Quest - Join an Adventure Company

Primary quest for Prologue Point, finding a way to join one of the new Adventure companies.

Plot points/Scenes

Enter Prologue Point   Players begin on the Amber Road moving into Truce in one of the large wagon-train setups. Having been bunked together along with Wilford the Halfling. After a quick introduction, have Wilford be annoying when bandits attack, pincushion Wilford  
  • 5 Bandits : 5hp each
2 Mastiffs: ---Quick combat for any newcomers to cut their teeth on. Alternate weapons as needed, just a few that made it though the main cordon.   Shortly after attack, come across the Bell on the Amber Road leading to Prologue Point. Bell has instructions to ring it,
  • Perception Check 18 to notice super fine gold dust
---Every player who rings the bell gains a common healing potion from 'The Professor' upon entering Prologue Point.    
Prologue Point Explain the layout of Prologue point and Try to emphasis that many of the 'would be' adventurers are ill prepared and being taken advantage of.  
Focus on getting RP going and ease players into the world. Introduce knowledge and skill checks and give a game or two being played at low stakes to get the idea of how these things work. Introduce the Professor to offer exposition and direct towards the Tavern.
 
The Tu Torieal Tavern Eventually get into the tavern, try to bring the party together after learning that the companies are hiring groups of 3-5. The Toaddetts from Mario’s Marvelous Mushroom and Fidget are all available as major NPCs. Draw them towards Fidget to 'Audition'.   Potential Combat Tutorial scene depending on the behavior of the crew, may lead to a bar brawl if they attempt to boast or fail social rolls with 'local ruffian'.   Local Tough : 9hp. Sap as weapon: 1d6+1 non-lethal.  
Focus on RP with specific NPC's, get the characterizations down and determine the difference between OOC and IC. Throw in some social checks and inform on how influence works. Possibly have a barfight for Non-Lethal Combat tutorial if the rolls go really badly
 
Tu Toriel Wine Cellar  
  1. Cellar Door Lock - DC 12 or gain key from Genair Rick
  1. Sleep Powder Trough - DC 10 to identify, Con Save DC 12 or Fall asleep for 1d4 rounds
  1. 4 Dire Rats : 7hp each. Bite 1d4+2, 20% chance to poison 1d6.
  1. 2 Black Rat Swarms: 24hp each, Engulf : 2d6 ( 1/2 if half damage), Resist physical. Vulnerable Fire
  Fidget set up a trial run with the grudging aide of Genair Rick, stocking the 'secure' cellar with dire rats provided by the ICA. This is augmented unexpectedly by rat swarms, much to Fidget's surprise. She then brings out an illusion of a giant fire-breathing rat to attempt to frighten the players, they may check to see though the illusion, run, or stand and fight.
Combat Tutorial. Magic, Melee, Ranged, Swarms and Saves.
 
Outskirt Catacombs  
  1. Least Dashing: 8hp. Wizard: Firebolt, Expedious Retreat, Message, Burning Hands, Shocking Grasp, Comprehend Languages, Marlo the Chaos Book.
  Least avoids direct combat and will attempt to retreat into the caverns. If caught he will fight to escape as a coward. If he escapes, he drops Marlo, his sentient spellbook.  
  1. Skaven Warlock: 18 hp. 1d6 Wretched Blade. Direct Rage (targets for the Rat Ogre), Bane, Eldrich Blast,
   
  1. **BOSS**Skaven Rat Ogre: 47hp. Large Creature. Resist Blugeoning. Permanent Blinded, negated if Driver spends bonus action to direct rage. 1d10+1 Slam
  Fidget will grade the party based on their performance, but regardless, as they turn to leave, the stairway will give out from under them (DC 25 Perception) and drop them into a catacomb. If the party fails all their saves, Fidget casts feather fall to prevent damage. Short exploration which expands on Fidget's abilities, shows treasures and traps, and eventually leads to the discovery of a Skaven and Rat-Ogre intending to attack Prologue Point with the assistance of an ugly human identified as 'Least Dashing'  
Party can attempt to attack head on, be sneaky, or get help. All are viable and will eventually see the Skaven bring them up to the town itself, expecting an easy task.
 
The Real Deal   Upon Victory or when on last legs, multiple Rat Ogres come out of the dark and upon the troop, cornering them. If players have not discovered the Ruined Lift (DC 14 Int. to identify), it will be triggered by Fidget if they have not already activated it and lifts them all up and breaking though the floor of the tavern.   If the players destroy the lift, thus saving Prologue Point, the rat Ogers will attack until the party is on their last legs. Fidget will dimension door away, apparently in fear, but to retrieve aide.   Overwhelmed, show both death mechanics and potentially KO a character or infect them. Players and the township are saved by Professor Kalk and several Guild Masters (Geralt the Fighter, Miranda the Wizard, Ordan the Cleric & Krayt the Barbarianu. ) and get to see a glimpse of what they could become. The ordeal sends many of the wide-eyed would be adventurers home after multiple deaths (potentially fewer). Fidget will decide that the team did well enough (grading them) and offering her services as the team in asked to come up with their 'Banner'.

Themes

Beginning a new life, recognizing the difference between fantasies and stories and realities. Discovering that they are entering a whole new world with their dangerous chosen profession.

Relations

Allies

  • Fidget the Nimbat
  • Professor Kalkstein

Neutrals/Bystanders

  1. Willford the Halfling
  1. Genaire Rick
  1. The Toymaker

Adversaries

  1. Bandits
  1. Giant Rats
  1. Skaven Black Rat Swarm
  1. Skaven Swarm Master
  1. Skaven Rat Oger
  1. Least Dashing
Plot type
Prologue-Tutorial Chapter
Parent Plot
Welcome to Truce - Arc One
Related Characters
Related Organizations

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