Adventure Edition - Babes in London: Little Girls Lost Act Two Scene 3B
You can find the introduction to the Babes in London adventure sequence HERE, the background to Act One HERE, the Overview for Act One HERE., Act One Scenes 1-2 HERE and Act One Scene 3 HERE.
Act Two Preparation and Scene 1 can be found HERE, Act Two Scene 2 can be found HERE and Act Two Scene 3A can be found HERE.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Gamemaster's Handbook;
This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
GMs, please note that there are two sizable cut-scenes interlinked with Scene 3A. They final one will be posted next week. You should not run Scene 3A until you have both cut-scenes, as they interrupt this scene when they occur. Scene 3B is only the first cut-scene. Also note that these scenes have not been playtested, so you may need to adjust them on the fly. If you do, I would be grateful for any feedback.
Act Two Preparation and Scene 1 can be found HERE, Act Two Scene 2 can be found HERE and Act Two Scene 3A can be found HERE.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Gamemaster's Handbook;
This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
GMs, please note that there are two sizable cut-scenes interlinked with Scene 3A. They final one will be posted next week. You should not run Scene 3A until you have both cut-scenes, as they interrupt this scene when they occur. Scene 3B is only the first cut-scene. Also note that these scenes have not been playtested, so you may need to adjust them on the fly. If you do, I would be grateful for any feedback.
PLAYERS SHOULD NOT READ BEYOND THIS POINT
SCENE THREE B: HOUNDS OF THE LAW
You stand before the wooden
platform that should have hosted the trial. Lady Amintar, a magistrate from the
port city of Elios, stands in the center of the platform and her body radiates
the fury in her voice. “Three months ago the farmer Breytos left this freehold
to try to sell his fleece in Elios. At that time it would have fetched three
times the price he could have gained from selling it to the freehold.”
She
waits until the murmurs rising from the community gathered around you subside. “Breytos died when his horses bolted on the road through Mairnon’s Pass, taking
themselves and the wagon over the edge and into the Heirions River.
I am here because the magistrates have retrieved the wagon and found evidence
of Blisterionus on the harness of the both animals.”
There
is a collective gasp from the people around you and now their eyes understand
two things: Your presence, and the disappearance of Breytos’ neighbor – with
Breytos’ wife.
Magistrate
Amintar outlines the suspicions brought to her by Breytos’ daughters and the
charge of murder laid against their mother and neighbor. “By the 101st
law it is said that: Sabotage leading to the foreseeable chance of death for
another is murder and the saboteur shall be tried as a murderer. In this case
we have conducted our investigations and bring the case before you only to find
that the accused have disappeared. Fortunately someone among you noted the
disappearance and there are volunteers for the hunt.” She looks directly at you
and you bow.
There
is a smattering of nervous applause from the assembled freehold. Your deeds are
well known, but this is the first hunt where your prey is human. “Give them all
the help they require.” With her last command ringing in their ears, the
freeholders look towards you. You hear one mutter an excuse to his neighbor –
something about having to take the sheep to pasture. It’s the start of an exodus.
With a sigh, you realize two things – the reason you only received the call for
help last night and that you’ll have to use the dogs after all.
PART A: INVESTIGATION
Let the PCs work
out what to do. If they are aware of their draconic forms and abilities, they
can use these, otherwise they take on the human disguise adopted by their
draconic selves during this Age. They do have dogs available to them and a
guide can be found to take them to Breytos’ house where one of the dead man’s
daughters can be located. She can give them something the dogs can scent from and
the hunt can begin – or the PCs can do some investigation first. If there is
time, let the PCs move around the village asking questions.
- Research (Mental): If a character uses this skill
TH1: Karymnos, Breytos’ neighbor, was a
fur trader and hunter. He has not been seen since yesterday evening when he was
gathering supplies for another of his hunting trips. Breytos’ wife, Brinna, was
last seen locking her doors an hour after dusk. (Neither of her daughters saw
her this morning, however, but assumed she had business in the village – a fact
that is easily checked and found to be false.).
TH3: Karymnos hunted mostly the eastern
side of the mountain above the village but traded with another community on the
other side of the mountain. There is a trail, used only by hunters and
peddlers.
- Knowledge (Atlantean Geography): Characters aware of Atlantean geography for this age may try to work out other ways Breytos could have taken to escape the village without taking the main trail.
TH1: There are numerous small trails
all over the mountain. Some even lead to communities on the other side but are
mostly used by peddlers and hunters.
TH3: If Breytos wanted to avoid using
the main trail and reach a port, he would try to reach Marethykos, a village on
the other side of the mountain. From there he could make his way down to the
sea and take passage from the fishing village of Kykos
to any of the ports. Marethykos is two days away which means the runaways won’t
reach it until tomorrow mid-morning at the earliest (tomorrow evening if they
stop to rest for the night).
Other Notes: A guide can be found to
lead them to the trail to Marethykos. Slender and wiry, this otherwise pretty
young lady bears the scars of a lion’s strike across one shoulder and the top
of an arm. If asked, she calmly informs the character that she forgot that mask
cats hunt in pairs. If pressed for details a shadow crosses her face and she
changes the subject to the location of the path, where she leaves them. Her
name is Alyssia and she is a hunter by trade. If PCs are actively trying to
gain more information from her they can make an Air (Interaction) test. The
following THs reveal the following information:
TH1: Alyssia knows of no other trails
that the runaways could have taken as a short cut but Karymnos was a skilled
hunter and had his secrets.
TH2: No-one else has used the track for
days.
TH3: Karymnos pack-horse has a
distinctive track mark. His near-fore hoofprint has an indented triangle on the
inner left-hand side.
PART B: THE CHASE
From here, the
PCs match their skills at hunting and tracking against Karymnos. The hunter has
used the main path for much of the way, both for speed and to hide his trail.
After 6 hours of traveling in the dark and 3 hours of hard riding, he left the
trail and headed down the mountain, using rocky outcrops and stony ground to
hide his diversion. He is heading for the Heiron’s River where he has arranged
to meet a boat to take him and Brinna to Elios – which is in the opposite
direction to which he will be expected to go.
If they are using the dogs, the
PCs reach the rocky outcrop where Karymnos left the path around mid-afternoon.
Read or paraphrase the following:
The dogs are looking tired but
very pleased with themselves. Eight hours of tracking and they think they’re
still on the trail. The trail turns a corner and the trees give way to a bulge
of rock that extends across the path and up and down both sides. The dogs stop.
One sneezes. Another rubs its nose. The third dog glares at you as though it’s
your fault and the fourth sits down and looks confused. It’s the lead dog that
picks up the trail again. After two more sneezing episodes, it begins to pull
you away from the trail and over the rocks leading down the mountainside.
If the PCs want
to double check the dogs’ decision they must make an Air (Senses) TH3 test
against Karymnos’ Air (Stealth) TH1 test in order to notice that something has
disturbed the rocks and nearby shrubbery. Otherwise they can follow the dogs.
(Go to Part C: Rendezvous)
If they are not using the dogs,
the PCs must make six Air (Senses) TH3 tests while following the trail. Success
means they note some tangible sign that he has passed along the trail be it a
distinctive hoof mark, a scrap of cloth from a woman’s dress, evidence that
someone ‘had to go’ in the bushes not far from the trail, a discarded
handkerchief etc. Once they reach the rocky outcrop at mid-afternoon, have them
make another Air (Senses) TH3 test against Karymnos’ Air (Stealth) in order to
pick up and keep the hunter’s trail. (Karymnos had a TH1 to leave the trail
successfully at this point due to the rocky nature of both the trail and the
ground beyond it.) If they fail to pick up the trail at this point, they come
across a hunter’s camp further on and learn that no-one has passed that way all
day – the hunters can help put them back on the trail if they need it, or the
PCs can back track, making tests until they pick up the trail again. When they
find it, continue with Part C:
Rendezvous.
PART C: RENDEZVOUS
If PCs are using the dogs:
Dusk is closing in, when the
hounds begin to bay. Well, so much for the stealthy approach! Ahead of you,
just beyond an outcrop of rocks you hear a shout of angry frustration and a
woman’s cry of dismay.
PCs have finally
caught up with the runaways. Karymnos is a desperate man and slips into hiding
the moment the hounds begin to bay; his plan is to make his way into the river
and let its current carry him downstream and to the other side. He has given
Brinna instructions to do the same and the pair split up, confusing the dogs
with a choice of two scent trails. As PCs round the outcrop, read or paraphrase
the following:
Apart from a horse, still
tethered to a tree, a picnic blanket spread in the late afternoon sun, and the
hastily discarded remains of someone’s supper, the area beyond the outcrop is
empty. The dogs reach the blanket and then begin circling to regain the scent;
there is sudden confusion as the lead hound tries to continue the pursuit in
one direction and the second lead lunges in another.
Let the PCs work out
how to handle this before allowing them to close the pursuit. Because Karymnos
is trying to be stealthy, he is moving slower than any PC and dog combination
but the same cannot be said for Brinna who is fleeing headlong for the water,
discarding pieces of clothing (and anything else that might slow her down) as
she goes.
If PCs are not using the dogs: Have
them make three Air (Senses) TH3 tests against Karymnos’ Air (Stealth) TH3
(it’s hard to hide traces of the pack horse’s passage through the undergrowth).
If the third test is successful read or paraphrase the following:
From behind another outcrop of
rocks, you hear the sound of voices, soft laughter and the restless stamp of a
horse.
Let PCs work out
how to tackle this situation. Whatever they do, as soon as they show
themselves, Karymnos and Brinna try to bolt for the river, heading in two different
directions as described above. In this case, however, Karymnos won’t be trying
to be stealthy unless he manages to lose whoever is following him in the
undergrowth.
KARYMNOS – ATLANTEAN HUNTER
Era Mythic; Race Natural being; APL 4;
Init 8; Aspects Fire 4, Water 3, Air 4, Earth 3; Health 3m; <3/ 3+ / 6+ /9+ / 12+ / 15+ / 18+ / 21+; Size/Reach 0 / 2; Armor 0; Karma 3; Stride 20 ft. (Moderate)
Combat
Throwing Dagger 4/L , Recurve Bow 10/M, Long Sword 10/M,Fist (2) 3/L, Kick (2) 4/M,
Sequences Knife Fighting
Abilities
Skills Athletics 5; Knowledge: Finances
4; Knowledge: Geography 4; Knowledge: Law 3; Medicine 3; Melee 5; Ranged 6;
Senses 5; Stamina 4; Stealth 6; Travel 5; Will 5; Edges: Allies: Smugglers 5; Circumspect
3, Deft 3, Stealthy
BRINNA – ATLANTEAN FREEHOLDER
Era Mythic; Race Natural being; APL 2;
Init ; Aspects Fire 3, Water 3, Air 3, Earth 4; Health 4m; <3 / 6+ / 9+ / 12+ / 15+ / 18+ / 21+ / 24+; Size/Reach 0 / 2; Armor 0; Karma 15; Stride 20 ft. (Moderate)
Combat
Fist (2) 3/L, Kick (2) 4/M, Sequences
Abilities
Skills Athletics 4, Knowledge: Farming
4, Knowledge: Finances: 2, Knowledge: Mythic Culture (Atlantis) 2, Stamina 4; Edges Allies: Freehold, Durable,
Network: Freehold.
PART D: SENTENCE & REWARD
Once the capture
(or apparent loss) of Brinna and Karymnos is resolved read, or paraphrase, the
following:
Well, they led you a merry dance,
but you caught them in the end. The scene of their capture fades, and you find
yourself standing once again before a wooden platform and Lady Amintar. Brinna
and Karymnos kneel before her, their heads touching the boards.
“…
the penalty is death by drowning,” the Lady Amintar is saying. The stern look
fades from her face and she glances down at you with a smile. “And for my
hunters I have a new title. You are awarded the position of Hounds of the Law
and your services will be retained in perpetuity.”
The
scene fades and you find yourselves arrayed before Anika’s desk with one
thought resting uneasily on your mind. The summons to the trial had come from a
member of another brood and you had answered immediately – but now you can’t
remember why. You really wish you could, because someone out there appears to
owe you a favor.
Allow the PCs to
work out what they wish to do next. They may wish to continue searching the
house, or they may have completed their search and wish to go elsewhere. If PCs
have searched the house and Anika’s room, and garnered all the clues they can,
go to the section titled: ‘Finalizing
Scene Three’.
END OF ACT TWO SCENE 3B
Next week, I will be posting the final cut-scene, Act Two Scene 3C.
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