"Price, Richard L - The Harvest of Souls" - читать интересную книгу автора (Price Richard L)"Stormbringer has spies everywhere...I do not know who I can trust, but I know you are newly arrived, more than likely untainted by the sorceror's touch. I have been explictly warned against sending my soldiers, or my son will...suffer."
-Who is Stormbringer? "Stormbringer is a dark and evil wizard, known to experiment on the local peasantry with his new magics, steal children away in the night as he did with my son, and kill any who are foolish enough to approach his keep with spectacular explosive spells." Where is Stormbringer? "He lives in a small keeps about two days north of here, near the village of Avalar." Obviously, the players will probably come up with more questions for Trieste. Just use your best judgement and answer them as you think Trieste would, knowing her motives. CHASE FOR THE SERVANT Read the following aloud after the PCs have gotten most of the information they need from Trieste. *A commotion can be heard below in the tap room. It sounds as if a scuffle has broken out. (If the PCs ignore it, read on, otherwise, the other guard gives his speech in the tap room when the PCs arrive.) Suddenly, one of Trieste's guards staggers into the room, clutching a bleeding wound in his abdomen. He collapses to his knees, and speaks in a pained, hurried voice. "Milady! Orin has betrayed you! He watchin' the tap room, and I was watchin' the stairs, and I saw 'im writin' somethin' on a little piece o' parchment! Orin can't write a whit milady! I walked over to see what he was doin', an' before he could cover it up, I saw the symbol of Stormbringer! He was writin' him a letter or somethin'! He knew I saw it, and before I could get at my sword, he ran me through! Then he took off out the door and down the street!" Trieste looks horrified and turns a look of desperation upon you. "Please! You must catch him before he sends his message to Stormbringer! If Stormbringer finds out I am sending you, he will surely kill my son! Please, go!"* The PCs' success or failure to capture Orin depends upon when they learned of his betrayal. If they ignored the commotion in the tap room, they will have very little chance of finding the rogue warrior. If they investigated the ruckus, they should be able to spot the large warrior dashind down the street outside. If they give chase, it will be messy, as Orin keeps ahead of them. After considerable effort, they should be able to catch up to him - but he's already given the letter to a local wizard who's already sent it with his familiar to fly to Stormbringer. Orin will be openly contemptuous of the PCs and Trieste when and if captured. When Trieste learns of Orin's success, she will turn frantic, and beg the PCs to ride out immediately, even if in the middile of the night. She has already had horses and supplies prepared for the adventurers, waiting in the stables of the Silver Sword. It is assumed that the PCs will immediately head for the wizard's keep. If they do not, perhaps wishing to sleep before riding out, remind them of the life at stake, and the fact that they will have one very miffed and powerful noblewoman on their hands as well. MERCENARIES About four hours into their journey, the following event will occur: *You have been making fairly good time toward the wizard's keep, the road mostly dry and relatively empty of other travelers, until now. Approaching from the north, a group of mounted individuals are thundering in your direction. They draw their swords and whoop battle cries, spurring their horses even faster as they bear down upon you.* This is a party of mercenaries hired by Stormbringer to stop the PCs from interfering with his plans. They are under explicit orders NOT to kill the PCs, but have no intention of keeping their word. If a mercenary takes at least half his or Hit Points in damage, he or she will attempt to flee. Orn - F3; AL NE; AC 4 (chain mail, shield); HP 27; Th 18 (16 with long sword); #AT 3/2; Dmg 1d8+5 ; SA Specialized with long sword, Str 18/32; Size M (6' tall); XP 175. Equipment: Chain mail, small shield, long sword, large belt pount with 132 gp. Crispen - F2; AL NE; AC 4 (chain mail, shield); HP 17; Th 19 (18 with long sword); #AT 3/2; Dmg 1d8+2; SA specialized with long sword; Size M (6' tall); XP 120. Equipment: Chain mail, small shield, long sword, large belt pouch with 74 gp. Daemos - C3; AL CE; AC 2 (chain mail, shield, Dex 16); HP 16; Th 20; #AT 1; Dmg 1d6+1 (footman's mace); SA spells (Wis 14); Size M (6' tall); XP 120. Spells: 4-1st, 1-2nd Equipment: Footman's mace, unholy symbol, two vials unholy water, Amulet of Protection from Fire (as ring), large belt pouch with 122 gp. Filken - T4; AL NE; AC 4 (leather, Dex 18); HP 15; Th 19; #AT 1 (2); Dmg 1d6 (short sword) or 1d4+2 (thrown dagger); SA backstab (dmg x 2); Size M (6' tall); XP 175. Equipment: Leather armor, short sword, eight throwing daggers, thieves' picks and tools, large belt pouch with 184 gp. DEATH FROM ABOVE This event occures near the end of the first day's journey: |
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