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34
.gitignore
vendored
Normal file
34
.gitignore
vendored
Normal file
@@ -0,0 +1,34 @@
|
|||||||
|
|
||||||
|
# Created by https://www.toptal.com/developers/gitignore/api/macos
|
||||||
|
# Edit at https://www.toptal.com/developers/gitignore?templates=macos
|
||||||
|
|
||||||
|
### macOS ###
|
||||||
|
# General
|
||||||
|
.DS_Store
|
||||||
|
.AppleDouble
|
||||||
|
.LSOverride
|
||||||
|
|
||||||
|
# Icon must end with two \r
|
||||||
|
Icon
|
||||||
|
|
||||||
|
|
||||||
|
# Thumbnails
|
||||||
|
._*
|
||||||
|
|
||||||
|
# Files that might appear in the root of a volume
|
||||||
|
.DocumentRevisions-V100
|
||||||
|
.fseventsd
|
||||||
|
.Spotlight-V100
|
||||||
|
.TemporaryItems
|
||||||
|
.Trashes
|
||||||
|
.VolumeIcon.icns
|
||||||
|
.com.apple.timemachine.donotpresent
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||||||
|
|
||||||
|
# Directories potentially created on remote AFP share
|
||||||
|
.AppleDB
|
||||||
|
.AppleDesktop
|
||||||
|
Network Trash Folder
|
||||||
|
Temporary Items
|
||||||
|
.apdisk
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||||||
|
|
||||||
|
# End of https://www.toptal.com/developers/gitignore/api/macos
|
||||||
@@ -10,8 +10,8 @@ His entourage arrives in the city and witnesses the all day live of the people.
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|||||||
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||||||
### Contact with secular forces
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### Contact with secular forces
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||||||
Then the Inquistor is establishing formal connection with the authority (the mayor and the city council).
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Then the Inquistor is establishing formal connection with the authority (the mayor and the city council).
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||||||
-> The mayor and the city council waits at the end of the bridge for the whole group with the scribe Anthonye Sheffeld.
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-> The mayor and the city council waits at the end of the bridge for the whole group with the scribe Anthonye Sheffeld(P18).
|
||||||
|-> The mayor assigns the scribe to work for the inquisitor -> he accepts the gift as good will
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|-> The mayor assigns the scribe(P18) to work for the inquisitor -> he accepts the gift as good will
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||||||
-> Other council members introduce themself
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-> Other council members introduce themself
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||||||
-> Last to introduce himself is Jacob Vass (the catholic priest)
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-> Last to introduce himself is Jacob Vass (the catholic priest)
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||||||
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||||||
@@ -28,22 +28,36 @@ On the steps of the church the Inquisitor begins his speech while a crowd gather
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|||||||
### Office of Inquisitor
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### Office of Inquisitor
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||||||
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|
||||||
The inquisitor is pleased with the results and asks the group to stay in the tavern for now till he needs them.
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The inquisitor is pleased with the results and asks the group to stay in the tavern for now till he needs them.
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||||||
The scribe Anthonye Sheffeld writes a protocol of what happens.
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The scribe Anthonye Sheffeld writes a protocol of what happens. The inqusitor sets up his office in the local scribe office of the town.
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||||||
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||||||
The players go to the tavern
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The players go to the tavern
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||||||
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||||||
### The tavern
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### The tavern
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||||||
The tavern looks like pub. Wooden tables with laughing and drinking folk around the room.
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The tavern looks like pub. Wooden tables with laughing and drinking folk around the room.
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||||||
Music plays in the background. The group needs to eat and drink. The maid gives them their room keys.
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Music plays in the background.(Play medieval music) The group needs to eat and drink. The maid gives them their room keys.
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||||||
There are people playing cards.
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There are people playing cards. Some people drink alone.
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||||||
|
|
||||||
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||||||
### The next morning
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### The next morning
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||||||
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||||||
The group enjoys a breakfest as a young boy comes to them. The frighten boy informs the group that there was a murder at the inquisitional office. The Inquisitor awaits the group infront of his office. The crime scene is a mess. The victim is
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The group enjoys a breakfest as a young boy comes to them. The frighten boy informs the group that there was a murder at the inquisitional office. The Inquisitor awaits the group infront of his office. The victim is
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||||||
ANTHONYE SHEFFELD. Everywhere are books on the ground. The victim was beaten to death. He has a head wound.
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ANTHONYE SHEFFELD(P18).
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||||||
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||||||
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The crime scene:
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||||||
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The victim lies in a pool of blood. He has some bruises on his hands a serious head wound.
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||||||
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The room is barren. On the floor lies a golden cross (unusal for a scribe to have) and some documents with paper.
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||||||
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The documents are everywhere scuffeld around the room. On the scribes table are still documents. One of them a LETTER FROM THE LOCAL TAVERN OWNER about a shipment of BEER that never arrived the bar.
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||||||
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||||||
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There is a broom laying to the wall. There is small chest(brown hair of P11 and silver coins) on a commode and a bleak window. Two candles are spending some light for the room. In the shelf are several books. On the ground lies ANTHONYE SHEFFELD(P18) with his head bashed in.
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Around his head is a pool of blood.
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||||||
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||||||
The mayor and the sheriff arrives and the mayor is shocked by the sight of the murder.
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The mayor and the sheriff arrives and the mayor is shocked by the sight of the murder.
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||||||
The Inquisitor suspects protestants assassins and wants this investigation handled by the players.
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The Inquisitor suspects protestants assassins and wants this investigation handled by the players.
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||||||
The Inquisitor yells a bit too much...
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||||||
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The Sheriff seems to be more interested in the room and searches in the chest and looks through the books.
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||||||
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He shows no real interest on the body. The sheriff will react negativly on any question and will argue with the players to discourage them.
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||||||
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||||||
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The group is told to report to the mayor, the sheriff or the inquisitor.
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||||||
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||||||
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||||||
|
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||||||
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|||||||
29
pnp_project_inquisition/GM/Act 2/npc.md
Normal file
29
pnp_project_inquisition/GM/Act 2/npc.md
Normal file
@@ -0,0 +1,29 @@
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|||||||
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# NPCs for Act2
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||||||
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||||||
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## Scottish Soldier
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||||||
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100 HP 160-200 Points
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||||||
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# Action
|
||||||
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Sword fighting 60-70
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||||||
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Parrying 40-50
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||||||
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||||||
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# Knowledge
|
||||||
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English 20-30
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||||||
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||||||
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# Social
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||||||
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Unterhalten 40-50
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||||||
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||||||
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## Thief
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||||||
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70 HP 160-200 Points
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||||||
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# Action
|
||||||
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Fist fighting 20-30
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||||||
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small weapon fighting 10-20
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||||||
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Stealing 50-60
|
||||||
|
|
||||||
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# Knowledge
|
||||||
|
English native
|
||||||
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|
||||||
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# Social
|
||||||
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converse 40-50
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||||||
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bargain 40-50
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||||||
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|
||||||
|
## Kaiden Hubbard Henchmen
|
||||||
@@ -1,8 +1,5 @@
|
|||||||
# Act 1
|
# Act 2: Investigations, Trades and Prayers
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||||||
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|
||||||
## Investigations, Trades and Prayers
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||||||
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||||||
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|
||||||
## The Sheriff Gregory Benthey
|
## The Sheriff Gregory Benthey
|
||||||
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|
||||||
He murdered Anthonye Sheffeld as he was creating countereit. He tried to get the book but instead hit the scribe a little to hard. He is now searching for the book.
|
He murdered Anthonye Sheffeld as he was creating countereit. He tried to get the book but instead hit the scribe a little to hard. He is now searching for the book.
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||||||
@@ -26,3 +23,98 @@
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|||||||
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|
||||||
Has the book and hides with Jacob Vass
|
Has the book and hides with Jacob Vass
|
||||||
|
|
||||||
|
## Scenes
|
||||||
|
|
||||||
|
### The scribes workshop
|
||||||
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|
||||||
|
The mayor will mention that the office is lead by Bertrand McGrath(P21) and as it is his house his wife Abbie McGrath(P11).
|
||||||
|
Both of them are waiting near the crime scene. Bertrand McGrath(P21) is agitated by the death of Anthonye Sheffeld(P18).
|
||||||
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|
||||||
|
Bertrand McGrath(P21)
|
||||||
|
- the letter on the scribes table: one of the documents Anthonye Sheffeld(P18) copied for his side job
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||||||
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- the jewelry belongs to Anthonye Sheffeld(P18) and it is unknown to Bertrand McGrath(P21) where it comes from. He suspects a gift from a relative or a patron, never asked where it came from
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||||||
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- the hair in the box reminds him of his wifes hair color
|
||||||
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- He knows where Anthonye Sheffeld(P18) lived in the city and gives the player the direction
|
||||||
|
|
||||||
|
Abbie McGrath(P11)
|
||||||
|
- asked about the crime scene she reveals that actually she found Anthonye Sheffeld(P18), she heard the sound of fighting
|
||||||
|
- she tried to get to the workshop but the door between the buildings were locked after retrieving the spare key and openening the door the fighting had stopped and the door of the street was open. She didn't see the killer.
|
||||||
|
- She believe Anthonye Sheffeld(P18) was up to something as he would work late into the night and meet with strangers
|
||||||
|
- She had an affair with Anthonye Sheffeld(P18) but does not want to disclose that in hearing range of Bertrand McGrath(P21). Can be persuadet with the brown hair, she got rejected by him after a while
|
||||||
|
- She questions the integrity of Anthonye Sheffeld(P18) often in the conversation because of his meetings with (Ruth Hegan P25)
|
||||||
|
- She tells with bitterness in hear voice that Anthonye Sheffeld(P18) met with a young woman(Ruth Hegan P25)
|
||||||
|
|-> She describes P25: dark hair, quite pretty face and sad eyes
|
||||||
|
|-> Anthonye Sheffeld(P18) never spoke of (Ruth Hegan P25)
|
||||||
|
|
||||||
|
### The scribes home
|
||||||
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|
||||||
|
The house looks like an old tenement house cramped at the back of a narrow alley. The district is of poor quality.
|
||||||
|
|
||||||
|
#### Oswald Hutchinson(P23)
|
||||||
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|
||||||
|
There is a householder Oswald Hutchinson(P23) of the scribes home near the entrance and will stop the group when they enter. The householder is interested in the group as they are part of the entourage of the inquisition. He asked them question on how they joined and if they cracked down on protestants.
|
||||||
|
|
||||||
|
He knows about the scribe and will tell the names of all three.
|
||||||
|
- Anthonye Sheffeld(P18), Ruth Hegan(P25) and Evans Hegan(P24)
|
||||||
|
- Anthonye Sheffeld(P18) lived together with Ruth Hegan(P25) and her husband
|
||||||
|
|
||||||
|
He will gladly point out the apartment to the group and will lead them to the apartment, there you will meet Evans Hegan(P24).
|
||||||
|
|
||||||
|
Asked about the family and Evans Hegan(P24)
|
||||||
|
- When asked about the family Oswald Hutchinson(P23) will mention that there were often loud quarrels between Evans Hegan(P24) and Ruth Hegan(P25) and that they struggled to pay the rent on time. He describes Evans Hegan(P24) as pathetic drunkard.
|
||||||
|
- Oswald Hutchinson(P23) points out that despite the payment problem Evans Hegan was able to obtain some fancy beer.
|
||||||
|
|
||||||
|
Asked about Anthonye Sheffeld(P18):
|
||||||
|
- Oswald mentions that Anthonye Sheffeld(P18) often payed the rent even though he was rarely sleeping in the apartment
|
||||||
|
- He also mentions that Evans Hegan(P24) had grudge against Anthonye Sheffeld(P18). The reason seemed to be about Ruth Hegan(P25)
|
||||||
|
|
||||||
|
Asked about Ruth Hegan(P25):
|
||||||
|
- she is currently not in the apartment
|
||||||
|
- she is the sister of Anthonye Sheffeld(P18)
|
||||||
|
- she works for Henry Barrit the Lord of Manor
|
||||||
|
|
||||||
|
#### Evans Hegan(P24)
|
||||||
|
|
||||||
|
Evans Hegan is in a hangover state and unfriendly to the group.
|
||||||
|
|
||||||
|
- he knows nothing about the fancy beers and tells the group: "He would never refuse a good drink".
|
||||||
|
- he knows nothing really
|
||||||
|
|
||||||
|
Asked about Anthonye Sheffeld(P18):
|
||||||
|
- he shows his dislike of the scribe openly and mocks his statue (he was a weakling)
|
||||||
|
- he had told the scibre that he was chasing the money to much
|
||||||
|
- he doesn't want to help
|
||||||
|
- he confesses that he had punched the scribe once or twice and that they had some arguments
|
||||||
|
- he didn't wanted his wife to leave the city with her brother.
|
||||||
|
- Anthonye Sheffeld(P18) wanted to leave the city with Ruth Hegan(P25).
|
||||||
|
- Anthonye Sheffeld(P18) told Evans Hegan he would not treat Ruth Hegan(P25) well, he disregards this as bullshit
|
||||||
|
- He did heavy handle her when he was drunk
|
||||||
|
- He thinks that his wife is still at work
|
||||||
|
|
||||||
|
|
||||||
|
#### Soldier encounter on the street
|
||||||
|
|
||||||
|
The soldiers are following the group and can be discovered. If the group decides to shake them of or attack them they have the possibility to gain information from the soldiers.
|
||||||
|
|
||||||
|
##### Manor of Henry Barrit
|
||||||
|
|
||||||
|
The main entrance is blocked by the sheriff who is discussing the search for Ruth Hegan with the guards. They will make clear that nobody gets into the mansion. There are side entrances which lead to a garden where a servant is currently working on some flower bets. If asked about Ruth Hegan he will give up the bag of her belongings in which there is a protestant bible and tell them that Ruth was very much a recent converted protestant. He will tell them where to look for the protestant church. If they can convince him that they seek justice.
|
||||||
|
|
||||||
|
##### The protestant church
|
||||||
|
|
||||||
|
After entering the house the present protestants will grab everything they can and flee the building. Ruth Hegan will remain if the group can catch her or if they convince her that no harm will come to her. Ruth tells the group that she knows about the death of her brother. She tells how the sheriff came to her and tried to beat her to get information out of her about the book.
|
||||||
|
|
||||||
|
She tells the group either through force or trust that the book is hidden in the church of jacob Voss. In the church behind the angel near the podium.
|
||||||
|
|
||||||
|
Ruth can also tell about the jealous Workshop owner and the affair of her brother and the wife of the owner.
|
||||||
|
|
||||||
|
The GM can decide if jacob Vass has found the book.
|
||||||
|
|
||||||
|
The inquisitor will be with the mayor in his house.
|
||||||
|
|
||||||
|
|
||||||
|
##### The tavern in the afternoon
|
||||||
|
|
||||||
|
Evan Hegan is there been beaten up. The sheriff attacked him asking for the book.
|
||||||
|
The pub maiden could tell the group about the scribe getting side jobs here and that the Lord of manor gave him a job.
|
||||||
|
Also that the scribe worked together with the fishermen of Kaiden Hubbard and the thugs of the mayor in different jobs.
|
||||||
|
|||||||
@@ -1,159 +1,176 @@
|
|||||||
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|
<mxfile>
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<diagram id="1wpZKS8tW8hyjIRk1wZo" name="Page-1">
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|
<mxCell id="2" value="Ruth Sheffeld" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
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<mxGeometry x="50" y="50" width="30" height="60" as="geometry"/>
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</mxCell>
|
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|
||||||
<mxCell id="3" value="Gregory benthey" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="3" value="Gregory benthey" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="50" y="180" width="30" height="60" as="geometry"/>
|
<mxGeometry x="50" y="180" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="4" value="Kaiden Hubbard" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="4" value="Kaiden Hubbard" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="50" y="354" width="30" height="60" as="geometry"/>
|
<mxGeometry x="50" y="354" width="30" height="60" as="geometry"/>
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||||||
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|
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|
||||||
<mxCell id="5" value="" style="endArrow=none;html=1;" edge="1" parent="1">
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<mxGeometry width="50" height="50" relative="1" as="geometry">
|
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<mxCell id="6" value="" style="endArrow=none;html=1;" edge="1" parent="1">
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|
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||||||
</mxCell>
|
</mxCell>
|
||||||
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|
<mxCell id="7" value="Edmonde Blacknall" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=#60a917;strokeColor=#2D7600;fontColor=#ffffff;" parent="1" vertex="1">
|
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<mxGeometry x="50" y="500" width="30" height="60" as="geometry"/>
|
<mxGeometry x="50" y="500" width="30" height="60" as="geometry"/>
|
||||||
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|
</mxCell>
|
||||||
<mxCell id="8" value="" style="endArrow=none;html=1;" edge="1" parent="1">
|
<mxCell id="8" value="" style="endArrow=none;html=1;" parent="1" edge="1">
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<mxGeometry width="50" height="50" relative="1" as="geometry">
|
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|
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|
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<mxCell id="39" value="Kaiden Hubbard sents for the Earl to ask for help and baracakes himself and followers in his home." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="690" y="334" width="130" height="106" as="geometry"/>
|
<mxGeometry x="690" y="334" width="130" height="106" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="40" value="" style="endArrow=none;dashed=1;html=1;dashPattern=1 3;strokeWidth=2;" edge="1" parent="1">
|
<mxCell id="40" value="" style="endArrow=none;dashed=1;html=1;dashPattern=1 3;strokeWidth=2;" parent="1" edge="1">
|
||||||
<mxGeometry width="50" height="50" relative="1" as="geometry">
|
<mxGeometry width="50" height="50" relative="1" as="geometry">
|
||||||
<mxPoint x="890" y="449" as="sourcePoint"/>
|
<mxPoint x="890" y="449" as="sourcePoint"/>
|
||||||
<mxPoint x="890" y="319" as="targetPoint"/>
|
<mxPoint x="890" y="319" as="targetPoint"/>
|
||||||
</mxGeometry>
|
</mxGeometry>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="41" value="Player have to forcefully apprehend him. Inquisitor will ask the players to go forward with the interview." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="41" value="Player have to forcefully apprehend him. Inquisitor will ask the players to go forward with the interview." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="970" y="341" width="185" height="86" as="geometry"/>
|
<mxGeometry x="970" y="341" width="185" height="86" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="42" value="Searches for the book&nbsp; the scribe created to give Lord Henry Barritt a claim about the Earls lands. The Sheriff overheard it in the tavern and tried to get it one time before" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="45" value="" style="edgeStyle=orthogonalEdgeStyle;rounded=0;orthogonalLoop=1;jettySize=auto;html=1;" edge="1" parent="1" source="42">
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||||||
<mxGeometry x="160" y="170" width="140" height="130" as="geometry"/>
|
<mxGeometry relative="1" as="geometry">
|
||||||
|
<mxPoint x="550" y="225" as="targetPoint"/>
|
||||||
|
</mxGeometry>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="43" value="Ruth is hiding with Jacob Vass as she knows him over her brother. She has the book." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="42" value="Searches for the book&nbsp; the scribe created to give Lord Henry Barritt a claim about the Earls lands. The Sheriff overheard it in the tavern and tried to get it one time before" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="155" y="160" width="140" height="130" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="43" value="Ruth is hiding with the protestant church. She has the book." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="150" y="30" width="150" height="120" as="geometry"/>
|
<mxGeometry x="150" y="30" width="150" height="120" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
|
<mxCell id="46" value="Ther Sheriff visits the manor of the Lord Henry Barrit. He blocks the main entrance." style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
||||||
|
<mxGeometry x="570" y="170" width="140" height="130" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="47" value="The master gardenser is working<br>on some flower bets infront of the&nbsp;<br>mansion" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
||||||
|
<mxGeometry x="815" y="195" width="30" height="60" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="48" value="" style="endArrow=none;html=1;" edge="1" parent="1">
|
||||||
|
<mxGeometry width="50" height="50" relative="1" as="geometry">
|
||||||
|
<mxPoint x="730" y="290" as="sourcePoint"/>
|
||||||
|
<mxPoint x="730" y="170" as="targetPoint"/>
|
||||||
|
</mxGeometry>
|
||||||
|
</mxCell>
|
||||||
</root>
|
</root>
|
||||||
</mxGraphModel>
|
</mxGraphModel>
|
||||||
</diagram>
|
</diagram>
|
||||||
|
|||||||
30
pnp_project_inquisition/GM/Act 3/stroyline_act3.md
Normal file
30
pnp_project_inquisition/GM/Act 3/stroyline_act3.md
Normal file
@@ -0,0 +1,30 @@
|
|||||||
|
# Act 3 Trial, Politcal unrest, Invasion
|
||||||
|
|
||||||
|
|
||||||
|
## Last Tavern Night
|
||||||
|
|
||||||
|
- brawl of students over the wine, mass fighting
|
||||||
|
|
||||||
|
## The Invasion begins
|
||||||
|
|
||||||
|
At the third day of the story the scottish army gathers infront of the city and attacks. The player will only be aware of the attack if they catch the soldiers or witness the attack on the walls. Otherwise the bell and the smoke will alert them.
|
||||||
|
The soldiers within the walls have opened a side door for the attack to swarm through and city is swarmed with fighters. They will man the walls and fight with the garrison troops. If the player have prevented the scottish army the weapons or the information then the attack will fail. Otherwise the garrison will fall without the players helping the city. The soldiers can also enter through a well which does not contain enough water to stop someone walking through its tunnel.
|
||||||
|
|
||||||
|
## The Political unrest
|
||||||
|
|
||||||
|
The city council discusses the matter of the protestants church within the city and people accuse each other of wrong doing. Blacknall agreed to pay the priest but tries to kill Jacob Vass to silence him and blame it on the scottish army. If Jacob Vass is convinced that there is a threat to the city then he will reveal what he knows about the gossip. He will do this but only if the players have any kind of proof that there a scottish soldiers involved.
|
||||||
|
|
||||||
|
## The Trial
|
||||||
|
|
||||||
|
Kaiden Hubbard is brought infront of the Inquisitor which is accusing him herecy as a protestant. The Inquisitor wants to know who else is involved and where the material is. The merchant denies to answer and will be tortured if the group does not intervene. The inquisitor tries to argue with the Merchant and tries to convince him but he will stay true to his path. The tortue will need a player who is able to heal the merchant. Under torture the merchant fist denies everything. The players always have the choice to intervene and try to stop the torture either way. Other members of the entourage will react if the torture is stopped by the players and will consider the players as traitors.
|
||||||
|
|
||||||
|
Sherman Withers:
|
||||||
|
- Hauptmann der Wache:
|
||||||
|
- ihm egal was der Sheriff macht, der Mord ist ihm wichtig. Überzeugen die Spieler das der Mord dem Sheriff der Täter war dann können sie die Wache als Hilfe bekommen.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Music:
|
||||||
|
[Fighting in the City](https://www.youtube.com/watch?v=nEjMmL1nfsk)
|
||||||
52
pnp_project_inquisition/GM/Act 3/tavern.md
Normal file
52
pnp_project_inquisition/GM/Act 3/tavern.md
Normal file
@@ -0,0 +1,52 @@
|
|||||||
|
# The Kraken Tavern
|
||||||
|
|
||||||
|
(Parts copied and/or rewritten from Frog God Games book Taverns 1)
|
||||||
|
|
||||||
|
Most nights, one can find all manner of sailors in the dock-side pub known as The Kraken. This is a loud, seedy establishment catering to thelowest common denominator. Those who let their guard down during their visit quickly become the predator’s prey, while those who back their words with sufficiently impressive action get begrudgingly
|
||||||
|
accepted into the pub’s violent, dog-eat-dog microcosm. On the surface, the place seems to be a smuggler’s outlet for stolen goods and property, with its owner, Elisbeth Talbot, leading the fencing ring.
|
||||||
|
|
||||||
|
In truth, the Kraken is actually much more than it appears: It is home to a unit of elite seafarers dedicated to reaching the ocean’s farthest borders and the new land which spoken behind shaking hands.
|
||||||
|
|
||||||
|
## Dramatiis Personae
|
||||||
|
The Kraken is owned and operated by Elisbeth Talbot, a capable ex-navy captain who, for all intents and appearances, runs a large fencing operation out of the pub’s third floor. She also lives on the third floor along with her twin daughters Emma and Erin Talbot.
|
||||||
|
She frequently lets her mysterious and deadly friends — called the Sea Dogs by those in the know — stay there when they need a place.
|
||||||
|
Three serving maids work in the pub’s common room, except during midweek when business is slow.
|
||||||
|
|
||||||
|
### Elisbeth Talbot
|
||||||
|
In her youth, Elisbeth Talbot was the proverbial “terror of the high seas.” A merchant, a privateer, and pirate, Elisbeth is a keen negotiator, a savvy diplomat, and a skillful swordswoman. Every sailor worth his salt in this region knows her name. Those who do not soon regret the oversight, for in her pub — The Kraken — all manner of information can be obtained, and all manner of goods can be fenced through her copious contacts.
|
||||||
|
#### Looks
|
||||||
|
Standing just under 5 feet tall in her stocking feet, Elisbeth prefers to wear high-heeled, knee-high boots to give herself more stature and, by virtue, more authority. Her black hair, thick with natural curls, hangs down her back to her waist. Her eyes are brown. While not a beauty queen, she is certainly not uncomely, especially when compared to the courtesans working the common room each night (Elisbeth, at least, still has a full complement of teeth). She favors puffy silk shirts and tight, thigh-hugging pantaloons
|
||||||
|
#### Background
|
||||||
|
Captain for a long time hunting for pirates and english ships for a some time.
|
||||||
|
|
||||||
|
### Serving Maids
|
||||||
|
Three girls work the common room, serving ale and other alcohol and the occasional bowl of taupe-colored fish stew. They are all local, having grown up on the docks, and are not strangers to the gruff, rough demeanor most sailors exhibit. Anyone whose hand strays is prone to having it pinned to the table with a razor-sharp dagger swiftly drawn from a girl’s bodice laces. The serving maids are savvy enough to know when the sailors are just being themselves and when they are really being lecherous, so most of the banter directed at the girls is tolerated, unless it comes from outlanders, obvious landlovers, or both.
|
||||||
|
When business is slight, the girls often resort to heavy flirting, stroking the men’s egos to ply as many drinks from them as possible to earn greater tips.
|
||||||
|
|
||||||
|
### Possible Events
|
||||||
|
The following list includes some interesting patrons and events to be found in The Kraken. Select one of the unique individuals to fill out the nightly clientele. Rumors can be sprinkled into conversations as needed.
|
||||||
|
|
||||||
|
1. A english men-at-arms stumbles into the tavern, his legs failing him as he falls into table after table, spilling drinks and annoying the other patrons. If helped, he says his name is Roysh Shaw and claims he was attacked by a group of ruffians at the dock. He asks for help stopping them, as they stole his money. Any characters who accompany him to docks find out the truth as he lures them into the trap span by his fellow gang of no goods.
|
||||||
|
2. An emaciated seaman dressed in dark leathers stands in the middle of the common room and announces loudly that this property now belongs to the infamous Gray Otter! He is met with gales of laughter from the sailors. They’ve all heard tales of the Gray Otter, but he’s mostly a mythical bogeyman used to scare the wee ones. Except the old sailor is indeed the first mate on the Gray Otter’s vessel, which even now is sliding into the harbor. Soon after, hordes of pirates burst into the bar, ready to stake their claim to the place.
|
||||||
|
3. An old sailor named Elijah sips at his whiskey but is eager to tell his story. He sailed with the famed Captain Melvilic (may he rest peacefully under the waves in the belly of the leviathan) and has many stories to share of the Razor Coast and even the Reaping Sea.
|
||||||
|
4. An assassin named Kareon Peaton is on the run, wrongfully blamed for the death of an Ornery family nobleman in Dunbar. She is a capable killer, but knows she is overmatched by the men searching for her. She is looking for protection, a thought that until now would never have been an option. But strange times make strange bedfellows, and she is willing to throw her lot in with any powerful enough to keep her alive (although she’ll dish out as good as she gets to anyone who comes after her).
|
||||||
|
4. The harbormaster comes to the tavern to confer with Elisbeth Talbot about the fencing of smuggled goods. Ten dock wardens — burly, bull-necked young men eager for a fight — accompany him. During his conversation with Elisbeth in the Crow’s Nest, a poisioned bolt materializes out of thin air and strikes the man dead. The chief dock warden, Gregor Zurdanov, orders the pub’s doors sealed. No one may leave until he and his nine thugs find the murderer. If this means cracking a few heads in the process, then they are more than happy to do so. Their primary suspects are Elisbeth and her friends. In truth, Gregor hired an assassin named Jarlene Burke to kill the harbormaster that night so he could pin the crime on Elisbeth, whom he absolutely detests, and inherit the job. He wants more than anything to shut down her operation and hang her cold, dead corpse from the gibbet outside.
|
||||||
|
5. Three men in scurry clothes enter the pub. They are asking for Elisabeth Talbot and after a brief conversation with her a not so small bag of gold is exchanged. You can see how the maids are setting up a table for the three man. After two of the men sit down on the empty table the third clears his throat: "Good evening Gentlemen, whoever want's to make a lot of gold! Come over to us and enlist in the Trade Co company!". The men sits down at the table where the his companions already set up a paper and some ink to write down the names. You do not know it yet but these people are searching for poor souls which to take with them on a dangerous journey into the new world. If you choose to enlist your reward will be paid after your journey as you may reach the new continent to fight, settle and most possible die for Queen and country.
|
||||||
|
|
||||||
|
### Rumors
|
||||||
|
|
||||||
|
1. “I hear tell of a monster livin’ under the old Bridge down on the water. Keep away from that ol’ bridge if ya wants to keep on livin’”
|
||||||
|
2. “Thieves are working the room tonight. I think one just took your gold.”
|
||||||
|
3. “Thar’s a bounty hunter in town lookin’ for someone looks just like you.”
|
||||||
|
4. “I seen the man runnin’ on the rooftops. He jumped … and then just kept going into the sky over the trees. He’s a demon, I tell ya!”
|
||||||
|
5. “I saw someone disappear down that well on the south side of town. Went right over the stone rim and vanished. I looked for them, but not even a ripple in the water that I could see.”
|
||||||
|
6. “You look an awful lot like someone who owes me gold.”
|
||||||
|
7. “Cold is coming, I can feel it in my bones. Gonna be a bad one. Cold so bad your spit’ll freeze on your lips.”
|
||||||
|
8. “I just came for the music, my friends. I just can’t get enough of it. Makes me want to dance!”
|
||||||
|
9. “If you pay for the round, I’ll tell you what you need to know. And a few things you won’t want to hear.”
|
||||||
|
|
||||||
|
### Ambience
|
||||||
|
|
||||||
|
[Youtube Tavern Ambience](https://www.youtube.com/watch?v=uaX-2RMzVvQ)
|
||||||
|
[Youtube Pirate Ambience](https://www.youtube.com/watch?v=DAR3x_q8dME)
|
||||||
|
[Youtube Pirate2 Ambience](https://www.youtube.com/watch?v=0DA04L17i7w)
|
||||||
5
pnp_project_inquisition/GM/Outro/outro.md
Normal file
5
pnp_project_inquisition/GM/Outro/outro.md
Normal file
@@ -0,0 +1,5 @@
|
|||||||
|
# Outro
|
||||||
|
|
||||||
|
The players now had to choose between protestant and catholics and between england and scottland. If they solved the murder it's a bonus. The outro will give them a choice how to proceed as a group.
|
||||||
|
|
||||||
|
In the early month of the next year the current queen dies and the next is throned. This will invert the religiones power in england and furthermore this will put the group out of business. The inquisitor without power will return to Italy. The group now has the chance to go further and help the queen with the war with spain or go to the new land of america for colonization.
|
||||||
@@ -86,7 +86,7 @@
|
|||||||
### Look
|
### Look
|
||||||
### Charakter
|
### Charakter
|
||||||
|
|
||||||
## Anthonye Sheffeld
|
## Anthonye Sheffeld(P18)
|
||||||
- scribe for the mayor and the catholic priest Jacob Vass
|
- scribe for the mayor and the catholic priest Jacob Vass
|
||||||
- earns double the money with illegal contracts
|
- earns double the money with illegal contracts
|
||||||
- he creates counterfeits for people
|
- he creates counterfeits for people
|
||||||
@@ -100,12 +100,35 @@
|
|||||||
- silent person, keeping to himself
|
- silent person, keeping to himself
|
||||||
- is listening to authorities
|
- is listening to authorities
|
||||||
|
|
||||||
## Ruth Sheffeld
|
## Ruth Hegan(P25)
|
||||||
- sister of Anthonye Sheffeld
|
- sister of Anthonye Sheffeld
|
||||||
- afraid of authorities as she wants to leave the city and go back to her village
|
- afraid of authorities as she wants to leave the city and go back to her village
|
||||||
|
- is working for the Lord of Manor Henry Barrit in his mansion
|
||||||
### Look
|
### Look
|
||||||
### Charakter
|
### Charakter
|
||||||
|
|
||||||
|
## Evans Hegan(P24)
|
||||||
|
- husband of Ruth Hegan
|
||||||
|
- often drunk
|
||||||
|
- low life who has to work hard to earn his money
|
||||||
|
### Look
|
||||||
|
### Charakter
|
||||||
|
|
||||||
|
## Bertrand McGrath(P21)
|
||||||
|
- husband of Abbie McGrath(P11)
|
||||||
|
- jealousy
|
||||||
|
- always worried about the workshop and new orders
|
||||||
|
### Look
|
||||||
|
### Charakter
|
||||||
|
|
||||||
|
## Oswald Hutchinson(P23)
|
||||||
|
- householder of the house were Anthonye Sheffeld, Ruth Hegan and Evans Hegan live
|
||||||
|
- the householder is a fan of the inquistion
|
||||||
|
- he is a catholic
|
||||||
|
### Look
|
||||||
|
### Charakter
|
||||||
|
|
||||||
|
|
||||||
## Henry Barrit
|
## Henry Barrit
|
||||||
- Tries to claim land from the Earl Arthur Barrentyne with old scriptures
|
- Tries to claim land from the Earl Arthur Barrentyne with old scriptures
|
||||||
- these scriptures are counterfeits and were created by Anthonye Sheffeld
|
- these scriptures are counterfeits and were created by Anthonye Sheffeld
|
||||||
|
|||||||
@@ -1,63 +1,81 @@
|
|||||||
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|
<mxfile host="65bd71144e">
|
||||||
<diagram id="ZLniF2k1MUyYDjHF7lBk" name="Page-1">
|
<diagram id="ZLniF2k1MUyYDjHF7lBk" name="Page-1">
|
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|
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|
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|
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|
||||||
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|
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||||||
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<mxGeometry x="590" y="240" width="200" height="180" as="geometry"/>
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||||||
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|
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|
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|
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|
||||||
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|
<mxGeometry x="81.25" y="195" width="448.75" height="250" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="11" value="" style="ellipse;whiteSpace=wrap;html=1;fillColor=none;" vertex="1" parent="1">
|
<mxCell id="11" value="" style="ellipse;whiteSpace=wrap;html=1;fillColor=none;" parent="1" vertex="1">
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||||||
<mxGeometry x="470" y="445" width="220" height="180" as="geometry"/>
|
<mxGeometry x="470" y="445" width="220" height="180" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="2" value="Edmonde Blacknall<br>Mayor/Merchant" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
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|
||||||
<mxGeometry x="280" y="230" width="30" height="60" as="geometry"/>
|
<mxGeometry x="280" y="230" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="3" value="Jacob Vass<br>Catholic Priest" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="3" value="Jacob Vass<br>Catholic Priest" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="370" y="260" width="30" height="60" as="geometry"/>
|
<mxGeometry x="370" y="260" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="4" value="Kaiden Hubbard<br>Trader/Merchant" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="4" value="Kaiden Hubbard<br>Trader/Merchant" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="200" y="270" width="30" height="60" as="geometry"/>
|
<mxGeometry x="200" y="270" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="6" value="Sean Sutton<br>Lawyer" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="6" value="Sean Sutton<br>Lawyer" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="130" y="300" width="30" height="60" as="geometry"/>
|
<mxGeometry x="130" y="300" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="7" value="Henry Barrit<br>Lord of Manor" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="7" value="Henry Barrit<br>Lord of Manor" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="440" y="290" width="30" height="60" as="geometry"/>
|
<mxGeometry x="440" y="290" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="8" value="Gregory Benthey<br>Sheriff" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="8" value="Gregory Benthey<br>Sheriff" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="520" y="480" width="30" height="60" as="geometry"/>
|
<mxGeometry x="520" y="480" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="10" value="City Council" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="10" value="City Council" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="270" y="390" width="40" height="20" as="geometry"/>
|
<mxGeometry x="270" y="390" width="40" height="20" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="12" value="City Defense" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="12" value="City Defense" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="560" y="460" width="40" height="20" as="geometry"/>
|
<mxGeometry x="560" y="460" width="40" height="20" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="15" value="" style="ellipse;whiteSpace=wrap;html=1;fillColor=none;" vertex="1" parent="1">
|
<mxCell id="15" value="" style="ellipse;whiteSpace=wrap;html=1;fillColor=none;" parent="1" vertex="1">
|
||||||
<mxGeometry x="60" y="700" width="220" height="130" as="geometry"/>
|
<mxGeometry x="60" y="700" width="220" height="130" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="16" value="Family Blacknall" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="16" value="Family Blacknall" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="150" y="710" width="40" height="20" as="geometry"/>
|
<mxGeometry x="150" y="710" width="40" height="20" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="17" value="<meta charset="utf-8"><div style="color: rgb(212, 212, 212); background-color: rgb(30, 30, 30); font-family: menlo, monaco, &quot;courier new&quot;, monospace; font-weight: normal; font-size: 12px; line-height: 18px;"><div><span style="color: #569cd6 ; font-weight: bold">Elinor Blacknall</span></div></div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" vertex="1" parent="1">
|
<mxCell id="17" value="<meta charset="utf-8"><div style="color: rgb(212, 212, 212); background-color: rgb(30, 30, 30); font-family: menlo, monaco, &quot;courier new&quot;, monospace; font-weight: normal; font-size: 12px; line-height: 18px;"><div><span style="color: #569cd6 ; font-weight: bold">Elinor Blacknall</span></div></div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
<mxGeometry x="200" y="720" width="30" height="60" as="geometry"/>
|
<mxGeometry x="200" y="720" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="20" value="Edmonde Blacknall<br>Mayor/Merchant" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
<mxCell id="20" value="Edmonde Blacknall<br>Mayor/Merchant" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="110" y="740" width="30" height="60" as="geometry"/>
|
<mxGeometry x="110" y="740" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="21" value="<div style="background-color: rgb(30 , 30 , 30) ; font-family: &#34;menlo&#34; , &#34;monaco&#34; , &#34;courier new&#34; , monospace ; font-size: 12px ; line-height: 18px">Arthur Barrenthyne<br>EARL</div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" vertex="1" parent="1">
|
<mxCell id="21" value="<div style="background-color: rgb(30 , 30 , 30) ; font-family: &#34;menlo&#34; , &#34;monaco&#34; , &#34;courier new&#34; , monospace ; font-size: 12px ; line-height: 18px">Arthur Barrenthyne<br>EARL</div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
<mxGeometry x="276" y="80" width="30" height="60" as="geometry"/>
|
<mxGeometry x="276" y="80" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="23" value="Fergus Duncan" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" vertex="1" parent="1">
|
<mxCell id="23" value="Fergus Duncan" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
<mxGeometry x="640" y="310" width="30" height="60" as="geometry"/>
|
<mxGeometry x="640" y="310" width="30" height="60" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
<mxCell id="24" value="The Scotts" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" vertex="1" parent="1">
|
<mxCell id="24" value="The Scotts" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
<mxGeometry x="670" y="260" width="40" height="20" as="geometry"/>
|
<mxGeometry x="670" y="260" width="40" height="20" as="geometry"/>
|
||||||
</mxCell>
|
</mxCell>
|
||||||
|
<mxCell id="25" value="" style="ellipse;whiteSpace=wrap;html=1;fillColor=none;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="-330" y="350" width="380" height="200" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="26" value="ANTHONYE SHEFFELD(P18)" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="-240" y="420" width="30" height="60" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="27" value="<div style="color: rgb(212 , 212 , 212) ; background-color: rgb(30 , 30 , 30) ; font-family: &#34;menlo&#34; , &#34;monaco&#34; , &#34;courier new&#34; , monospace ; line-height: 18px">Bertrand McGrath(P21)</div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="-140" y="360" width="30" height="60" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="28" value="<meta charset="utf-8"><div style="color: rgb(212, 212, 212); background-color: rgb(30, 30, 30); font-family: menlo, monaco, &quot;courier new&quot;, monospace; font-weight: normal; font-size: 12px; line-height: 18px;"><div><span style="color: #d4d4d4">Abbie McGrath(P11)</span></div></div>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;fillColor=none;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="-50" y="410" width="30" height="60" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="30" value="Scribes Workshop" style="text;html=1;strokeColor=none;fillColor=none;align=center;verticalAlign=middle;whiteSpace=wrap;rounded=0;" parent="1" vertex="1">
|
||||||
|
<mxGeometry x="-160" y="510" width="40" height="20" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
|
<mxCell id="31" value="Sherman Withers<br>Hauptmann<br>" style="shape=umlActor;verticalLabelPosition=bottom;verticalAlign=top;html=1;outlineConnect=0;" vertex="1" parent="1">
|
||||||
|
<mxGeometry x="620" y="480" width="30" height="60" as="geometry"/>
|
||||||
|
</mxCell>
|
||||||
</root>
|
</root>
|
||||||
</mxGraphModel>
|
</mxGraphModel>
|
||||||
</diagram>
|
</diagram>
|
||||||
|
|||||||
23
pnp_project_inquisition/GM/random_encounter.md
Normal file
23
pnp_project_inquisition/GM/random_encounter.md
Normal file
@@ -0,0 +1,23 @@
|
|||||||
|
# Random Encounters
|
||||||
|
|
||||||
|
Side stories:
|
||||||
|
|
||||||
|
* missing child, Mother searches for her child who ventured far outside of the city and is within a tent of traveling actors.
|
||||||
|
* brawl between drunken man
|
||||||
|
* a woman catches her husband with another wife
|
||||||
|
* a gay couple is discovered by the group
|
||||||
|
* a ritual to the nature gods is discovered while its being conducted by the followers
|
||||||
|
* a thief steals from the group without the realising it before its to late
|
||||||
|
* a prayer asks for enlightment
|
||||||
|
* a salesman offers goods
|
||||||
|
* children singing a protestant song
|
||||||
|
* a wagon is stuck and they get asked to help
|
||||||
|
* someone who didn't wants to pay the fee in a brothel
|
||||||
|
* a person approaches the group and begs for money and then tries to steal it
|
||||||
|
* two people discussing the matter with religion
|
||||||
|
* someone who reads a story about merlin and the knights infront of people
|
||||||
|
* a salesman offers shady goods and talisman
|
||||||
|
* a person offers token of love
|
||||||
|
* crazy weather phenomen
|
||||||
|
* a fire breaks out in a house
|
||||||
|
|
||||||
@@ -4,3 +4,5 @@
|
|||||||
|
|
||||||
It is the month of October 1558, the time of Pope Paul IV of Capriglia Irpina. The power of the Catholic Church is under attack by Protestants and other minor sects. From Rome, loyal inquisitors are sent out to the fringes of medieval Europe to suppress all other religious currents and promote belief in the Catholic Church.
|
It is the month of October 1558, the time of Pope Paul IV of Capriglia Irpina. The power of the Catholic Church is under attack by Protestants and other minor sects. From Rome, loyal inquisitors are sent out to the fringes of medieval Europe to suppress all other religious currents and promote belief in the Catholic Church.
|
||||||
Our story is set in England, near the border of still independent Scotland. Queen May I, also known as Bloody Mary, currently rules England with a harsh hand and shows no mercy to Protestants. You are part of an inquisitorial entourage on your way to Berwick (Berwick-upon-Tweed) near the Scottish border. The Queen has ordered the Catholic Church to seek out and eliminate the Protestant forces in Berwick. Your rank is that of a peasant, but still above them. Your livelihood depends on the support of Inquisitor Eisenhorn. You have sworn allegiance to the Inquisitor, for reasons of your own, but also for the coins. Your skills will help him fulfil his mission or thwart it. Whether this will change the fate of Berwick depends on you.
|
Our story is set in England, near the border of still independent Scotland. Queen May I, also known as Bloody Mary, currently rules England with a harsh hand and shows no mercy to Protestants. You are part of an inquisitorial entourage on your way to Berwick (Berwick-upon-Tweed) near the Scottish border. The Queen has ordered the Catholic Church to seek out and eliminate the Protestant forces in Berwick. Your rank is that of a peasant, but still above them. Your livelihood depends on the support of Inquisitor Eisenhorn. You have sworn allegiance to the Inquisitor, for reasons of your own, but also for the coins. Your skills will help him fulfil his mission or thwart it. Whether this will change the fate of Berwick depends on you.
|
||||||
|
|
||||||
|
[Intro Music](https://www.youtube.com/watch?v=YpYSUWrF59A)
|
||||||
11
pnp_project_inquisition/Session/Prep_Sess_4/Intro.md
Normal file
11
pnp_project_inquisition/Session/Prep_Sess_4/Intro.md
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
# How do I get the players to reconstruct of what they know from the other sessions in a playful way?
|
||||||
|
|
||||||
|
Idea 1:
|
||||||
|
-> They are all placed in a tavern in the future and have to tell the story of their adventure and fill in the blanks for the crowd?
|
||||||
|
-> A story teller could force them to help him in exchange for skill points.
|
||||||
|
|
||||||
|
Idea 2:
|
||||||
|
-> They have to play as their children, which want to write the memoirs of their parents
|
||||||
|
|
||||||
|
Idea 3:
|
||||||
|
-> They have a brief interaction with the "Watcher" and a delirious episode
|
||||||
3
pnp_project_inquisition/Session/Prep_Sess_4/Todo.md
Normal file
3
pnp_project_inquisition/Session/Prep_Sess_4/Todo.md
Normal file
@@ -0,0 +1,3 @@
|
|||||||
|
#Todo
|
||||||
|
|
||||||
|
Karte des Hafens "bauen" bzw. "malen" (done)
|
||||||
38
pnp_project_inquisition/Session/Prep_Sess_5/Session_5.md
Normal file
38
pnp_project_inquisition/Session/Prep_Sess_5/Session_5.md
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
# Gelik
|
||||||
|
## Spelunke
|
||||||
|
Lester und Gelik liegen am Morgen nach Schlägerei schlafend an Kneipentisch – Spelunke soweit leer
|
||||||
|
Lester erwacht, sieht sich um ohne etwas zu entdecken und versucht erfolglos Gelik zu wecken
|
||||||
|
Von einem Angestellten bekommt Lester einen Eimer, den er draußen am Pier mit Wasser füllt, sich selbst abkühlt und danach Gelik unsanft weckt
|
||||||
|
Beide gehen nach oben und diskutieren mit Elisabeth – unter Androhung von Inquisitionsmaßnahme gibt diese den Hinweis, bzgl. der Protestanten beim Hafenmeister nebenan nachzufragen
|
||||||
|
Beide holen ihre Ausrüstung beim Wirt Tom und gehen zum auffälligen Gebäude nebenan, wo der Hafenmeister vermutet wird
|
||||||
|
## Straße
|
||||||
|
Lester gibt im Gespräch mit dem vor Ort befindlichen Schreiber Preis zur Inquisition zu gehören, woraufhin dieser verrät, dass das Gebäude dem Hafenmeister gehört, dieser sei aber nicht da – der Schreiber haut anschließend ab
|
||||||
|
Lester und Gelik klopfen auf der Haustür, Mr. Fleischwand will sie zunächst nicht reinlassen, wird dann aber unter Androhung von Inquisitionsmaßnahmen überzeugt (Gelik)
|
||||||
|
Haus vom Hafenmeister
|
||||||
|
Mr. Fleischwand führt beide zu einem Speisesaal, wo der Hafenmeister samt Frau isst
|
||||||
|
Im Gespräch gibt sich dieser kühl/abweisen und verneint Zugehörigkeit zu Protestanten (gibt Priester als Zeugen für seine eigenen Gläubigkeit an), verweist auf eine Kapelle und ## Lord Manor
|
||||||
|
Den Vorschlag eines Verhörs lehnt er ab, mangelnde Kooperation mit der Inquisition wird als Vorwand für Drohungen genommen, die aufgrund des zerschundenen Aussehens ergebnislos bleiben
|
||||||
|
Beide werden von bewaffneten aus dem Haus eskortiert und vor die Tür gesetzt
|
||||||
|
## Straße
|
||||||
|
Im Gespräch einigen sich beide, dass Lester das Haus bewacht und ggf. Leute verfolgt die ihn zu einem vermuteten Unterschlupf der Protestanten führen könnten – Gelik holt Verstärkung
|
||||||
|
Nach Umwegen (Schreiberhaus, Taverne) erstattet Gelik im Wachhaus dem Inquisitor Bericht, woraufhin ihm dieser ein Siegel gibt um über die Stadtwache zu verfügen (als Vertrauenswürdiger/Gläubiger wird Hauptmann Quiver (?) genannt).
|
||||||
|
Weitere finanzielle Mittel + personelle Verstärkung wurde vom Inquisitor beantragt, der Inquisitor bereitet nun das Verhör für den Hafenmeister vor
|
||||||
|
## Wachhaus
|
||||||
|
Gelik trifft im Wachhaus auf John und Benetta, alle bringen sich auf den neusten Stand
|
||||||
|
Benette soll versuchen etwas aus dem Scheriff herauszubekommen, John soll Gelik + die Stadtwachen zum Hafen begleiten
|
||||||
|
Hauptmann Quiver bekommt das Siegel vorgehalten und macht sich nach Begutachtung sofort daran, die geforderten Männer (10 Stck.) zu sammeln
|
||||||
|
|
||||||
|
|
||||||
|
# Johanna
|
||||||
|
Benetta und ich (John Farmer) sind im Garten von Lord Manoor aufgewacht. Nach einer kurzen Morgenwäsche haben wir uns durch den Markt zur gegenüber liegenden Stadtwache durchgekämpft und haben die Wachen befragt, wo der Sherif zu finden sei. Der Hauptmann meinte, er sei bei Lord Manoor und schickte einen Boten, um ihn zu holen. In der Unterhaltung mit dem Hauptmann kam heraus, dass dieser den Schreiber nicht gut kannte, dafür aber logischerweise den Sherif. Dieser sei oft bei Lord Manoor. Wir gaben vor, Informationen für den Sherif zu haben (dass Schreiber tw. Fälschungen von Testamenten angefertigt haben soll). Wir wollen dem Sherif damit eine Reaktion entlocken.
|
||||||
|
Nach einiger Wartezeit kommt Gelik zu uns und meint, dass der Hauptmann protestantisch sin soll. Und dass sehr viel mehr Protestanten in der Stadt seien als zunächst angenommen. Es soll wohl eine protestantische Gemeinde auf dem Grundstück von Lord Manoor geben. Gelik sagt dem Hauptmann, das Wachen Truppen am Hafen benötigt werden.
|
||||||
|
Cliffhanger: Der Sherif kommt die Treppe hoch.
|
||||||
|
|
||||||
|
# Beneta
|
||||||
|
Was ist bei P&P passiert?
|
||||||
|
- John und Benetta haben in Hütte beim Lord Manor übernachtet - sind am nächsten morgen nach einem kurzen Bad von Bentta in die Stadt gegangen —> wollten sich auf die Suche nach dem Sherrif begeben
|
||||||
|
- haben mit den Wachen vor dem befestigten Gebäude gesprochen und erfahren, dass der Sherrif dort drin ist
|
||||||
|
- sind reingegangen und haben oben mit dem Hauptmann gesprochen —> der kannte den toten Schreiber, aber wusste nichts von den illegalen Machenschaften und verneinte die Involviertheit des Lord Manors
|
||||||
|
- Benetta und John warteten 1-2 h am Tisch des Sherrifs —> dieser wurde vom Hauptmann mittels einiger Boten gerufen
|
||||||
|
- Gelik kam rein und wir updateten uns gegenseitig —> Abmachung, dass Benetta mit Sherrif spricht und John mitgeht zum Hafen um Protestanten hochzunehmen
|
||||||
|
- Sheriff kam grad rein —> Cliffhanger
|
||||||
42
pnp_project_inquisition/Session/Prep_Sess_6/Session_6.md
Normal file
42
pnp_project_inquisition/Session/Prep_Sess_6/Session_6.md
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
# Zusammenfassung P&P
|
||||||
|
|
||||||
|
## Gelik:
|
||||||
|
Wachhaus:
|
||||||
|
(1) Sheriff betritt den Raum und wird von Benetta direkt mit dem Fund von Beweismittel/ Buch konfrontiert und zeigt gesteigertes Interesse.
|
||||||
|
(2) Gelik konfrontiert den Sheriff damit, dass Mitglieder der INQ im Hafen angegriffen wurden - der Sheriff heuchelt Betroffenheit, zeigt aber wenig Interesse. Lediglich die INQ als Druckmittel zu verwenden hilft
|
||||||
|
(3) Hauptmann Quiver schlichtet die Situation und verlässt dann den Raum um die gewünschten Truppen vorzubereiten
|
||||||
|
(4) Nach weiterem Anschwindeln des Sheriffs verlässt zunächst dieser + seine beiden Kumpane die Wachstube. Gelik, Benetta und John entscheiden. dass John das Beweisstück dem Inquisitor übergibt
|
||||||
|
|
||||||
|
Hof:
|
||||||
|
(6) Wiedersehen mit Lester +auf-Stand-bringen, Sheriff und Schergen tuscheln
|
||||||
|
(7) Ansprache Gelik an Wachleute
|
||||||
|
(8) Alarmglocken leuten, als alle Aufbrechen wollen. Hauptmann+Wachen laufen direkt zur Mauer
|
||||||
|
(9) Gruppe teilt sich, Benetta bleibt bei Sheriff, John bringt Beweis zum Inquisitor, Gelik und Lestern laufen zur Mauer/Wachen sammeln
|
||||||
|
|
||||||
|
Mauer/Kampfplatz:
|
||||||
|
(10) Gelik kommuniziert die Situation als verloren an Lester, lässt diesen stehen um die verbleibenden Wachen zum geordneten Rückzug zu bewegen
|
||||||
|
(11) Nach kurzem Kampf erreicht Gelik Wachen und beteiligt sich am Kampf
|
||||||
|
(12) Er streckt einen Schotten nieder und zieht dessen Klamotten an + ahmt die Gesichtsbemalung mit Blut des Toten nach
|
||||||
|
(13) Gleichzeitig gelingt es nicht Hauptmann Quiver zum Rückzug zu bewegen, die Wachen stehen loyal zum Hauptmann und lassen sich ebenfalls nicht überzeugen
|
||||||
|
(14) mit einer auf dem Schlachtfeld aufgehobenen Axt macht sich Gelik in Verkleidung auf den Weg durch die Stadt zum Aufenthaltsort des Inquisitors
|
||||||
|
|
||||||
|
## John Farmer
|
||||||
|
Benetta und ich (John Farmer) sind im Garten von Lord Manoor aufgewacht. Nach einer kurzen Morgenwäsche haben wir uns durch den Markt zur gegenüber liegenden Stadtwache durchgekämpft und haben die Wachen befragt, wo der Sherif zu finden sei. Der Hauptmann meinte, er sei bei Lord Manoor und schickte einen Boten, um ihn zu holen. In der Unterhaltung mit dem Hauptmann kam heraus, dass dieser den Schreiber nicht gut kannte, dafür aber logischerweise den Sherif. Dieser sei oft bei Lord Manoor. Wir gaben vor, Informationen für den Sherif zu haben (dass Schreiber tw. Fälschungen von Testamenten angefertigt haben soll). Wir wollen dem Sherif damit eine Reaktion entlocken.
|
||||||
|
Nach einiger Wartezeit kommt Gelik zu uns und meint, dass der Hauptmann protestantisch sin soll. Und dass sehr viel mehr Protestanten in der Stadt seien als zunächst angenommen. Es soll wohl eine protestantische Gemeinde auf dem Grundstück von Lord Manoor geben. Gelik sagt dem Hauptmann, das Wachen Truppen am Hafen benötigt werden.
|
||||||
|
Cliffhanger: Der Sherif kommt die Treppe hoch.
|
||||||
|
|
||||||
|
Sheriff stellt sich den Fragen und erkundigt sich sehr erpicht nach dem Buch. Wir lügen ihn an und behaupten, wir hätten dieses nicht. Gelik berichtet dem Sheriff von den protestantischen Aufständen und dieser macht sich auf den Weg. Wir wollen hinterher, auch um ihn im Auge zu beehalten. Ich schleiche mich weg, um dem Inquisitor das Buch zu übergeben. Dabei werde ich von 2 Wachtmännern aufgehalten, welche von Sheriff den Befehl bekommen haben, mich festzuhalten und mir das Buch abzunehmen. Ich überrede sie und drohe, dass sie im Fegefeuer brennen und gehängt werden, wenn sie einen Mann der Inquisition festhalten. Einem wird daraufhin schummrig und ich gebe ihm etwas zu trinken und sage, dass ich späteer noch nach ihm sehe. Sie lassen mich daraufhin gehen. Ich bemerkte Rauch und Kampfszenen auf dem Marktplatz. Ich gehe zum Inquisitor und erzähle ihm vom Sheriff und händige ihm das Buch aus. Er befielt mir, bei ihm zu bleiben, hat aber keine Rüstung für mich. Ich schaue aus dem Fenster--- CLIFFHANGER!
|
||||||
|
|
||||||
|
## Benetta
|
||||||
|
|
||||||
|
Was ist bei P&P passiert?
|
||||||
|
- John und Benetta haben in Hütte beim Lord Manor übernachtet - sind am nächsten morgen nach einem kurzen Bad von Bentta in die Stadt gegangen —> wollten sich auf die Suche nach dem Sherrif begeben
|
||||||
|
- haben mit den Wachen vor dem befestigten Gebäude gesprochen und erfahren, dass der Sherrif dort drin ist
|
||||||
|
- sind reingegangen und haben oben mit dem Hauptmann gesprochen —> der kannte den toten Schreiber, aber wusste nichts von den illegalen Machenschaften und verneinte die Involviertheit des Lord Manors
|
||||||
|
- Benetta und John warteten 1-2 h am Tisch des Sherrifs —> dieser wurde vom Hauptmann mittels einiger Boten gerufen
|
||||||
|
- Gelik kam rein und wir updateten uns gegenseitig —> Abmachung, dass Benetta mit Sherrif spricht und John mitgeht zum Hafen um Protestanten hochzunehmen
|
||||||
|
- Sheriff kam grad rein —> Cliffhanger
|
||||||
|
|
||||||
|
## Lester
|
||||||
|
|
||||||
|
Er schafft es irgendwie in den Burgfried und wird dort eingschlossen da die Schotten versuchen hereinzukommen.
|
||||||
42
pnp_project_inquisition/Session/Prep_Sess_6/Storyline.md
Normal file
42
pnp_project_inquisition/Session/Prep_Sess_6/Storyline.md
Normal file
@@ -0,0 +1,42 @@
|
|||||||
|
# Main Storyline
|
||||||
|
-> Sheriff arrives with two thugs in Guardshouse
|
||||||
|
-> The sheriff will ask them to hadnover the book as it is evidence
|
||||||
|
->
|
||||||
|
|
||||||
|
-> Am Kai kommt der betrunkene Typ vom Anfang der Story und rät Lester zu verschwinden da er in Gefahr ist
|
||||||
|
-> Wenn Lester nicht verschwindet kommt sein Freund wieder um ihn abzulenken und dann wird er als Geisel genommen
|
||||||
|
|
||||||
|
-> Nach einer realen Stunde bricht ein Kampf aus da die Armee der Schotten angreifen.
|
||||||
|
-> Die Schotten kämpfen in den Straßen
|
||||||
|
-> Die Schotten plündern Häuser
|
||||||
|
-> Die Schotten kämpfen auf den Mauern
|
||||||
|
-> Die Schotten versuchen das Haus von Lord Manor niederzubrennen
|
||||||
|
|
||||||
|
|
||||||
|
Sheriff(60LP)
|
||||||
|
Sword fighting: 45
|
||||||
|
Defending himself: 30
|
||||||
|
Knowledge of human nature: 45
|
||||||
|
|
||||||
|
Thug(35LP):
|
||||||
|
Fight with Club: 35
|
||||||
|
Fistfight: 40
|
||||||
|
Defending himself: 20
|
||||||
|
Speech: 10
|
||||||
|
|
||||||
|
Scottish Soldier Seargent(60LP)
|
||||||
|
Handeln Wissen Soziales
|
||||||
|
13 12 8
|
||||||
|
Geistesblitzpunkte: 1 Geistesblitzpunkte: 1 Geistesblitzpunkte: 0
|
||||||
|
Faustkampf: 30 + 13 = 43 Gossenwissen: 60 + 12 = 72 Führen: 20 + 8 = 28
|
||||||
|
Klingenwaffen 50 + 13 = 63 Kriegsführung: 30 + 12 = 42 Feilschen: 30 + 8 = 38
|
||||||
|
Fallenstellen: 20 + 13 = 33 Verborgenes Erkennen: 30 + 12 = 42
|
||||||
|
|
||||||
|
Scottish Soldier(40Lp)
|
||||||
|
Handeln Wissen Soziales
|
||||||
|
13 12 8
|
||||||
|
Geistesblitzpunkte: 1 Geistesblitzpunkte: 1 Geistesblitzpunkte: 0
|
||||||
|
Faustkampf: 30 + 13 = 43 Gossenwissen: 60 + 12 = 72 Führen: 20 + 8 = 28
|
||||||
|
Klingenwaffen 40 + 13 = 53 Kriegsführung: 30 + 12 = 42 Feilschen: 30 + 8 = 38
|
||||||
|
Fallenstellen: 20 + 13 = 33 Verborgenes Erkennen: 30 + 12 = 42
|
||||||
|
|
||||||
10
pnp_project_inquisition/Session/Prep_Sess_7/Intro.md
Normal file
10
pnp_project_inquisition/Session/Prep_Sess_7/Intro.md
Normal file
@@ -0,0 +1,10 @@
|
|||||||
|
## The last intro
|
||||||
|
|
||||||
|
The group find themselve on a graeyard. Fog surrounds them and they are made aware of gravestones that has their names on them. A voice calls out to them why they are there in the first place. Death will step outside of the fog. Death asks the players what they remember and will remind the players of the last session in case they forgot.
|
||||||
|
|
||||||
|
After everyone has recitated they memories, death reminds them that it seems they will meet him shortly again but that the universe hasn't decided yet. Then he throws them out of his backyard and the actual play begins.
|
||||||
|
|
||||||
|
Death:
|
||||||
|
It is a black-robed skeleton that carries a scythe and a red colored cat in its arms. The eyes of the grim-reaper are blue like the fire of novas. Their scythe sharp enough to slice through light. Some small steps behind the encarnation of death steps a small mouse-death also in dark-robed with a scythe.
|
||||||
|
The cat rests calmly in deaths arms and purrs.
|
||||||
|
|
||||||
83
pnp_project_inquisition/Session/Prep_Sess_7/Storyline_7.md
Normal file
83
pnp_project_inquisition/Session/Prep_Sess_7/Storyline_7.md
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
## Storyline for the Session 7
|
||||||
|
|
||||||
|
The scottish army will overrun the city in no time. The player must leave the city to survive. They can either:
|
||||||
|
* visit the harbor and try to get on a boat
|
||||||
|
* find one of the secret tunnels to get out of the city
|
||||||
|
* find one of the secret doors to get out of the city
|
||||||
|
* find the secret naturalist cult that hides in the city and convince them that you join them
|
||||||
|
* catch up to any survivor that is fleeing over the city bridge
|
||||||
|
* ram something through the city wall
|
||||||
|
* they can hide in the pub "the kraken" for money
|
||||||
|
* unlikely but its also possible to rally the troops and fight for a very long time
|
||||||
|
|
||||||
|
The aristrocrats will form a cologne and fight through the city to the bridge to survive.
|
||||||
|
-> Only John Farmer could catch up to them
|
||||||
|
|
||||||
|
The sheriff knows a secret exit out of the guardshouse
|
||||||
|
-> Benetta can convince him that she will join him
|
||||||
|
-> They can also ask Lester to join them
|
||||||
|
-> The sheriff will comply and use the players as meat shields (like Dork&Mork which are dead by now)
|
||||||
|
-> The abot is the exit
|
||||||
|
-> the players need to jump into a "botich" of shit
|
||||||
|
|
||||||
|
The guardshouse
|
||||||
|
-> They scottish army is relentles in their pursuit to crush any defense
|
||||||
|
-> the gatehouse will be overrun after a certain time
|
||||||
|
-> There is no hope of surviving there
|
||||||
|
|
||||||
|
The inquisitor will send John Farmer with the book outside of the city and then fight Gelik with the help of John Farmer or not.
|
||||||
|
|
||||||
|
Stats:
|
||||||
|
|
||||||
|
| Name | Leben | Ini | Angriff-Nahkampf | Schaden-Nahkampf | Angriff-Fernkampf |Schaden-Fernkampf|
|
||||||
|
| - |- | - | -| - | - | -
|
||||||
|
| Inquisitor | 80 | W10 | 50 | 2 + W10 | - | -
|
||||||
|
| Schotten-Seargant | 60 | W10 | 55 | 2 +W6 | - | -
|
||||||
|
| Schotte-Soldat | 50 | W10 | 40 | W6 | 50 | W10
|
||||||
|
| Bodyguard von Lord Manor | 60 | W10 | 45 | W10 | 52 | W10
|
||||||
|
| City dweller | 30 | W10 | 20 | W6 | - | -
|
||||||
|
| Cult member | 60 | W10 | 35 | W10 | 35 | W10
|
||||||
|
| Cult Leader | 20 | W10 | 10 | W4 | 20 | W6
|
||||||
|
| Sheriff | 60 | W10 | 40 | W10 | 45 | W10
|
||||||
|
| Bauer 3 | 100 | 15 + W10 | 50 | 4 W10 | - | -
|
||||||
|
| Bauer 4 | 100 | 15 + W10 | 50 | 4 W10 | - | -
|
||||||
|
|
||||||
|
Gelik: 49
|
||||||
|
John Farmer: 65
|
||||||
|
Lester: 63
|
||||||
|
Benetta: 66
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
## What has happened
|
||||||
|
|
||||||
|
### Benetta
|
||||||
|
|
||||||
|
Was ist bei P&P passsiert?
|
||||||
|
ich habe vom wachturm schotten abgeschosssen —> bin dann dem sheriff hinterher gerannt und mit lester durch den aport in die kacke gesprungen. danach sind wir entlang der stadtmauer in eine lange gasse gelaufen, wo wir den toten inquisitor gesehen haben. Sind weitergelaufen.
|
||||||
|
|
||||||
|
### John Farmer
|
||||||
|
|
||||||
|
Gelik kommt, als Schotte verkleidet, und nimmt mich und den Inquisitor als „Gefangenen“. Wir versuchen so Richtung Brücke zu kommen und zu fliehen. Auf dem Weg schicken wir einige verängstigte Kinder auch in die Richtung. Wir sehen Lord Manoor in einem Hinterhof, der versucht, sich durch einen Keller (und Geheimgang?) abzuseilen. Es kommt zum Konflikt, weil sie das Buch unter meiner Rüstung sehen und uns angreifen wollen. Der Inquisitor stirbt. Ich renne zur Brücke, wo sich Menschen durchschlagen wollen, aber die Zugbrücke ist oben. Ich überrede die Wachen, die Brücke herunterzulassen und die Menschenmassen strömen über die Brücke in den Wald. Ich gehe auch über die Brücke. Damit ist mein Abendteuer beendet.
|
||||||
|
|
||||||
|
Epilog
|
||||||
|
John Farmer versteckte sich in einem Gebüsch für ein paar Stunden und wartet auf seine Kumpanen. Als niemand kam, beschloss er sich Richtung London zu seiner Familie aufzumachen und sich einem neuen Kommando anzuschließen.
|
||||||
|
|
||||||
|
|
||||||
|
### Gelik
|
||||||
|
|
||||||
|
P&P vom 06.02. - Gelik
|
||||||
|
|
||||||
|
(1) Zusammentreffen mit John Farmer + Inquisitor, beide lassen sich pseudo-Fesseln und die drei laufen nach Diskussion nach Süden
|
||||||
|
(2) In einer Gasse treffen die drei auf Lord Manor + Bodyguards - der Inquisitor besteht auf ein Gespräch um als große Gruppe weiterzukommen
|
||||||
|
(3) Ein Kampf entbricht, John und Gelik lassen den Inquisitor zurück und rennen Richtung Brücke
|
||||||
|
(4) Vorplatz der Brücke ist von Menschen verstopft, John zwängt sich hinein, Gelik geht zurück zur Gasse
|
||||||
|
(5) Bodyguards erblicken Gelik, verfolgen ihn zum Hafen, Gelik versteckt sich erfolgreich, Bodyguards schikanieren Stadtbewohner und ziehen dann ab
|
||||||
|
(6) Gelik geht zurück in die Gasse, nimmt Schwer + Gepräck von Inquisitor an sich, wird dabei von Menschenmob überrant, Lester und Benetta passieren den Ort des Geschehens
|
||||||
|
(7) Gelik folgt Stadtbewohnern in den Innenhof/Treppe runter und findet Kaverne, wo Adlige + Waren verschifft werden
|
||||||
|
(8) Gelik nutzt Verkleidung + Sprachskill um eine Panik unter den Stadtbewohneer zu erzeugen, diese überrennen ein Boot + Bodyguards, alle fallen ins Wasser
|
||||||
|
(9) Gelik macht sich zu Fuß auf zum verbliebenen Boot auf dem sich zwei Bodyguards befinden
|
||||||
|
|
||||||
|
### Lester
|
||||||
|
|
||||||
|
runs through the fucking street
|
||||||
BIN
pnp_project_inquisition/Session/Prep_Sess_7/death_picture.jpeg
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|
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pnp_project_inquisition/Session/Prep_Sess_7/death_with_cat.jpeg
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|
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pnp_project_inquisition/Session/Screenshot[1]-01.png
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|
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53
pnp_project_inquisition/Session/history.md
Normal file
53
pnp_project_inquisition/Session/history.md
Normal file
@@ -0,0 +1,53 @@
|
|||||||
|
Session 2
|
||||||
|
The story starts with the crime scene in which our lovely Bernadette shoves the love gift of Abbie McGrath into the face of the mayor who for the time being slaps Bernadette as he thinks the hair is for him? The sheriff has his scene in which he searches the room but leaves without looking at the victim. The group has a hard time figuring out what they want to do. Lester and John go to the tavern to gather more information. Bernadette seeks out the help of a healer for Sheffeld. Bernadette encounters Gelik as he hunts a scottish soldier. The sub-plot is revealed and Gelik is recruited to help the scottish invasion. Bernadette helps him using her bow to keep the second soldier (Brook) in check. After that they go on their ways. Bernadette meets a trader in the street who is trying to sell her everything. He succeeds and sells a showt-bow to her and also some awful rotten cheese. She tries the bow and hammers a arrow in the adverts of an barber. She then leaves the trader and tries to get her hair cut. She tries to pay with the cheese but the barber is not fancy the cheese and passes out. The healer Millicent Hille appears seeing the ruckus from her house. In the meantime the duo Lester and John Farmer sit down in the Tavern and ask around about Anthonye Sheffeld. The owner tells about the side-jobs of the scribe. Coming back to Gelik who reached the house of Anthonye Sheffeld bribes a boy from the street to bring certain information to an meeting. Unfornuatly telling the boy not enough information. (He didn't tell the boy where he will be in the evening.) He then questions the whereabout of his sire but finds no clues and leaves.
|
||||||
|
|
||||||
|
The End. They are bad at investigating a murder :D
|
||||||
|
|
||||||
|
Session 3
|
||||||
|
|
||||||
|
Alex investigates the walls and finds a door in the wall
|
||||||
|
Johanna speaks to the gardener and learns that the sister of the victim is a protestant
|
||||||
|
Johanna and Lukas confront the sister in the church and get more information. After that the sister leaves the city
|
||||||
|
|
||||||
|
Session 4
|
||||||
|
Daniel, Alex and Johanna fight in the cellar of the guardshouse.
|
||||||
|
Alex gets wounded so does Daniel.
|
||||||
|
The ring leader of a nature god believer sect, a young girl, is able to flee. She will be near the Harbour!
|
||||||
|
They end up in the harbour. Searching for someone.
|
||||||
|
Alex and Daniel approach a PUB to gather more information
|
||||||
|
Johanna and Lukas end up in the Church of Jacob Vass.
|
||||||
|
They read the book but what was inside again?
|
||||||
|
|
||||||
|
-> Thebook contains billing and client information of the scribe. This also includes Lord Manor who contracted the scribe to falslfy claims onto land from the Earl. If this book will get to anyone like the Inquisitor or Edmonde Blacknall then the Lord of Manor is in trouble. hence the sheriff searching for that book.
|
||||||
|
If they announce to the Jacob Vass that they have the book belonging to the sister of the scribe then they will shortly after that in trouble
|
||||||
|
|
||||||
|
Intro Session 5:
|
||||||
|
-> Adventurers reach the city berwick-upon-tweet in the late of the year.
|
||||||
|
-> They witness the proclamation of the Inquisitor and help arresting accusted people
|
||||||
|
-> Then the next day they are called to the freshly opened office of the inquisition to find the scribe dead
|
||||||
|
-> They investigate and Bernadette tries to win over the mayor of the city with the love gift of another woman, this ends in a slap to the face
|
||||||
|
-> The group does not discover the root of the evil and starts their investigation
|
||||||
|
-> After some time running around the city and molesting people they find out that the dead man had a sister
|
||||||
|
-> visiting the sisters apartment they find a drunk husband who disliked the scribe
|
||||||
|
-> In the meantime Gelik finds a way to be a traitor and talks to the scotts but also fights them a bit
|
||||||
|
-> The team finds each other and decide to investigate the Mansion where Ruth worked for her living
|
||||||
|
-> They come across a guards house and supress a riot.
|
||||||
|
-> The leader of a sect a little girl was able to flee, will the team be able to hunt her down to arrest her?
|
||||||
|
-> Then the team split up again: while Bernadette and John Farmer found the sister and the book everyone is looking for the other two visited the harbour and are now infront of a pub for smugglers, pirates and up-to-no-goods.
|
||||||
|
|
||||||
|
Session 5 Taverne Pit Fight:
|
||||||
|
- In der Taverne das Buch lesen und rausgefunden über Fälschungen
|
||||||
|
- fallen nicht auf den Roysh Shaw rein, der im Kraken nach Opfern für seine Gang gesucht hat
|
||||||
|
- können Elisabeth Talbot nicht zu einem Handel überzeugen, da sie nicht mal danach fragen womit sie handelt
|
||||||
|
- willigen nicht zu einem Kampf ein mit Tailbot welche sich dadurch hätte überzeugen lassen das die beiden Helden eine Hilfe sein könnten das Pub vor dem bestehenden Angriff zu verteidigen
|
||||||
|
- Fight Pit gegen Bernd und Hobbit-Zwillinge
|
||||||
|
- Nachdem sie gegen dir drei gesiegt haben kommt ein Fettsack in den Ring. Der Ausgang is ungewiss.
|
||||||
|
- richten die Nase von Husband von Ruth
|
||||||
|
- Husband verrät das der Sheriff kein guter Mann ist
|
||||||
|
- gehen zur Villa von Henry Barrit um ihn mit dem Buch zu konfrontieren
|
||||||
|
- das Buch enthält Auftragsliste worunter auch der Name von Lord of Manor Henry Barrit ist
|
||||||
|
- Reden mit dem Lord über den Tod des Schreibers
|
||||||
|
- schicken die alte Magd fort um etwas zu trinken zu holen
|
||||||
|
- schauen sich nicht im Haus um (finden keine weiteren Beweise)
|
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- Bleiben bis zum nächsten morgen und Benetta schläft während John Farmer auf Geräusche lauscht.
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-
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Reference in New Issue
Block a user