TEXT: Design anD Writing: Jack Norris
  aDDitional Writing: Joe Carriker
  Editing: Evan Sass
  art: Mirco Paganessi
  art Direction anD graphic Design: Hal Mangold
  publisher: Chris Pramas
  green ronin staff: Joe Carriker, Steve Kenson, Jon Leitheusser, 
  Nicole Lindroos, Hal Mangold, Chris Pramas,  Donna Prior, 
  Evan Sass, Marc Schmalz, Owen K.C. Stephens, and Barry 
  Wilson
  Fantasy AGE Encounters: Children’s Crusade is © 2016 Green 
  Ronin Publishing, LLC. All rights reserved. References to other 
  copyrighted material in no way constitute a challenge 
  to the respective copyright holders of that mate-
  rial. Fantasy AGE, Green Ronin, and their 
  associated logos are trademarks of Green 
  Ronin Publishing, LLC.
  Green ronin PublishinG
  3815 S. Othello St., Suite 100 #304
  Seattle, WA 98118
  Email: custserv@greenronin.com
  Web Sites: www.greenronin.com
  www.greenronin.com
  
  where are the characters?
  Near an inland village or settlement that 
  has recently experienced war, natural 
  disaster, or other calamity. Basically 
  anywhere religious fanatics can be found 
  hunting down refugees that’s a few days 
  from a coastline or port will work.
  what’s going on?
  A wagon filled with young boys and 
  girls is being smuggled out of the area to 
  a ship waiting to take them to a refugee 
  enclave far away. The children, ages six 
  to sixteen, are believed to be “marked 
  by corruption” by a local order of reli-
  gious fanatics, The Fists of Arminar. The 
  order’s enforcers have gotten wind of this 
  effort and are seeking to capture the chil-
  dren and deliver them to their temple for 
  sacrifice. They believe the sacrifices will 
  appease their gods and ease the suffering 
  in the region from the recent calamities. 
  The characters find themselves in the 
  middle of the whole affair.
  what does  
  the party need to do?
  The children can’t be left to wander 
  about unprotected. Doing so leaves 
  them open to abduction and murder. 
  To further complicate matters, some of 
  the children do exhibit signs of magical 
  talent or unusual parentage, making it 
  arguably dangerous to leave them to 
  their own devices. 
  what’s at stake?
  The fate of a dozen orphaned children 
  at the very least is at issue. Also, if 
  abducting the children is not discour-
  aged, future actions could be under-
  taken by the Fists of Arminar against 
  other innocents.
  the setup
  The PCs come across a wagon being 
  attacked by bandits. A dozen or so chil-
  dren ranging from five to fifteen are 
  inside the wagon and two adults are 
  trying to protect them and the wagon. 
  One of the adults, a middle-aged 
  woman in robes and clutching a staff, 
  already lies dead. She is surrounded 
  by several dead bandits who have 
  been frozen or burnt, evidence that 
  she was a mage. The other adult is the 
  wagon driver, a portly old man who’s 
  already taken several nasty wounds 
  but is swinging his walking stick like 
  a crude club.
  a fantasy age encounter for heroes of levels 1-4
  There are three bandits for every two 
  PCs. Unless the PCs announce them-
  selves, the bandits are surprised the first 
  round of combat, as they’ve been focused 
  on the wagon. Use the Bandit statistics 
  from Fantasy AGE Basic Rulebook, p. 105.
  After the battle, presuming the PCs are 
  victorious, the mortally injured wagon 
  driver, Herod, will tell them of his task 
  to take the children to a ship waiting for 
  them. He will also inform them that the 
  children are believed “marked” by a local 
  “cult” who seek to sacrifice them to their 
  gods. The coast is four days’ travel away. 
  The old man will tell the PCs they can 
  expect to be rewarded for their service 
  if the soulful eyes of several scared and 
  needy children aren’t enough to moti-
  vate them. Herod will then succumb to 
  his wounds. He also asks that even if the 
  PCs won’t take the children away, they 
  will at least deliver them to the nearby 
  orphanage run by the Daughters of Basti-
  luna, bitter rivals of the Fists of Arminar 
  and their extremist tactics.
  The wagon driver, his mage companion, 
  and the bandits don’t have much on 
  them—a few coins and some rations 
  with possibly a small trinket of more 
  significant value if the GM wants to 
  reward the PCs a bit for their trouble.
  2
  fantasy age encounters - children's crusade
  children’s crusade
  
  the final scene
  Once the PCs have traveled for the 
  necessary number of days, they either 
  reach the orphanage and can turn the 
  children over to the Daughters of Basti-
  luna, or they will need to face the Fists 
  of Arminar Enforcers waiting to keep 
  the children from boarding the ship. 
  The ship is a modest-sized transport 
  called the Sea Dragon. Its captain is a 
  grizzled old dwarf named Jonas. He 
  and his crew of fifteen skilled sailors 
  have little skill in battle. Treat the crew 
  as having 0-2 in all their abilities plus 
  the focuses Accuracy (Brawling) and 
  Dexterity (Sailing). Jonas is the same, 
  but with Communication 3 and the 
  Leadership focus.
  If the PCs are sending the kids to the 
  orphanage, their encounter ends here, 
  though there might be long-term prob-
  lems (see Further Adventures).
  If the PCs decide to deliver the kids to 
  the ship, they will face 2 Enforcers for 
  every three PCs. These are seasoned but 
  not exceptionally dangerous members 
  decision point:  
  ship or orphanage?
  If the PCs take up the task of delivering 
  the children to the ship, they will need 
  to survive four days of hard travel 
  through the wilderness to the coast. If 
  they seek to turn the children over to 
  the orphanage, they can do so by trav-
  eling a much safer route three days in 
  the opposite direction. The children are 
  terrified of going to the orphanage for 
  fear of the Fists finding them there, but 
  they are unable to stop the PCs if this is 
  the course they wish to take. They will, 
  however, cry and whimper the whole 
  way, and the older children will fix the 
  PCs with withering stares of betrayal.
  random 
  encounters 
  For every day traveled, roll once on the 
  following table to see what happens 
  along the way. 
  of the order. For more dangerous and 
  skilled PCs, add more Enforcers or make 
  them Elite or Heroic (see Fantasy AGE 
  Basic Rulebook, p. 104) to provide more 
  of a challenge. For an easier fight, reduce 
  the number of Enforcers to 1 per PC.
  The ship’s captain and his crew won’t 
  become involved in this fight, though if 
  a creative PC can get the kids to the ship 
  they will weigh anchor and attempt to 
  depart while the PCs hold off the Fists 
  of Arminar. If the PCs really need help, 
  one of the older children might even 
  throw a wild burst of magic at the 
  Enforcers. This won’t take them out, 
  but it might distract them long enough 
  for a PC to gain an advantage.
  random encounters
  2D6 roll 
  event
  2-5
  Nothing happens—a peaceful day’s travel.
  6
  The PCs come across a peddler selling various supplies and 
  wares for 90 percent their standard rate. Has most common 
  adventurers’ gear. Magic items or particularly expensive gear are 
  present on a 5-6 of a d6 roll (GM’s discretion if a particular item is 
  available at all.)
  7-8
  A small group of goblin raiders attacks. There are 2 goblins for 
  each PC. (See Fantasy AGE Basic Rulebook, p. 108.)
  9-10
  A group of Fists of Arminar Enforcers seek to seize the children. 
  Use the Arminar Enforcer stats located at the end of this 
  Encounter. There is one Enforcer for every PC. If any Enforcers 
  escape this encounter, the PCs will automatically encounter twice 
  this number the next day instead of rolling.
  11
  One of the children is ill. A TN 11 intelligence (healing) test will 
  soothe the child’s sickness and help them recover. Failure will 
  add another day to the journey as the PCs need to stop and let 
  the child rest.
  12
  The PCs cross paths with barbarian hunters who are traveling 
  through the area. They are not innately hostile, but are of a local 
  tribe distrustful of outsiders. A successful TN 11 communication 
  (persuasion) test will result in a good interaction. If the dice show 
  doubles on this check, the PCs can spend 2 SPs to take –4 to their 
  next day’s encounter roll due to the barbarians giving them good 
  directions through the wild. If a fight breaks out, use the Bandit 
  statistics (See Fantasy AGE Basic Rulebook, p. 105), increasing 
  Strength to 2 and adding the constitution (stamina) focus. 
  There is one hunter for every PC.
  fists of arminar enforcers
  abilities (focuses)
  0
  accuracy
  0
  communication 
  2
  constitution (Stamina)
  1
  Dexterity
  4
  fighting  
  (Heavy BladeS, BludgeonS)
  1
  intelligence  
  (ReligiouS loRe)
  1
  perception (SeaRcHing)
  2
  strength  
  (intimidation, migHt) 
  1
  WillpoWer (diScipline)
  speeD
  health
  9
  38
  Defense
  armor rating
  11 (13 w/SHield)
  5
  Weapon
  attack 
  roll
  Damage
  longSwoRd
  +5
  2d6+2
  mace
  +5
  2d6+2
  special Qualities
  favoreD stunts: Knock Prone, Pierce 
  Armor, Stunned Silence
  talents: Armor Training (Novice), 
  Single 
  Weapon 
  Style 
  (Novice), 
  Weapon and Shield Style (Novice)
  Weapons group: Axes, Bludgeons, 
  Brawling, Heavy Blades, Spears
  eQuipment: Light Mail, Longsword, 
  Medium Shield
  tHReat: minoR
  3
  fantasy age encounters - children’s crusade
  
  roleplaying tips
  Making the children real, likable, and 
  sympathetic is a big deal here. If the 
  PCs are going to unload them at the 
  orphanage, they should have to face 
  down some doe-eyed pathetic young 
  faces while they do it. Alternatively, 
  defending 
  children 
  from 
  various 
  threats is super-heroic, and could help 
  grow the PCs’ reputations as great 
  heroes and valiant adventurers.
  The Enforcers in this encounter truly 
  believe they are acting to save lives and 
  heal the land, but they are blinded by 
  their own beliefs. Also, it’s possible these 
  beliefs aren’t completely crazy. One or 
  more of the children could be corrupted 
  by some evil power, cursed by the gods, 
  or otherwise potentially very dangerous.
  further 
  adventures
  After the children are delivered to either 
  the ship or the orphanage, this encounter 
  is over, but the adventure can still 
  continue. Some ideas for how to use the 
  events here to fuel later adventures are:
  • 
  The underground movement 
  which rescues other children and 
  similarly targeted innocents has 
  heard of the PCs’ actions and 
  wish to hire them for even more 
  dangerous endeavors against the 
  Fists of Arminar.
  • 
  One of the children the PCs 
  delivered actually has become 
  possessed by a demon and returns 
  as a powerful and deadly threat. 
  For extra fun, this could even 
  happen right as the kids are 
  delivered.
  • 
  The sibling of one of these 
  children, an enthusiastic but 
  inexperienced young warrior, 
  seeks out the PCs and pledges to 
  their service in gratitude.
  • 
  The Fists of Arminar put a bounty 
  on the PCs’ heads, labeling them 
  as heretics and threats to the 
  divine order. Finding shelter and 
  safety will be difficult in the areas 
  where the order holds sway.
  • 
  A powerful witch, mage, or noble 
  might take special interest in 
  the PCs based on their actions, 
  involving them in their next 
  scheme.
  children of the revolution
  There are a dozen refugees, and you can use them to create roleplaying opportunities for the PCs. Some of the children 
  might even become long-term allies or significant NPCs in the campaign under the right circumstances. Remember, all 
  these kids are considered “marked” by the Fists of Arminar. While this could be religious delusion, it is possible one of 
  more of these children is destined for some great or terrible fate. Descriptions of the children follow.
  pellac, age 15
  One of the oldest children, Pellac has become a “de facto” leader among them.  A local human farmboy who dreamed of 
  the “glamorous” life of a soldier until recent events have disillusioned him, he lost his parents and siblings in the recent 
  calamity and has come to see the other kids as a sort of replacement family. He’s not the brightest of the children, but he’s 
  far from stupid and most respect his natural charisma and ability to keep a cool head.
  halaya, age 14
  The second-oldest of the children, Halaya is bitter and angry at the turn her life has taken, and tends to take it out on the other 
  children, snapping at them when they cry. She is very solicitous of the good will of the PCs, though, and will soften her treatment 
  of the other children, though she is quick to point out that she’s not their mother and resents being asked to care for them in any 
  way. Halaya is an olive-skinned human, with dark eyes, and black hair plaited down her back. She will make a point of getting 
  on the good side of one of the PCs (particularly one that demonstrates cunning, charisma, or distinct skills), finally working up 
  to asking them to not make her stay with the Daughters of Bastiluna or the orphanage, but to let her accompany that PC as an 
  apprentice. She hasn’t the talent for either fighting or magic, but she might one day become a Rogue of some note.
  iven, age 13
  This young orc male was raised in a local human village and was often teased for his mature appearance and size compared 
  to the other children. Since the recent troubles, this has changed, with many of the younger children coming to see Iven as 
  a surrogate adult, and thus a protector and authority figure.  This leads many of the younger kids to push for Iven to either 
  take charge in various situations or for them to expect him to act as their advocate. Unfortunately, the sort-hearted and 
  confused Iven really isn’t suited for this role—he’s content to follow older children like Pellac and any adults who seem 
  trustworthy and sensible. Iven is very protective of his little sister, Gosha.
  petyr, age 12
  Shifty-eyed Petyr was the blacksmith’s apprentice. He’s a small boy for his age, unfortunately underfed and overworked 
  by the blacksmith, who was prone to fits of drunkenness. In truth, the boy is glad the Fists killed his loutish master, though 
  he is careful to not show it (mostly because the Fists are so hated by the other children). He doesn’t truly know what is 
  going to happen next, and generally just assumes it’s only a matter of time before he and the others die. He has taken to 
  making sure that little Wuldeen eats something now and again, and won’t let Ovis pick on any of the younger kids. Petyr 
  is quick to try and solve problems with a swift right hook, for all his small size.
  4
  fantasy age encounters - children's crusade
  
  children of the revolution
  modin, age 11
  Unfortunately, some of the children know a little too well what is going on. Modin was one of the first children marked as 
  corrupted by the Fists of Arminar, because his own older brother is one of their number. The boy fervently believes that he 
  and the others are, in fact, tainted, and though he’s not foolish enough to want to die, he does weep piteously. He blames 
  himself and his fellows’ corruption for the deaths that come upon them, and during a battle with the Fists will beg a PC not 
  to kill his big brother! (If his big brother dies, he doesn’t run away or attack the PC; the boy simply collapses in grief, as this 
  is proof to him that he is indeed ill-favored by the gods.) He is a shorn-haired, brown-eyed kid.
  gemi, age 9
  A smart and generally talkative young human girl, the shock of seeing so many die during recent events and now being 
  hunted by the Fists has made her unusually quiet. A careful and compassionate PC could possibly help her to cope.  
  Gemi is beginning to show the earliest signs of magical talent, something a PC making an Intelligence (Arcane Lore) TN 
  13 test would detect.  Right now the girl can’t do much more than summon up some harmless lights and maybe start a 
  small fire, but with proper training she could become a powerful mage one day. She doesn’t seem to want anything to 
  do with her brother—she feels guilty at the death of their parents, believing it is because of her magic.
  ovis, age 9
  Gemi’s twin is usually the quiet one of the two of them. Though he also has minor magical talents that could one day be 
  cultivated into full-blown magehood, his are far subtler (focused around the Fate Arcana). He is taking Gemi’s rejection 
  of his company very hard—he is trying to figure out what he did wrong. His lonely suffering—and watching her suffer in 
  solitude - doesn’t make any sense to him, but he can’t figure out why she won’t let him console her, and she him. He can 
  usually be found in Rosha’s company.
  rosha, age 9
  Iven’s little sister is a half-orc. Her hair is braided in pigtails, with a set of long bangs that hang down in her face, and she is a 
  small, wary-eyed little waif in a torn and dirty sundress. Rosha became very attached to the staff-wielding mage who tried to 
  get them to freedom, and is still mourning her. Rosha tries to console Ovis as best she can, though it’s usually just a case of the 
  two little ones being miserable in one another’s company. She is very upset with Gemi over her treatment of Ovis.
  dinnia, age 8
  Little Dinnia is angry. Her eyes smoulder with it, and she doesn’t have time for any of the other childrens’ suffering. She 
  wants to see the Fists hurt, and badly, and makes a point of asking each of the PCs if they are going to kill the Fists. If they 
  answer in the positive, she takes an immediate, fierce liking to them; anyone who demurs or gives conditional answers 
  gets labeled “stupid.” If the party should encounter the Fists, she climbs to a high point and shouts at them to “kill all the 
  Fists!” in a bloodthirsty, frankly disturbing manner. The truth is that she somewhat scares the other kids; Modin is pretty 
  sure that she’s the “most corrupted” of them all, and avoids her entirely.
  adara aka “addy”, age 7
  This young human girl dreams of being a great hero and will likely decide to adopt one or more of the PCs as her role 
  model depending on their actions. She carries her wooden training sword—little more than a toy—everywhere.  The sword 
  is the last thing she has from her burnt and ravaged homestead and she will thoughtlessly risk herself to retrieve it if it’s 
  lost or stolen.  Astute PCs who pass an Intelligence (Military Lore) TN 15 may note that Adara actually shows the early 
  signs of a talented fighter, though she has years of training ahead of her if these raw abilities are to properly develop. 
  karolai, age 6
  Little curly-haired blonde Karolai doesn’t understand what is going on. Twice a day or so she asks where her mommies are, 
  and asks if she can “play wif my puppy Tugger.” She clings tenaciously to a small rag doll that has seen better days, and when 
  someone tries to explain to her that her mommies and puppy are probably gone, she just wanders away from the speaker.
  wuldeen, age 5
  Little Wuldeen is a stranger to the other children. His parents—a human woman and an elven man—were traveling 
  merchants who made the mistake of coming into the village where the Fists were rooting out this corruption. They resisted, 
  and were slain. Little Wuldeen, a chubby cheeked, pointy-eared little doll of a boy has big green eyes and a shock of curly 
  hair. He is very fearful and alone, as he speaks nothing but Elven. He will immediately latch on to any PCs who are elves 
  or of elven heritage, or who speak Elven to him.
  5
  fantasy age encounters - children’s crusade
  
SOURCE: textdata/thevault/Fantasy AGE (AGE)/Fantasy AGE Encounters/Fantasy AGE - Encounter - Children's Crusade {GRR96001}.pdf