Friday, January 28, 2011

FC 1/28/2011 draft

Start at top of tower

Review situation

Current HP, etc

See if/who grabs the staff

See if they need reminder about the scroll

Remind of visual’s pointy crenellations (teeth)

Rescue her

Turning rules

Too many zombies

Foreshadow opponents via zombies vs goblins

Once back on far side of river

Camp is in disarray, all packing up or standing guard

Baron ? Uncle ? has taken charge – as she would expect

Tells her to pack her gear an be ready to move out

She protests that she will remain active, he dismisses her

Watchful pc’s will see him chatting with a compatriot immediately after

She returns to her tent, furious

If the PC’s don’t follow / monitor her – Sarge will assign them to it

Soon after a group of ruffian’s try to get into her tent.

The PC’s are free to stop them outside

If they don’t they’ll see her get carted off.

They better follow

Once they have her, she realizes she cannot stay and runs

They must follow and protect her!

First stop – a road house,

n Looks like Lou’s downstairs – posts, bar, tables, add a back door

She won’t be able to act like a commoner – expecting rooms and service

Let them try to stop her

Spot checks / diplomacy / social skills will help them notice folks watching them and heading out …

They get attacked in the bar right away – local militia

If the PC’s don’t come up with anything, the zombies attack!

Second stop – next day on the road

Evil flying PTerodacdyls over head

Hide!

If they don’t it comes down and eats a pack animal, the one with all her extra stuff! (horror)

Next night – in the wild

Zombies / worms / wolfducks / goblins / local ruffians

Last stop – scene inside castle

Baron

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