Saturday, October 12, 2013

RS 40 Return pt2

-at safe house
- surrounded by pimpernels
- they arrange passage on a boat

 - one of the rebels is captured and forced by magic to give information on the heros
 - the Knights arrive at the city - start talking with guards
 - city guards make the connection ... too late?
 - pc's have to rescue the rebel from the city guard?
 - then race to the boat

oppositions
 knights - Capt and ?
 captain - protecting his ship - Cpt Ahib
 crew - scurvy bunch - Mr She, Mr Po,
 Rebel that has turned - George

Down the river
 River Elves - what do the PC"s know that will help?
 conflict - ship moors in wrong place - maybe due to PC's late arrival - never leave at this time.
    too dark to keep going


How evil is the king? - torture - mayhem - ruthless acquisition of power

intro - knights arrive
Act 1
  sc1 - safe house - actions?
 sc2 - buddy missing?
 sc3 opt - guard house – interrogation - ACTION!

Act 2 - rescue / flee
 sc1 - break out
 sc2 - guards arrive at safe house
 sc3 where is banner? who guarding? how move?

Act 3 - on the boat
 sc1 - get to boat meet the capt
 sc2 - load the banner - what do you call it?
 sc3 - crew wants them dead (why?)
any females? Weapons, elves, dwarf and humans
banner – strong magic, artifact level, easily detected?
One of the crew has the wanted poster.


 sc4 - on the river too late
 sc5 - boarded by elvises – holy water, scaring the manatees
river creature – squid?
 sc6 - what do they know?
 sc7 - how do they survive? or cliff hanger?