More work
This commit is contained in:
@@ -88,7 +88,7 @@ chapter.
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## First Sights of the City
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When the PCs emerge from the scrap dealer's tent, they step
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When the PCs take the portal from Sylvania, they step
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out into the Bazaar of Sigil. It is a one-way portal.
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Behind the PCs is just more bazaar. The first sights they
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see are wild and disorienting. The PCs just stand and stare
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@@ -131,16 +131,108 @@ Sigil you prefer, that would not be difficult.
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The PCs came to the city with a quest: Find Rennick!
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After wandering around for a few minutes, they may start
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to think about their objective. Before they have a chance
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to get started, introduce them to Rico Sparks.
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to think about their objective.
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## Sending to Rennick
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The PCs are now at a level where they can potentially cast
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the spell "Sending." This is a very useful tool for finding
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Rennick. According to the spell, one must be "familiar"
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with the recipient. The PCs met Rennick at Castle Green.
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Whether that's enough to constitute "familiarity" depends on
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how the PCs interacted with Rennick. If they barely said
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two words to him, then no, it's not enough. But if they had
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a good solid conversation with him, then that's enough: he's
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"familiar." Your judgement call.
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Do not feel obligated: if the PCs can't cast sending, they
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can still complete this chapter just fine.
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If the PCs cast sending, then Rennick can respond with a
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25-word response. Pretty much no matter what the PCs say,
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Rennick says:
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> Incantifer, Crow, plans to kill me! I'm hiding from him.
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> He may be spying right now! Say nothing! He's listening.
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> Cast sending again.
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At this point, the PCs are likely to have tons of questions.
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If the PCs try asking questions, Rennick says:
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> Cannot explain: Crow listening. Cannot come out of hiding.
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> If you save me from Crow, I will cooperate with you.
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> Will you help?
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If the PCs agree to help, Crow says:
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> DO NOT FIGHT CROW! Too deadly. Research strengths,
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> weaknesses. Choose spells. Raid my stash, buy right equipment.
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> Hire mercenary from Ysgard. When prepared, contact me.
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With that, the PCs now understand the broad outlines of
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this chapter and what they have to do. However, that
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still leaves tons of questions unanswered:
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* What is an "Incantifer?" What are Crow's powers?
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* Why does Crow want to kill Rennick?
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* How can the PCs find Crow?
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* For that matter, how can the PCs *avoid* Crow until they're ready?
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* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
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* "Raid my stash." What stash? Where is this stash?
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* "Buy right equipment." What is the "right equipment?"
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* Where is Rennick hiding?
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The PCs will have to figure out the answers to these questions
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by themselves. Any further attempt to send messages to Rennick
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will result in Rennick saying:
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> Stop casting sending, too dangerous. May be possible to
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> trace you. I know you are smart. Info you need is out there.
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So Rennick refuses to answer any more questions. The PCs
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will have to investigate and learn more.
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## Sending to Green
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Green is in Beshaba's realm, in the Abyss. Beshaba is
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allowing him to stay there, even providing protection. This
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is because she sees the Deck as bait that might lure Tymora
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to her realm.
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If the PCs cast sending to talk to Green, Green will happily
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answer their questions. He doesn't have any up-to-date
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information about Rennick, but he knows general facts.
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If the PCs ask Green about exactly what he's *doing* there
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in Beshaba's realm, or if the PCs just start asking Green
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more questions than you want, cut them off. Here's how: A
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goddess is almost omnipotent in her own realm. Beshaba can
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easily intervene in any sending spell cast into her realm.
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The PCs cast sending and ask the wrong question. They get a
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reply that's not from Green, it's from Beshaba:
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> So, Tymora's little pawns are getting information from my
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> little pawns. I think it's time for me to put a stop to that.
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The caster recognizes the voice of Beshaba. The caster ends
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up with a splitting headache, and two levels of exhaustion.
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If they're stupid enough to try again, make it even worse
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for them.
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## Rico Sparks, the Tout
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As the PCs gape at the bazaar, a Tout named Rico Sparks
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notices that the PCs are obviously not from Sigil. He sees
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a business opportunity. Touts are information brokers,
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their bread and butter is selling basic information
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a business opportunity. Touts are information brokers.
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A large percentage of their income is selling basic information
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about the city to clueless visitors.
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Rico is always over-the-top brash and cheerful. He uses
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@@ -171,10 +263,11 @@ than you can afford, baby!"
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If you ask Rico why he calls himself a drug dealer, he says,
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"Touts provide easy access to information, and easy access
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to information makes you lazy, it makes you stop trying to
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solve problems for yourself. Soon you'll find yourself
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solve problems for yourself. Soon you'll find yourself
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calling me because you need me to tell you how to tie your
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shoes. That's my income stream, baby! Addicts who can’t stop
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calling me to tell them what to do every minute of the day.”
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shoes. That's my bread and butter, baby! Addicts who can’t
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stop calling me to tell them what to do every minute of the
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day.”
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Rico’s price structure is simple: "it costs 5GP to have a
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conversation with me. First conversation’s free, baby, like
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@@ -242,12 +335,29 @@ Rico is a tool for you, the DM. You can use him to feed
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the PCs little bits of information whenever you would
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like to do so. He can help keep the story moving.
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The PCs should probably ask Rico where to find Rennick.
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Rico will answer that he doesn't know who Rennick is, but
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he knows that any member of the Fraternity of Order, who
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works in the department of casino regulation, is going
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to have an office in the Courthouse. So the courthouse
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is a good place to start looking.
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The PCs should ask Rico about finding Rennick. If they
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don't ask their information broker for help, they're very
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likely not going to get anywhere with anything. So you
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really should encourage them to use Rico. Here is what
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Rico recommends:
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1. Rico doesn't know who Rennick is. Hasn't heard the name.
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2. Rico knows that any member of the Fraternity of Order, who
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works in the department of casino regulation, is going to
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have an office in the Courthouse. So the courthouse is a
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good place to start looking.
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3. If the PCs ask about incantifers, Rico doesn't know much
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about them, but he knows they're a sect of reclusive
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wizards. He volunteers to do further research.
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4. Rico suggests that maybe Rennick has coworkers who might
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know something. Again, the courthouse.
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5. Rennick must have a house or an apartment, Rico reasons.
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He says, "I'm pretty sure I can find out where he lives."
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## Taking Care of Pig
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@@ -387,113 +497,6 @@ both enjoy drinking. Sometimes, when the PCs show up,
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Sergei may already be passed out on the floor, with Jinn
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just napping or sipping liquor until he wakes up.
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## Sending to Rennick
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The PCs are now at a level where they can potentially cast
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the spell "Sending." This is a very useful tool for finding
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Rennick. According to the spell, one must be "familiar"
|
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with the recipient. The PCs met Rennick at Castle Green.
|
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Whether that's enough to constitute "familiarity" depends on
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how the PCs interacted with Rennick. If they barely said
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two words to him, then no, it's not enough. But if they had
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a good solid conversation with him, then that's enough: he's
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"familiar." Your judgement call.
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Do not feel obligated: if the PCs can't cast sending, they
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can still complete this chapter just fine.
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If the PCs cast sending, then Rennick can respond with a
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25-word response. Pretty much no matter what the PCs say,
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Rennick says:
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> Incantifer, Crow, plans to kill me! I'm hiding from him.
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> He may be spying right now! Say nothing! He's listening.
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> Cast sending again.
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At this point, the PCs are likely to have tons of questions.
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If the PCs try asking questions, Rennick says:
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> Cannot explain: Crow listening. Cannot come out of hiding.
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> If you save me from Crow, I will cooperate with you.
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> Will you help?
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If the PCs agree to help, Crow says:
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> DO NOT FIGHT CROW! Too deadly. Research strengths,
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> weaknesses. Choose spells. Raid my stash, buy right equipment.
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> Hire mercenary from Ysgard. When prepared, contact me.
|
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|
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With that, the PCs now understand the broad outlines of
|
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this chapter and what they have to do. However, that
|
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still leaves tons of questions unanswered:
|
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|
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* What is an "Incantifer?" What are Crow's powers?
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* Why does Crow want to kill Rennick?
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* How can the PCs find Crow?
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* For that matter, how can the PCs *avoid* Crow until they're ready?
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* "Hire mercenary from Ysgard." What mercenary from Ysgard? What are you talking about?
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* "Raid my stash." What stash? Where is this stash?
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* "Buy right equipment." What is the "right equipment?"
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* Where is Rennick hiding?
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The PCs will have to figure out the answers to these questions
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by themselves. Any further attempt to send messages to Rennick
|
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will result in Rennick saying:
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> Stop casting sending, too dangerous. May be possible to
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> trace you. I know you are smart. Info you need is out there.
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So Rennick refuses to answer any more questions. Fortunately,
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Rico Sparks is a big help. Rico is a tout, an information broker,
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so he knows how things work and where to find useful information.
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He can do all of the following:
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* Rico has heard of the incantifers. He volunteers to research them.
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* Rico observes that Rennick's coworkers might know
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something.
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* Rico is confident that he can find out where Rennick
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lives, when he's not in hiding.
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* Rico doesn't know who the mercenary from Ysgard is, but he
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says, "based on the wording, it's clear that Rennick has
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somebody specific in mind."
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## Sending to Green
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Green is in Beshaba's realm, in the Abyss. Beshaba is
|
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allowing him to stay there, even providing protection. This
|
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is because she sees the Deck as bait that might lure Tymora
|
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to her realm.
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|
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If the PCs cast sending to talk to Green, Green will happily
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answer their questions. He doesn't have any up-to-date
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information about Rennick, but he knows general facts.
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If the PCs ask Green about exactly what he's *doing* there
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in Beshaba's realm, or if the PCs just start asking Green
|
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more questions than you want, cut them off. Here's how: A
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goddess is almost omnipotent in her own realm. Beshaba can
|
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easily intervene in any sending spell cast into her realm.
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The PCs cast sending and ask the wrong question. They get a
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reply that's not from Green, it's from Beshaba:
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> So, Tymora's little pawns are getting information from my
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> little pawns. I think it's time for me to put a stop to that.
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The caster recognizes the voice of Beshaba. The caster ends
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up with a splitting headache, and two levels of exhaustion.
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If they're stupid enough to try again, make it even worse
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for them.
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## An Appointment with Casino Regulation
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The courthouse is the base of operations for the
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@@ -508,6 +511,11 @@ with two unusual traits: he's extraordinarily patient (which
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is why he's the receptionist), and he smells slightly of
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earth.
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Working with Timon is an imp named Stiz whose job is to
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deliver paperwork, fetch coffee, and take care of other
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menial tasks. The imp stays in the background unless he's
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needed.
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When the PCs ask for Rennick, Timon says "to get an appointment
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with the Department of Casino Regulation, you need to be a
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casino representative, and you need to be requesting regulation
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@@ -518,8 +526,8 @@ ACQUISITION OF CERTIFICATE OF FAIR PLAY."
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This is where the PCs next "adventure" begins: a ludicrous
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mini-quest in which the PCs have to actually fill out a
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Fraternity form. This will be the PCs' first encounter with
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a faction, and it is meant to highlight the absurdity of
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faction ideology. The form is full of over-the-top
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the guvners, and it is meant to highlight how over-the-top
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their love of bureaucracy is. The form is full of
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bureaucratic jargon and impossible questions. The form can
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be found in appendix XYZ. Filling it out will be a
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challenge.
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@@ -544,14 +552,15 @@ moments later you’ll be facing a Harmonium patrol.
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If the PCs used charm magic, but were nonviolent, the patrol
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takes the PCs outside, and gives them a stern talking to.
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"I'm not going to throw you in jail, every damn clueless who
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comes to the city tries that. If I threw all of you in
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jail, there would be no room in the jail for anyone else.
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But don't even think about trying that again." If the PCs
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complain about the bureaucracy, the leader of the patrol
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sympathizes: "Yeah, I know, their forms are completely
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unreasonable. But the law's the law, and it's my job to
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enforce it." In the end, the PCs's best course of action is
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to actually just figure out a way to fill out the form.
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comes to the city tries charming the bureaucrats. If I
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threw all of you in jail, there would be no room in the jail
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for anyone else. But don't even think about trying that
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again." If the PCs complain about the bureaucracy, the
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leader of the patrol sympathizes: "Yeah, I know, their forms
|
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are completely unreasonable. But the law's the law, and
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it's my job to enforce it." In the end, the PCs's best
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course of action is to actually just figure out a way to
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fill out the form.
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The PCs may attempt to fill out the form with bullshit. If
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they do so, Timon will look at the filled out form and say,
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@@ -660,9 +669,9 @@ Send it up or not?"
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In reality, there's no risk of a lawsuit. Nobody is going
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to check up on this.
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Timon gives the form to an imp, who flies it upstairs.
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The imp returns a few minutes later with a note. Timon
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says: "your appointment is in 10 minutes. Take those
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Timon gives the form to the imp, Stiz, who flies it
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upstairs. The imp returns a few minutes later with a note.
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Timon says: "your appointment is in 10 minutes. Take those
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stairs, three stories up, go left, all the way down the
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hall."
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@@ -698,9 +707,10 @@ out, and just give it to them.
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> Fraternity of Order. I don't understand the technology, I'm
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> not a mathematician, but Rennick was very excited.
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>
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> He also told me that he found a small box by his bedside,
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> with dice on the cover. He was very suspicious of the box,
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> but he tried to open it anyway. It wouldn't open.
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> On the same day as his breaktrhough, he found a small box
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> by his bedside, with dice on the cover. He was very
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> suspicious of the box, but he tried to open it anyway. It
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> wouldn't open.
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>
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> a few weeks later, he came to me looking worried. He said,
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> "I think I've made a huge mistake. This technology is too
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@@ -714,13 +724,12 @@ out, and just give it to them.
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> This technology is getting out whether I like it or not.
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> If it does, the universe is piked. I have to do something."
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>
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> He kept me posted on his progress. Through divination, he
|
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> figured out the box contained the avatar of a god of
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> randomness. He assumed this god had some interest in his
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> technology, since the box appeared on the day he made his
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> breakthrough. He decided he really wanted to talk to this
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> god: he was sure a god of randomness could help him
|
||||
> fix the situation.
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> He kept me posted on his progress. He was sure the box
|
||||
> had something to do with his breakthrough, so he
|
||||
> investigated it. Through divination, he figured out the
|
||||
> box contained the avatar of a god of randomness. He
|
||||
> decided he really wanted to talk to this god: he was sure
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||||
> a god of randomness could help him fix the situation.
|
||||
>
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> He also figured out why he couldn't open the box.
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> The Lady of Pain doesn't allow other gods in the city.
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@@ -813,13 +822,13 @@ learned a little information about the incantifers.
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20gp for research plus 5gp for the conversation."
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||||
|
||||
Here are the points of information that Rico can
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||||
contribute at this point:
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contribute so far:
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||||
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||||
* Who the incantifers are: a small sect of wizards who
|
||||
capture individuals, rip the souls out of their bodies, and
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use that soul to build orbs, which he says is some kind of
|
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very powerful magical item that can rapidly cast spells. He
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knows that Crow has four orbs. He doesn't know what they
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knows that Crow has four orbs. Rico doesn't know what they
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||||
can do.
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* He tells the PCs that there are three known incantifers
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@@ -828,15 +837,166 @@ Albatross. He has no idea how to contact any of them.
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* He says that all three of the known incantifers are wanted
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by the mercykillers. Apparently, the mercykillers attempted
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||||
a raid on the tower sorcerous a few years ago, but couldn't
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||||
get inside.
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||||
a raid on the tower sorcerous a few years ago, but when they
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||||
finally got inside, the incantifers weren't there, it
|
||||
appeared to be mostly just a ceremonial meeting place.
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Finally, Rico promises to keep looking for information on
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Crow. He says he's sure he can find more.
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||||
|
||||
## The Goblins in the Casino
|
||||
|
||||
Rico tells the PCs that he located Green's Casino, the
|
||||
Golden Hoard, in the market ward. He says it is barricaded,
|
||||
but he thinks the PCs can probably get inside if they're
|
||||
determined. There is a map of the casino in appendix XYZ.
|
||||
|
||||
When the PCs show up, this is what they find: it's a two
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||||
story building. The lower floor is considerably larger
|
||||
than the upper story: the upper story is a relatively
|
||||
small "building" on top of the main floor.
|
||||
|
||||
It's obvious from looking at the building that security was
|
||||
a priority. The building is made of cut stone. The stone is
|
||||
durable: it is extremely unlikely that anyone can break
|
||||
through the stone itself.
|
||||
|
||||
The casino only has one door, the main door. When the
|
||||
casino is open, patrons see a large pair of wooden double
|
||||
doors. When the casino is closed (as it is now), a big
|
||||
blast door is lowered in front of the wooden door. The
|
||||
blast door is a steel slab that fits into grooves in the
|
||||
stone walls, and which can be raised up by means of a huge
|
||||
crank with a substantial gear ratio. When the PCs arrive,
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||||
the blast door is almost completely closed, but there's a
|
||||
gap of about two inches at the bottom: the mechanism is a
|
||||
little sticky, and it's stubbornly refusing to go all the
|
||||
way down. Looking through the gap, you can see the wooden
|
||||
doors, which are closed too.
|
||||
|
||||
Both floors have windows. The windows have a layer of glass
|
||||
on the inside, and steel bars on the outside. The glass is
|
||||
a half-inch thick, and the steel bars are about six inches
|
||||
apart. They are tough, but the glass can be
|
||||
broken with sufficient force (make it genuinely difficult).
|
||||
The steel bars can also be damaged with great effort (make
|
||||
it extremely difficult), but it's probably easier for a PC to
|
||||
make himself small and squeeze between them.
|
||||
|
||||
The bottom floor windows are painted with translucent paint
|
||||
to make them look like stained glass. Without the paint, the
|
||||
windows would look like prison windows. The paint also
|
||||
serves to make it difficult for the PCs to see what's going
|
||||
on in there.
|
||||
|
||||
There is one last way to break into the casino: it is
|
||||
hypothetically possible to climb from the sewers up into the
|
||||
casino latrine. It would probably only be possible for a
|
||||
very small character with a strong stomach.
|
||||
|
||||
On the second floor, there are windows looking in all four
|
||||
directions. In each of these windows is a fixed ballista
|
||||
which can rotate left and right, and pivot up and down. The
|
||||
mechanisms of the ballistae are designed so that the
|
||||
ballista is always aiming between the bars. The ballistae
|
||||
are a deterrent that was installed when the casino
|
||||
discovered they had a problem with people climbing up on the
|
||||
roof and trying to break into the casino from the second
|
||||
floor. They aren't designed to hit anyone on the ground
|
||||
floor, they cannot.
|
||||
|
||||
The rooms on the main floor are: the entrance hall, the main
|
||||
gambling floor, the vip room, the office of the teller, the
|
||||
bar, the latrine, and the stairwell. The main gambling
|
||||
floor is quite large, and fills the majority of the space.
|
||||
|
||||
On the second floor is the stairwell, a hallway, and a number
|
||||
of administrative offices.
|
||||
|
||||
All of the rooms were emptied out by Green and his employees:
|
||||
anything valuable was removed. The large pieces of furniture
|
||||
were left behind, as were pieces of art that were too bulky
|
||||
to easily remove.
|
||||
|
||||
Sadly, there is no treasure in the casino. But there are
|
||||
two things that the PCs need: the casino tax ID number,
|
||||
which can help them to fill out form CM1-228, and
|
||||
a portal to "The Greatest Show in Ysgard."
|
||||
|
||||
The tax ID number is relatively easy to find: just rifle
|
||||
through all the desks on the second floor. Eventually
|
||||
you'll find some old paperwork.
|
||||
|
||||
Over the VIP room is a sign that says: "VIP Room / Greatest
|
||||
Show in Ysgard". Next to the words "Greatest Show in
|
||||
Ysgard" is a picture of a stereotypical viking helmet, with
|
||||
the two horns. (Yes, I know viking helmets didn't have
|
||||
horns in the real world, but they do here.) If you wear a
|
||||
viking helmet and walk through the doorway into the VIP
|
||||
room, you will find yourself in Ysgard.
|
||||
|
||||
There are no viking helmets in the casino: the PCs will have
|
||||
to obtain one elsewhere. They can ask an armorer to make
|
||||
some, but it's probably cheaper to find somebody in the
|
||||
bazaar who makes and sells costumes.
|
||||
|
||||
Do not tell your players that this is a portal. This is a
|
||||
puzzle they should figure out themselves. One clue is that
|
||||
the VIP room is quite small, and there is no stage. There's
|
||||
no room in there to put on even a small show, much less the
|
||||
"greatest show."
|
||||
|
||||
Another clue is that one of the Fraternity forms said
|
||||
that Rennick came to the *closed* casino to talk to the
|
||||
show producer. This sign, "Greatest Show in Ysgard,"
|
||||
is the only mention of a show in the casino. There *has*
|
||||
to be something more hidden here.
|
||||
|
||||
The third clue is the mention of Ysgard, combined with
|
||||
Rennick's instruction: "hire the mercenary from Ysgard."
|
||||
They should be thinking that there's a way to get to Ysgard.
|
||||
|
||||
If in the end, they don't figure it out, Rico can help,
|
||||
but it's better if they puzzle it out themselves.
|
||||
|
||||
Inside the casino are eight goblin squatters. They figured
|
||||
out some time ago that the casino was vacant, and they
|
||||
somehow figured out how to break in - surprisingly, they
|
||||
didn't break any of the windows. See appendix XYZ for the
|
||||
stat blocks of the eight goblins.
|
||||
|
||||
The Goblins' attitude depends on how they are treated. They
|
||||
are squatters, and they know there's a risk of getting
|
||||
kicked out, so they're wary of that - they don't trust
|
||||
anyone until they're sure it's not "the law" come to kick
|
||||
them out of their home. They are broadly cynical,
|
||||
distrustful, and wary of anyone who isn't a goblin. They
|
||||
also can be just plain dickish, they often mock and taunt
|
||||
people who are richer than them, or who they perceive as
|
||||
having unfair advantages - which is most people. They are
|
||||
definitely a pain in the ass, but they can be dealt with
|
||||
productively. They respond well to money.
|
||||
|
||||
They have a leader, Grylla, whom they completely trust. They
|
||||
follower her commands without question and when they fight,
|
||||
they fight as a cohesive team. Most of the goblins are of
|
||||
average intelligence, except Grylla, who is very smart.
|
||||
|
||||
If the PCs try knocking on the front door (reaching through
|
||||
the small gap under the blast door), the goblins ignore
|
||||
them. The goblins don't want any attention, due to their
|
||||
illegal possession of the casino. So they just hope that
|
||||
visitors go away.
|
||||
|
||||
But that means that the PCs are likely to try smashing their
|
||||
way inside. If they do, the goblins will put up a fight,
|
||||
trying to defend their home. After the smashing begins,
|
||||
and the fighting is triggered, it's hard to cool things back
|
||||
down. If the PCs try talking, the goblins will keep fighting
|
||||
for a round or two before they accept a truce.
|
||||
|
||||
The goblins are willing to let randos explore their home,
|
||||
but only for a sizeable chunk of money.
|
||||
|
||||
## Rennick's House
|
||||
|
||||
|
||||
Reference in New Issue
Block a user