AFG back-of-the-handbook adventure: The Temple (of Cthulhu) Under the Volcano. Also, brief thoughts on mountains and maps

The AFG manual is going to come with a mini-sandbox, because there are few things that set the tone for a game better than the adventure at the back of the handbook.

I had a small Checklist of Awesome for such adventure:

  1. Volcanoes
  2. Cultists
  3. Mountains
  4. Wilderness
  5. Contained

So I picked the first unexplored hex off the edge of my Western League campaign and started to populate it with MOSTROTRON and MONDOTRON. After letting the magic of random generation happen I started playtesting it, finished the map (I’m waiting for a proof from the printer right now) and started the writeup. The adventure starts like this:

This volume presents rules that tie AFG adventures to a specific kind of setting: a fake-European, faux-late-medieval fantasy setting. The availability of heavy armours and firearms, coinage names and nature, emphasis on fortifications and many other elements like feudalism all trace back to the European late Middle Ages. But it’s fantasy as well. So: 

What if Fantasy Switzerland had volcanos and a Temple of Cthulhu, containing a huge gold idol?

And what if one of the characters knew about the temple contents and “forgot” to tell everyone else to avoid scaring them?

Playtest is going well. I expect players to put their hands on the idol Tuesday night.

While mapping the zone at a 1 hex = 1km scale (there are reasons for this) I started to feel that simply putting a “mountain hex” was not enough: mountains are not simply “harder” to walk on. Some parts, like ridges, can be extremely problematic, steep and dangerous. So, I thought, ridges can increase the cost of movement and possibly deal some damage to unskilled and/or unlucky mountaineers. Especially if they happen to be simply walking across a mountain range, in the map below the ridges are black and the gap is a mountain pass.

So the usual movement cost of 1 per easy terrain, 2 for hills or forests, 3 for mountains is supplemented by the new obstacle category: an obstacle costs 1d6 additional movement points to cross and represents hard-to pass terrain like steep ridges, wide crevices and rivers. Some obstacles might require appropriate an check, like mountaineering, to pass unscathed or in the worst case even to pass them; if the check is failed the character takes damage ranging from 1 hit up to to 2d6 depending on the obstacle, equipment and other conditions.