


that


is


their ability. After this


point the


mother's


responsibility to her young


is complete, and


she


will


be content leaving them to their


own devices.



9


Ekans Swarm


(20


young


level 1 snakes with


Intimidate using sheer numbers, x2 Multiplier)


Ekans Mother (level 12


boss with


Shed Skin)



Wilderness Area



2: Meadow



Meeting



a survival DC


12 with


30


minutes of


scouting


gives


the following information on the area:



Very common wild



Pokemon in the area include


Combee, Kricketot and Scatterbug. Other common


pokemon


in


the


area may include Budew, Buneary,


Cottonee,


Deerling,


Hoppip, Karrablast, Nidoran,


Patrat, Petilil,


or Spearow. This location


is


excellent for


Pokemon with Honey Gather


to


collect nectar.



Getting


16 or more on this check


also


indicates:



Somewhat more elusive Pokemon that


can be found in


these


meadows include


Chikorita, Chespin,


Dedenne, Fennekin, Flabebe, and


Pichu.


On


occasion,


rare


herbs


will grow


among the grasses,


especially Revival Herbs and


Energy Roots.



Random Encounter Chart


(Significance 0.5x


­ 1.5x)


Roll once for the


primary encounter


Pokemon and


again


for supplementary


Pokemon. These may


be


allies of the primary encounter, threats,


prey, somewhat too


curious bystanders,


opportunists, or any


other


role that brings


life


or challenge to


the scene.



(1­10) Combee


(11­19) Kricketot


(20­28) Scatterbug



(29­34) Budew


(35­40) Buneary


(41­46) Cottonee


(47­52) Deerling


(53­58) Hoppip


(59­64) Karrablast


(65­70) Nidoran


(71­76) Patrat


(77­82) Petilil


(83­88) Spearow


(89­90)


Chikorita


(91­92) Chespin


(93­94) Dedenne


(95­96) Fennekin


(97­98) Flabebe


(99­100) Pichu






10



Encounter:



Lost Cottonee


Significance x2



A


pair of


level 8 Cottonee can


be


found


here, having


fled the local farm. They


resist


efforts


to


return


them to


their farm, enlisting the local wildlife to


their cause


(roll on the


random encounter


chart for


a


couple low­level


wild Pokemon to


fill out


the


ranks).


Even


if


reassured the


farm is safe,


they will be


interested


in testing the expertise of


trainers, and


may


take to


mischief to do so.



They


are


fearful or


friendly to trainers,


without much middle


ground. A trainer


who catches on to


their


protectiveness


and fondness


for battling


may


be


able to negotiate a trade


with


farmer


Jack


later on, if


they wish to



invite



one (or both)


of the


Cottonee to


adventure with


them.


One has Prankster and the


other


has


Infiltrator.



Returning


the Cottonee to


Farmer


Jack


adds


¥


500 of


Fashionista scrap, or an item


such


as a Contest


Fashion item


or a sleeping


bag


to the


possible reward.



Conclusion



Farmer Jack is grateful for the


resolution to


his farm's troubles, offering up to


¥


3000


reward for the


trouble ... or even



¥


1500


pay for


the


effort put forward, if


the


party


fails to resolve


the


problem


before it


clears up


on



its


own (5


days).


In addition to


his Cottonee, he may


be


convinced to


trade


one of


his hens


or sheep for a


suitably



helpful Pokemon.


He would far


rather keep Dusty and Scrap;


a party that


gets


attached enough to either to want to


trade for


has


a challenge


ahead of them.



Pokemon


can gain


up to 110


experience


from


this adventure


even before


random encounters, enough


to


raise a


starter


Pokemon to level 12. Resolving


the


adventure is worth


a trainer


milestone in


addition


to


any experience


granted from individual encounters.



After demonstrating their skill and learning from the


task, Jack or others


may suggest that the


party


seems ready to challenge the local Gym for their


first


badge ...


11


Uploaded 27/09/2016 15:16
System Link: Pokemon Tabletop United, a fan-made tabletop system for Pokemon games :)

This spring I wrote and illustrated a small adventure scenario for novice trainers, a fairly fluffy and leisurely paced module that takes place on a small farm in a rural town. It may take a bit of preparation still, since I opted not to stat the Pokemon myself for a few reasons, including laziness and version update compatibility. :P
No comments were to be found,
why not be the first to comment

Details

General

  • Word count: 3,272
  • Reading time: 18 minutes @ 180wpm

Views

  • 150

Upload

  • Comments: 0
  • Favorites: 1
  • Uploaded: 27/09/2016 15:16
  • © Katriel 2016