Road Knights: Scenarios

The Rescue of Clearwater Hollow

This was supposed to be a milk run. Head to the waystation we'd had to abandon when it started looking like it might get spotted, load up the little fuel stored there, and bring it back to the stronghold. We were halfway back when we saw the smoke on the horizon. It was Clearwater Hollow. It had to be; the Hollow was all that was out that way. You could hardly dignify it with the label "town," but there were a few families trying to make a go of it there. They kept their heads down and were mostly left alone because they didn't have anything worth stealing except at harvest time, and even then the roaming gangs were bright enough to know that if you took too much, there wouldn't be a town to steal food from next year. So, if it was on fire now, it had to be The Plague -- only they were cruel and crazy enough to cut off their own noses just so they could laugh at the blood. Reggie didn't say a word before turning off the main road and heading toward the Hollow -- he didn't need to. This is what we do, even here. Even now. But, curse it all -- this was supposed to be a milk run.

Clearwater Hollow is half town, half defensive encampment. Surrounded by a seven-foot unmortared stone wall, it consists mainly of three quonset huts, each of which serves as food storage, communal housing, and meeting hall. The citizens mostly earn their livings farming the stony ground around the town, though the infrequent convoys that come through the area are happy to pay to spend the night within the comparative safety of the town's walls. And there's always a market for the pure water that the town was named for, pumped from one of the few untainted aquifers in the area.

In this scenario, several members of The Plague motorcycle gang are raiding the town, and the knights have to stop them before the town's winter food stores are ruined. It was designed and playtested with two knights, but could probably accomodate 3 or 4, if two more bikers are added for each extra knight. The scenario could also be played on a smaller table than the one in the map; though note that, the smaller the town, the more the knights are at a disadvantage -- the bikers have much better handling than the average racer, so limited space to maneuver in works in their favor.

Traditional Duel

The Old Kingdoms have fallen, and the Academy that graduated generations of Knights is a burned and blighted ruin. But the old traditions still have meaning, and though life isn't easy in the Wastes and the Strongholds, the Road Knights keep the Waypoints in good repair, train in the same arena duels that their ancestors fought, and honor their lost homes.

The "traditional" duel is an homage to the original Racer Knights of Falconus rules.