Post by falconious on May 8, 2020 11:59:07 GMT -5
I have mentioned Quill a few times, and below is a short scenario I wrote that combines a simple T&T scenario with a Quill scenario. In it, you are taking revenge against some thieves that wronged you. Unless otherwise specified, if you are defeated in combat, you are knocked out and unceremoniously dumped outside with all your money stolen, but alive and able to participate in further adventures at a later date.
1. You are taking revenge on a small rogue Thieves Guild. You will only have what you can carry; no restocking. If you are intent on retrieving the amulet that has been in your family for centuries, mark an A on your character sheet. If you intend to get revenge on the person who humiliated you in front of the noble you had your heart set on, mark your sheet with a B.
**Ink Pot**
###A
Gem/Cabochon-cut ruby
Sneak-thief/Cutpurse
###B
Embarrass/Scandalize
Noble/House of Whent
2. You're going to have to do some investigative work if you're going to find the rogues' lair. The obvious approach is to find some criminals and trail them. You may either investigate seedy bars (go to 2A), or watch for pickpockets and trail them (go to 2B).
**Ink Pot**
###A
Gem/Cabochon-cut ruby
Sneak-thief/Cutpurse
###B
Embarrass/Scandalize
Noble/House of Whent
2. You're going to have to do some investigative work if you're going to find the rogues' lair. The obvious approach is to find some criminals and trail them. You may either investigate seedy bars (go to 2A), or watch for pickpockets and trail them (go to 2B).
2A. You head down to the wharves. You find a bar whose only sign is a whale drinking. Stepping inside, you hear shouted conversations in a half-dozen languages, and the smell of beer, tobacco, and vomit assaults your nose. If you marked an A on your sheet, go to 2C now. Otherwise, you see a gaudily-dressed man wearing lots of ostentatious jewelery. This may be the man to follow! Unfortunately, at this point a drunken man accosts you. Roll up a Level 1 Human Warrior with no armor and armed with a bottle (2d6 first round, 1d6 in subsequent rounds). If you win, you find that a brawl has broken out, but you manage to see your target slipping out, and you follow stealthily. Write the next paragraph in your letter, and go to 3.
**Ink Pot**
Brawl/Ruction
Show-off/Vain
**Ink Pot**
Brawl/Ruction
Show-off/Vain
2B. You figure that the marketplace is the environment in which to find a rogue pickpocket. Wandering around, occasionally chatting with merchants, you wait and observe. Eventually, you see a pickpocket in action and set off in stealthy pursuit. Make an L1-SR on LK. If you succeed, mark a C on your sheet. Write the next paragraph, then go to 3.
**Ink Pot**
Sweet-maker/Confectioner
Wig/Clever Disguise
2C. Looking around, you see a gaudily-dressed man, and in the midst of his ostentatious jewelry, you see the stolen amulet! He notices you and attacks. Roll up and fight a Level 1 Human Warrior, wearing an arming doublet and wielding a dirk. If you succeed, you retrieve the amulet. As you catch your breath, you see someone rifling through a purse in the confusion, then heading out the back door. You follow stealthily. Write the next paragraph, then go to 3.
**Ink Pot**
Grabbed/Restored
Idiot/Dim-witted
3. You have followed a thief to a back alley, where you see him/her open a nondescript door. After waiting a bit, you hope nobody is waiting in ambush, and you enter the door yourself. There is nobody around. You wander until you enter a room that seems a bit off. Make an L1-SR on IQ to see if you can pinpoint anything. If you succeed, go to 3A. Otherwise, go to 3B.
3A. As you walk around, you realize the floor sounds a bit funny. You pull up a carpet and see a hidden trap door. You open it up and find a chained man beneath. If you have a B on your sheet, go to 3C. Otherwise, go to 3D.
3B. You look around a bit, but see nothing. Write the next paragraph, then go to 4.
**Ink Pot**
Sweet-maker/Confectioner
Wig/Clever Disguise
2C. Looking around, you see a gaudily-dressed man, and in the midst of his ostentatious jewelry, you see the stolen amulet! He notices you and attacks. Roll up and fight a Level 1 Human Warrior, wearing an arming doublet and wielding a dirk. If you succeed, you retrieve the amulet. As you catch your breath, you see someone rifling through a purse in the confusion, then heading out the back door. You follow stealthily. Write the next paragraph, then go to 3.
**Ink Pot**
Grabbed/Restored
Idiot/Dim-witted
3. You have followed a thief to a back alley, where you see him/her open a nondescript door. After waiting a bit, you hope nobody is waiting in ambush, and you enter the door yourself. There is nobody around. You wander until you enter a room that seems a bit off. Make an L1-SR on IQ to see if you can pinpoint anything. If you succeed, go to 3A. Otherwise, go to 3B.
3A. As you walk around, you realize the floor sounds a bit funny. You pull up a carpet and see a hidden trap door. You open it up and find a chained man beneath. If you have a B on your sheet, go to 3C. Otherwise, go to 3D.
3B. You look around a bit, but see nothing. Write the next paragraph, then go to 4.
**Ink Pot**
Entry/Ingress
Funny feeling/Suspicion
3C. You realize the man below is the one who embarrassed you. You may kill him (mark a D on your sheet) or free him (mark an E on your sheet). Write the next paragraph, then go to 4.
Entry/Ingress
Funny feeling/Suspicion
3C. You realize the man below is the one who embarrassed you. You may kill him (mark a D on your sheet) or free him (mark an E on your sheet). Write the next paragraph, then go to 4.
**Ink Pot**
Payback/Vengeance
Niche/Priest Hole
3D. You see a chained man beneath the floor, whom you free. Mark an E on your sheet. Write the next paragraph, then go to 4.
**Ink Pot**
Save/Rescue
Victim/Captive
4. You continue to explore the den of thieves you are in. As you walk down a corridor, you find a sturdy, reinforced door with a very robust-looking lock. If you have marked an E on your sheet, go to 4A now. Otherwise, you can attempt to pick the lock. Make an L1-SR on DEX. If you succeed, go to 4B. Otherwise, go to 4C.
4A. The man you freed comes running up. "Why do you think I was locked up?" he asks quietly. He pulls a key out of his cloak and opens the door to the vault. "We're in this together now!" You grab 50 GP and a random gem, not wanting to provoke people more than necessary. Write the next paragraph, then go to 5.
Payback/Vengeance
Niche/Priest Hole
3D. You see a chained man beneath the floor, whom you free. Mark an E on your sheet. Write the next paragraph, then go to 4.
**Ink Pot**
Save/Rescue
Victim/Captive
4. You continue to explore the den of thieves you are in. As you walk down a corridor, you find a sturdy, reinforced door with a very robust-looking lock. If you have marked an E on your sheet, go to 4A now. Otherwise, you can attempt to pick the lock. Make an L1-SR on DEX. If you succeed, go to 4B. Otherwise, go to 4C.
4A. The man you freed comes running up. "Why do you think I was locked up?" he asks quietly. He pulls a key out of his cloak and opens the door to the vault. "We're in this together now!" You grab 50 GP and a random gem, not wanting to provoke people more than necessary. Write the next paragraph, then go to 5.
**Ink Pot**
Repayment/Recompense
Stash/Ill-gotten gains
4B. You deftly open the lock and quietly open the door. There is lots of treasure inside, but you don't want to antagonize the thieves unnecessarily. You grab a random gem and a small purse (2d6 DARO times 10 GP). Write the next paragraph, then go to 5.
Repayment/Recompense
Stash/Ill-gotten gains
4B. You deftly open the lock and quietly open the door. There is lots of treasure inside, but you don't want to antagonize the thieves unnecessarily. You grab a random gem and a small purse (2d6 DARO times 10 GP). Write the next paragraph, then go to 5.
**Ink Pot**
Hoard/Coffer
Jimmy/Rake the tumblers
4C. You attempt to open the lock, but it remains stubbornly locked. Not wanting to dally about more than needed, you leave the door behind and proceed. Write the next paragraph, then go to 5.
Hoard/Coffer
Jimmy/Rake the tumblers
4C. You attempt to open the lock, but it remains stubbornly locked. Not wanting to dally about more than needed, you leave the door behind and proceed. Write the next paragraph, then go to 5.
**Ink Pot**
Stumped/Stymied
Regret/Wistfulness
5. You enter a large room, empty except for one person. She is seated on a very fancy seat on a dais. Her ears twitch, then she rolls off the chair and faces you with two dirks drawn. You are fighting a Level 3 Human Warrior who is wearing Complete Leather armor and wielding two dirks. If you marked an E on your sheet, you are joined by the man you freed, who is unarmored and wielding a quarterstaff. If you win and have a C marked on your sheet, go to 5A. If you win and don't have a C, go to 5B. If you lose, you are dead.
Stumped/Stymied
Regret/Wistfulness
5. You enter a large room, empty except for one person. She is seated on a very fancy seat on a dais. Her ears twitch, then she rolls off the chair and faces you with two dirks drawn. You are fighting a Level 3 Human Warrior who is wearing Complete Leather armor and wielding two dirks. If you marked an E on your sheet, you are joined by the man you freed, who is unarmored and wielding a quarterstaff. If you win and have a C marked on your sheet, go to 5A. If you win and don't have a C, go to 5B. If you lose, you are dead.
5A. As your foe falls, you see she is wearing a large emerald ring. You quickly slip it into your pocket (worth 360 GP). Before you can do anything else, a town guard bursts into the room. "Thank you for dispatching her; the guard should finish rounding up the rest of the gang soon, thanks to your help. We have to work on returning the stolen property we can identify, but we do have something for you," she says, tossing you a very heavy bag. Inside are 500 GP. You can now finish the letter.
**Ink Pot**
Secret/Anonymous
Destroy/Root out
**Ink Pot**
Secret/Anonymous
Destroy/Root out
5B. As your foe falls, you see she is wearing a large emerald ring. You quickly slip it into your pocket (worth 360 GP). You hear lots of footsteps echoing in the halls and heading towards you. Not knowing how many foes you may face, and satisfied with your vengeance, you decide discretion is the better part of valor and escape the way you came in. You can now finish the letter.
**Ink Pot**
Head Honcho/Kingpin
Retreat/Disengagement