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LD II, Prologue, Possibility 1: Inn Encounter: Rescue a Family or to the underdark?

RESCUE THE MARLOWE FAMILY, CONFRONT the MAGISTRATE and GUARD

  Fletcher receives a note after a break in the performance:
  "Bard Marlowe, your are hereby summoned to the Great City of Teharre, of the Nation of Sallador. The Grand City of Teharre requires your testimony in the trial of The Marlowe Crime-Ring, who face accusations of thievery and robbery, a heist against the Financial Monetary Offices of Nipnap. For their character and background, the defense requests your testimonial. Please come within the month, to the Nipnappan Municipal Hall of Court, where your testimony will be recorded and judiciously considered."
 
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  • Arriving soon after, a more stealthy-looking messenger delivers a much-less-official looking note, somewhat ragged and torn. This messenger holds his palm out for a payment.
      The note is from a friend of the family, Jenda the Familiar: "Dear Fletcher, They are in danger; the magistrate has no intention to release them, as far as I can see. Arrive within four weeks and bust them out, or they may end up in jail. --Your Auntie, Tasia Marlowe"
      After concert is over, and the four are the only remaining, door locked now. Party is talking about whatever. And a pounding on the door.
      "Open up! Sdalla, Open up! Open in the name of His Royal Majesty King Holski! We have a warrant, Sdalla. Open the door now!"
      A royal magistrate--dressed in the white and blue of his office--and guards, enter with a cold blast of air, and the magistrate asks, "Where is the bard called Marlowe?! They are now under our arrest for association with the Marlowe Crime-Ring, collaboration and scheming against the Great Kingdom of Bair.'"
      They spot the bard and move to apprehend her. They block all exits.
      After this battle, within 10 minutes, another pounding at the door, this time by the local militia (who has been paid to apprehend them).
      "Open the door Sdella, or we'll tear it down! You're harboring a fugitive in there, and we get paid to take them in! Let us at them!"
      "C'mon; we'll give you a cut...!"
      Sdalla urges them down into the kitchen, into the cellar to hide. Quick, as the front door is broken down.
      From below, the PC's can hear little, just heavy footsteps entering above, a dog sniffing and snarling, a terse conversation, Sdalla on the defensive. Then there is loud scuttling and rummaging: The militia is ransacking the place. A dog above is wildly, aggressively sniffing.
      Our heroes, those with dark vision, note a small door across the room, a black door with a silver handle in the shape of a spider, with an amethys pattern inlaidn on its back.
      They must Escape this way, or meet the militia comes and goes. The door locks on the other side. Squeeze through, then a descent, a long descenet, on black rocks stairs, into the Underdark.
      (Sdalla's people (species?) are the first to be met... neutral and suspicious. Rumors of great treasure.)
      "Finally a clearer voice above, "Hey guys, look at this! I'll bet they're down here! There is a fumbling about to open the door at the top of the cellar stairs."
      Act 1: The Four Bears Inn and Tavern
      @moving

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