Friday, May 4, 2012

Red Star May 2012

Scene 1 - At the Dwarven Stronghold.
visit Dwarves, get thanked, get gifts
 Dwarven Laird / clan chief plans to deliver the ransome and retreive the kids.  It includes his daughter and nephew, and many others  Mostly of those who were mining.
  PC's must remember to ask him to help the Countess.  Lord will be happy to help, just as soon as the kinder are returned safely ... and justice done to those who snatched 'em. - Ryan / Thayer remembered.
 -- What do they do with the accountant and elf?

-- how much is a lot of gold?  ~500-800 each 8x5 = 4k, 8x8 = 6,400 ...
-- maybe offer quality arms and sheilds?  Anything for the squishies?


Scene 1b - with the Elves
  grateful, busy, very worried about the sick and starving, will deal with the elf thief in due time
-- offer little, promise to petition High Lords for permission to aid the countess... move along boys..

Scene 2 - At the Town
  a- bringing the manatees to market. and feeding the hungry
  b - spending money ~500-600 each
         things available - new clothing, steeds, weapons all normal.  Some potions and scrolls, any first, some second.  A few wands, cure lights for example.

  c - wandering / negotiating


Scene 3- IN the Flaming Turtle
  ghost appears
Game ended.

-- "So do you have the goods?"  coin flip.

-- they didn't get to spend gold, got ~4000g to share, Thayer has been counting it all carefully.

  deliver jewels
  bargain
  given a gem - find the other two parts, bring them to me, and we will see about the children
  with this gem you can see they are save, once you find the other parts, it can bring you to them.
     First keyword is "umbrego"
     Second keyword is "ogerbum" - will trigger the mass tport


Scene 4-chased form the tavern - possible chase scene? - if the CC gets the gems and leaves on the crystal, the Dwarves will be after them too!

--If there is a chase scene, the one they are chasing is wearing the boots


Scene 5- Breaking into the Thieves Guild hall
  needs map, list of protections
   map on fafrd
   guards with garottes in eves over alley
   poison and net traps inside door (skip the dark panels ?)
 crystal acts as load stone toward storage and box, some searching required.
    first box has --Night googles - unelss pulled off first guard
               Otherwise include in booty at end / in the theives guild?
   second box --  tarnished penny whistle.
   third box -- fake wand with mordenkeinans fake dweomer

Anyone watching for guards sees them gathering outside and around, the longer they wait / search, the more Guidies they have to fight.
   AC 15 / HP 10, sword D8
   AC 18 / HP 20, sword D8+2 (heavy armored bouncers)

FLASHBACK
  I Dare ya!
on an outing with the families, they happen upon a farm, and someone gets dared to hop the fence and collect some turnips / tomatoes / corn / etc for their meal.
  there are warnings, dogs barking, but not too close.  Then more dogs, then something worse

LESSON - once you have what you came for GET ... OUT !!!!



Scene 6 - Breaking into the Mayor's Office / BANK
  As the PC's arrive, they get a spot check to see they are being followed (by the surviving guild members and/or the Dwarves)

  There are armed guards, but mostly they are armored so they can get off a blast on their horns, nice shiney livery of bank. - Do they attack to kill?  "this guy looks pretty bloody already, what is your plan?"

  once inside the item tugs visibly toward the vault, and provides trigger for