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.