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AshartheDragonGod

Reclaiming History Event

Nov 26th, 2019
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  1. Name: Reclaiming History
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  3. Risk CoI
  4. Cast: Lira, Cleo, Demoth
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  6. Event Synopsis: The Ancestral armring of Clan Eryni was stolen from the corpse of Lira' grandfather after the Battle of the Red Sunrise. For the entire time she's been in Osrona, the young woman has had her ear out for an armring matching its specific description. Now, finally she's recieved word from a trusted source that it can be found in the trophy room of a minor noble. Lira sets out to get it back!
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  8. Unique mechanics: There will be a unique manner in which I intend to handle if the manor is fully alerted in which they will accrue allertion points. At ten points the manor is alerted and they will have to fight through the houses guards to escape they can decrease the count as well. For every row for a check below a 2 will add a point of alert every row of six will decrease it. Every guard bribed will have a fifty-percent chance of doing one or the other. Every killed guard will increase add a permanent level of awareness.
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  10. It will also have two-stages. One is the planning phase where they are given each level of security to get past. At each level they will plan and then immediately enter the action phase. Acting out the application of their plan.
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  12. Event: The Noble in question is one Halstich cos Uldran, whose family became appointed during the war of the Bastard. For it's duty in remaining loyal even when pressed with a siege of their castle maintained their loyalty. Since them they've served as a vassal house to House Grimmore. Answering the call to arms whenever a conflict arises. CUrrently the House is headed by one Ophelia cos Uldran. A grim woman whose gained a reputation from brutal tactics.
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  14. The event will begin in a tavern in Sudbury, within a private room. The players will first plan out their route through the Uldran manor. They will have a map of the grounds and effectively have to decide the best way to get inside the manor. They have four layers to get through if they are to be successful. The first is the guards patrolling the outer walls. They will have three ways of dealing with them sneaking, bribery, killing. Each will have a greater chance of sounding an full alert.
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  16. Next comes the guarddogs within the inner gates. Here they will be forced to get past the trained warhounds of house Uldran, they will be hard to sneak past and the chances of sneaking are decreased. Raising the threshold for failure from a 2 to a 3. They can also plan to bring food which can be used as a single auto-pass or a natural +2 for all sneak rolls. Killing the dogs is an option.
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  18. Once past the outter defenses they will find themselves inside the house. Going in either through the only weak entrance, the servants quarters. They will have to decide how to get to the gallery on the floor above where the armbands are on display. They will have to work through traps laid about the plans of the hallways leading to said gallery. Guards are stationed in the weak spots of the traps. While sneaking with the traps active the chance of failure is increased to a 3. A fail of 2-3 is the trap being activated.
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  20. If they manage to get through the traps and guards they will have the chance to reclaim their armbands which are on public display. If they choose to steal something else in the room that isn't planned. Each item increases the alert risk by one. Once gained they will then have to sneak back out require but a single round of roll from the party.
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  22. Rewards: 2-3x Orichalcum Amulets (Unique's +1 ele pow/def) one for each party member.
  23. If they loot at the end and raise the alertness for each party member looting they gain five-hundred coin.
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