(Read the previous chapter here.)
Game System: Adventurers!
Tools: rpgsolo.com solo engine; DMMuse.com; UNE; BOLD; other random generators
Setup
A quick ret-con to one item of equipment before moving on. The Adventurers! Dark Camelot setting includes a longbow in its gear list. It makes sense that, being a hunter, Harper would have a longbow instead of the standard bow listed in the basic rules. The primary difference is in range and a reduction to a defender’s AR roll. Since the bow has not been used yet, this would not have affected any previous scenes.
[Scene 1]
Bhartram, Leira, and Harper make their way through the city streets and find themselves across from a building that is located just outside the wall that separates the castle grounds from the rest of the city. Outside the front door is a plaque that reads “Duskcall Historical Society.” Based on that, the PC’s think this must be some sort of library, museum, or meeting place for people interested in the capital city’s past. [RG]
They have devised a plan they hope will work. Harper has the one Huntsman dagger they own. He will pose as a Huntsman, hoping whoever minds the tunnel is not personally familiar with every member of the guild. While they have yet to see any female Huntsmen, if Leira can’t pass as an assassin she should be able to play the role of a female friend Harper is trying to impress. At worst, she could be a prostitute Harper and Bhart have hired and are taking to an out of the way place for some entertainment, though Leira hopes that ruse won’t be necessary.
Bhart might be a bit trickier to explain. If they had another dagger he could pass as another Huntsman. (Perhaps they should have grabbed a dagger off of one of the other three they have already dispatched of after all.) In lieu of that, if questioned, Harper will explain that he is an “interested prospect”. So much can go wrong, but this is the best they have at the moment.
They approach the door and see if it is unlocked.
Is the door unlocked?
(Likely (normal business hours) | 5[d10]) No, but…
The door is secure, but there is small sign under the first that reads “Ring Bell for Entry”. Next to the sign is a small hole with a piece of thin rope dangling out of it. Harper pulls on it, hearing a bell ring on the other side of the door.
After a few moments, the door cracks open and a short, elderly man with curly grey hair and spectacles peeks out. [UNE- Cautious Mood - Friendly Bearing - Shelter/Current Story] He takes a moment to assess the trio, but then shows a wide smile.
“Hello!” he greets. “Are you here to see the museum?”
Harper agrees, thinking it’s best to get inside first before asking about the tunnel.
“Then, by all means, come in.” The man opens the door wide and ushers them in.
Does the man lock the door?
(50/50 | 10[d10]) Yes, and… (explains why)
Once inside, the man throws the latch on the door. When the group looks at the lock curiously, he explains that the museum houses a lot of valuable items and he doesn’t want anyone sneaking in while he is distracted.
Is there anyone else in the building?
(Somewhat Unlikely | 3[d10]) No +Event: Break / Friendship - NPC Negative
The party finds themselves in a room that is absent of anyone else besides the four of them. Looking around they see approximately twelve pedestals, each holding some item or relic. A few are enclosed in glass cases. Each pedestal includes a small placard with a brief description of the item. The walls are decorated with banners, shields, weapons and other items of historical importance. Each has a similar descriptive placard mounted next to it. In one corner of the room is a table with four chairs. Lining the walls on either side of the table are bookshelves full of multicolored tomes, as well as a number of scroll cases. On the table rests an open book. There are two doors besides the front door and a third opening to a staircase leading down to the cellar. [RG]
“Forgive my manners. My name is Barda,” the curator says extending his hand for Harper to shake. “Are you visitors to our fine capital? I always enjoy teaching people about Duskcall’s rich history.”
“I trust that it true,” Harper replies. “And it looks like you have some fine artifacts here. However, we are more interested in visiting the castle.” He shoots Barda a conspiratorial glance.
Does Barda know most of the Huntsmen by sight?
(50/50 | 4[d10]) No
Since Huntsmen come and go, new faces often pass through, so strangers are not unusual to Barda. Any attempts to persuade Barda will involve an opposed MND roll. If PC fails, Barda does not believe their story. If PC ties or wins by 3 points, Barda cautiously believes them. If the PC wins by 4 or more Barda is completely fooled.
Barda doesn’t acknowledge the look, but instead attempts to correct their “error”. [Harper failed persuasion] “In that case, I think you are in the wrong place. The entrance is on the other side of the castle from here. But you might have trouble getting in. They don’t exactly give tours.”
“I’m sorry, perhaps I wasn’t clear. I have business at the castle.” Harper pulls out the Huntsman dagger just enough so the curator can clearly see the bear head and jewel on the pommel.
Barda is about to tell them to leave when he sees the dagger, a weapon owned exclusively by the Huntsmen. While he strongly suspects that these three are not Huntsmen, not to mention the fact the group has failed so far to give the appropriate password, he has never seen anyone with such a dagger other than a Huntsman in the past. [GM: Password is required. Harper shows dagger per random roll, Harper wins persuasion despite having a hefty penalty for Barda’s suspicion and not giving the proper password]
“Perhaps you do,” Barda suggests. “But I’m not sure I can help you unless you tell me a little bit more.” He waits for Harper to respond with the appropriate words.
“Oh, this is going nowhere!” Bhartram exclaims as he pulls out his sword and points the tip at Barda’s throat. [event - breaks the ruse of being friendly] “We know there is a tunnel here that connects to the castle, and we need to get in there.”
Barda puts up his hands and steps back. “I don’t . . .”
“Cut it!” Bhart shouts. “No excuses. No lies. Let’s tie him up and find the tunnel.”
“Well, I guess there was always the direct approach,” Harper says as they begin to search the building.
Behind the door next to the stairway is a small storage area with a second staircase leading to the living quarters upstairs. Behind the door on the opposite wall is a storeroom about a quarter of the size of the main room. Inside are various items that appear to be in the process of being cataloged. A small table holds a plate of cheese and a cup of some kind of drink. They instruct Barda to sit in a chair next to the table. Finding some rope they bind him there. As they are doing this, Leira attempts to engage the man in conversation.
“You must know who the Huntsmen are, that they can’t be trusted. Why would you help them?”
UNE Conversation mood (distrustful): 16 Guarded
“Just do what you need to do and then leave me alone.”
Looking around, Leira spots a finely decorated long sword. She picks it up and tests the edge. “Wouldn’t it be ironic if a museum owner is found dead, run through by one of his own artifacts?” She glances sideways at the bound man. Bhart and Harper stare at her wide-eyed with shock, however, Barda cannot see them from where he sits.
Persuasion check: Leira has advantage due to Charisma skill, as well as +1 due to Barda being in a precarious situation. (4,5,6)+5 MND +1 = 17 Leira wins: 17 vs 8
Barda’s reason: 1) Money 2) Supports the cause 3)Extortion 4)Indebted to Huntsmen
[1d4]=4 Indebted
BOLD for story: Abetting Misunderstanding (Party) overcome by a close friend
“I help them ‘cause I should be dead otherwise. It was a couple of years ago. I get a lot of interesting things come through my museum here. Most are worthless, but every now and then I find something that has value, either historically or monetarily. One day, while rummaging through a sack I purchased, I came across a pair of dice. The previous owner, who happened to be dead, was a known gambler so the dice caught my attention. As I suspected, they were loaded.
“One night I decided to give ‘em a try. I knew my friend Gar [RG] often hung out at the Broken Sword [RG], a tavern known for its games of chance. So I asked him to introduce me to some of his friends for a game. I knew they were a rough crowd, but I also knew they had money. Anyway, I was able to swap out the dice and I made a killing.
“I guess they figured it out, cause the next night the group of ‘em jumped me and dragged me into an alley. They said I had cheated them and the price for cheating a Huntsman is a dagger through the heart. I tried to tell them it was all a mistake, that I didn’t know anything about loaded dice, but they weren’t buying it.
“It was about that time my friend Gar stepped in. I hadn’t noticed him before, but apparently, he was also a Huntsman, something I did not know. He sort of vouched for me, saying that he’d known me for a long time and never knew me to be a liar. However, if I did try to swindle them, he was sure I would never do it again. He’d see to it personally.
“The others were reluctant, but Gar wouldn’t let up until they let me go. They did have tack on a condition, however. I owed them and they would collect. Several weeks later some different Huntsmen came to my home and said it was time to pay up. The old castle dungeons ran close to my home and they needed to connect to them through my basement. I really had no choice. Either I help them or they would help themselves.”
Do any of the party sympathize with Barda?
(Unlikely | 4[d10]) No
“I guess you’re a lucky man,” Leira says. “You cheated the Huntsmen and lived. And it looks like you’re going to survive today, as well. Unless, of course, your friends are unhappy that you let strangers into their tunnel.”
“You weren’t really going to kill him, were you?” Bhart asks.
“Probably not.”
With that, Harper ties a gag around Barda’s mouth.
As they walk out of the room Leira spots a shield hanging on the wall near the front door. Reading its placard she learns that it was the shield Lord Winchester used during the siege against Duskcall by the other baron lords. “Hmm. This might be useful,” she says, removing the shield from the wall.
Barda, seeing this, begins to moan through the gag in protest.
“Don’t worry,” Leira assures him. “I’ll bring it back.”
[Because of her 0 STR Leira is encumbered while holding the shield (-1 AGI). Still, I thought it was a nice touch to the narrative, so I had her take it. Besides, it fits in with her concept.]
[Scene 2]
At the bottom of the stairs is a locked door. They go back upstairs and search their captive to no avail. However, in the process, they do find 4 gold pieces and a gold whistle, both of which Liera keeps. Harper removes the gag and asks where is the key. Barda will not tell them. In fact, he says nothing. They replace the gag and begin to search the room.
Is the key on Barda?
(50/50 | 3[d10]) No
Does he tell them where the key is?
(Unlikely | 1[d10]) No, and… (refuses to say anything)
Do they find the key?
(50/50 | 3[d10]) No
“ I guess we’ll just have to break it down,” suggests Harper.
They go back down the stairs and Bhart, being the strongest, tries to break the lock with the handle of his sword. [Success]
Aware that the noise made breaking the lock might have attracted attention, all three have swords drawn as they throw open the door. The room is bare except for a few casks along one wall, some buckets and a few stained straw mats on the floor. [RG]. There is one other thing. Standing in the middle of the room is an armored blond man with his sword drawn.
[Per oracle, the noise attracted someone. Per rolls, PCs were not surprised]
It takes Leria a moment to focus on the man’s face, but once she does she immediately knows the man.”Gaither!”
The man instantly recognizes the voice, as well as Leira’s blonde curls. “Ah, the haughty wench from the inn. You’re a long way from home, villager.” This last word drips with contempt.
[Custom encounter table: Gaither-alone. Both he and Leira made positive recognition rolls.]
Liera drops her sword, freeing her hand to pull the Hunstman dagger from Harper’s belt. She holds it up for Gaither to see. “You left something back in Swifthaven. I thought I would return it.” With a flick of the wrist, she sends it hurling at Gaither.
Leira misses: 2 (modified) v 12
Gaither Morale check based on 90, Add 20 to roll for outnumbered 2-1: 37+20=57
Gaither easily steps aside avoiding the throw. “Pathetic,” he says as moves in to attack. [Missed attack, successful morale check]
Initiative based on AGI:
Gaither: 3
Harper: 2
Leira: 0
Bhart: 0 (lost tiebreaker)
[Round 1]
While Gaither would really like to teach the troublesome girl a lesson, he knows that she is not an immediate threat since she has dropped her weapon. Instead, he swings at (1-3 Harper, 4-6 Bhart) Harper.
Harper easily blocks Gaither’s swing but is unable to return the attack. Bhart hesitates to make sure he can get a clean shot at Gaither. [all miss]
[Round 2]
Leira has retrieved her sword but is unable to strike as Harper and her brother stand between her and the enemy. She begins to skirt around the edge of the battle to try and get behind the Huntsman. While she is doing this, Bhart raises his sword. Seeing an opportunity, Gaither swings his own blade in a wide arc, barely knicking Harper’s leather and passing under Bhart’s own blade, catching the young man in the ribs. [Gaither critically defended against Bhart allowing him a free attack. Bhart spends a HER point to reroll and reduce 6 damage to 4, dropping him to 2 END]
[Round 3]
G: 10 H: 7 (take 2 END, fails AR)
H: 7 G: 10
Since Leira is attacking from behind and Gaither is focused on Harper, I’ll treat it as a distraction penalty.
L: 6 G: 13-2 for rear attack distraction=11
B: 14 G: 9 (takes 3 fails AR T:3 5 left)
Without hesitation, the assassin turns his blade back toward Harper and makes a stab that catches him in the upper thigh. [2 damage, 4 END left] The sudden pain stops Harper’s own attack. Despite being outnumbered, Gaither’s skills as a trained assassin are serving him well. Leira gets into position but rushes her attack, thus missing her target. Bhart, on the other hand, is able to find a gap in Gaither’s scale. [3 damage, 5 END left]
[Round 4]
Enraged, Gaither pushes Bhart back with his sword arm but continues his assault on Harper who is still attempting to adjust to his wounded leg. He swings hard, cutting through Harper’s leather. [Critical attack. Harper spends two HER points to reroll, keeping him above 0 END. He finishes with 1 END.] Leira, who Gaither has all but forgotten by this time, pokes him in the ass. [for 1 damage, 4 END left]
[Round 5]
Gaither makes morale check with penalties for being outnumbered and down to half health. He fails.
Fleeing draws a free attack from each party member.
Gaither realizes that, while is easily handling Harper, he still has two opponents left and it’s difficult to defend attacks from multiple sides. In this case, retreat might be the better part of valor. He turns and heads for an open passage in the wall opposite the staircase. Only Bhart is able to get a final attack in and slices the fleeing foe in the arm. [1 damage, 3 END left] Harper reacts quickly, dropping his sword and loading his bow for a shot. Unfortunately, with no time to aim and hindered by his wound, his arrow flies wide. Bhart and Leira take chase.
The hallway runs for seventy feet before it ends in an intersection with passages leading left and right. With his head start, Gaither easily reaches the split first and takes the right passage. As brother and sister near the intersection, they hear the sound of a door slamming. Rounding the bend they are not surprised to see a large oak door blocking their way. Bhart pushes against it and it does not move. Pulling on the handle does nothing, as well. [Leira failed the chase challenge.]
“Must be barred from the other side,” Bhart supposes, and takes a step back as if to try and bash it down with his shoulder.
“Wait!” Leira cries, putting herself between Bhart and the door. “We don’t know what, or who is on the other side. He might have reinforcements. Besides, we need to check on Harper.”
Bhart agrees and the two head back, meeting Harper where the hall opens into the basement room.
End of Chapter 7
Wrap up:
Withholding EXP till they are done with the tunnels.
I will award Leira one HER for successfully using her Charisma skill to coax the story from Barda.
Thoughts of Chapter 7
In a spirit of transparency, I forgot about HER during the combat with Gaither. At one point two of my PCs were down, leaving my weakest character all by herself. As I was trying to figure out how she could escape and live to fight another day, I remembered I had several unspent HER points I would have used had I remembered them.
At that point, I did go back to the previous fatal rolls, spent the appropriate number of HER, and rerolled. All other rolls I left as is and added one attack that Bhart had missed due to being unconscious. The revised battle is what is recorded in this chapter.
Read the next chapter here.
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