-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?