The Theft of the Esgaroth-Treasure
Posted: Tue Dec 10, 2013 5:01 pm
I was curious about the early adventure, when the Old Master of Esgaroth took/stole a sizeable part of the Smaug-treasure. We tried to play it out this weekend. I doesn't have the true Tolkien feel, but is rather a chance for players to play questionable heroes, with a little bit of "Evil Mastermind-theme".
I tried to write my own script/adventure/ideas on how this could have happened and let players write up new simplified characters that they could play on a "one-off-adventure", using less a mechanic-oriented rule set and more narrative-oriented one. (Fate Accelerated).
On a general level, it was a narrow success. The players had fun and hope to meet the antagonist who participated in the act,, when they play their old PC-characters. Nice way to let the players know more about the plot and how the story unfolds, because not only will they be able to tell rumour from truth about the theft of the Esgaroth, they will know everything about it as they where the once who did it, (although they did it as other characters in the world)...
Act I (When: 2944?)
Somehow they are contracted for a special job, regarding the safety of Esgaroth, through important channels. They are sworn into secrecy and meet a person - the Right Hand of the councilor. He/she leads them to a unfinished house in the residential district. Here, in the shadows of the poorly lit room, they meet a cloaked figure. His name is of no importance, but the task he has for them, is. This person, claiming to be close an agent of the Spymaster wants to stop a plot hatched by the spawn of Evil. He's wearing a ring that players with a good lore-roll, determines belongs councillors. Greater degrees of success reveal it's in fact an honorary ring given from the Master of Esgaroth himself. Perhaps the Heroes are dealing with the secretive Spymaster himself? Encourage that not all heroes can be tasked to do great things openly, that some deeds needs discretion but these tasks are no less worthy.
Plot
So, the Councilor tells them: In less than X nights, agents of the Shadow would try to sieze the treasury/funds that Esgaroth need to pay for construction of the new town. The PCs are unique individuals, not heroes per se, but able-bodied people who could get things done. The heroes will not be publicly praised if they succeed in their mission, but they will "not want for anything" when he has rewarded them. (This calls for a bit of genre-blindness, as this is obviously something a evil person would say.)
Foreshadowing: The Right Hand of the Councillor that contracts them should somehow be made important. A secretive Elf, wearing armour of finer than usual make(?), having a calm demeanor and a battle scar? (Basically create your own Henchman. What would you like - dexterious dual-wielding human,, what's your flavour?)
If the PCs question why they don't do something more openly, tell them that the official channels are being watched and if they act through these, the forces of Evil will know that their plan has failed,, and strike at a better moment. So to root out the evil, they have to invite this to happen. Thus, the heroes will need to intervene. The Cloaked Figure assures them that he will not site idle himself, but never the less, the heroes will need to come up and execute a great plan to stop the forces of evil.
Act II Preparations
Two days and nights of preparation. Options:
*Move the treasury? (trickery) Using diplomacy/cunning/stealh to replace treasure with shiny worthless waste (perhaps paying a visit to the merchants district and contract shady smiths)
*Set an ambush for the bandits/agents, whoever come to take the treasury. Or booby-trap the treasury-room?
*Track the agents from afar and strike as they return from a successful theft? (Spies on the roof tops, signaling with sound,, perhaps letting the City Watch know what's about to go down?)
*Hopefully the heroes will be creative and hatch a plan that could work. Let them really invest in the plan and stress that it is up to them to make this right. (with this in mind, the next acts should be concidered rail-roading the plot)
Act III - Showdown
Depending on the player choices,,, this will unfold differently.
*If they set up ambush,, the will be a showdown. A straw-evil crew tries to break in to the treasury and this opposition should be easy. This should be rag-tag redshirts/minions that surrender/drop after little difficulty.
*Attacking the thieves after their job is done. Similarly easy fight.
*If they coordinate with the City Watch somehow,, their plans will be foiled. All man-power will be needed as a big fire has erupted in the Merchants District. The long term will be negligible but for an hour or two, the watch will have their hands full. Meanwhile near the treasury......
*If they move the treasure to "secure" location, que: fire! Meanwhile, go to act IV.
Act IV - Rendez-vous after the theft
If the PCs failed to defend the real treasure and the thieves won the fight, the heroes will be branded villains, working with the Enemy and will have to flee the city. Go to epilgue.
If they successfully defended the treasure, they will be rewarded for their bravery but questioned and tried due to circumstances revealed in the epilogue.
If the PCs moved the real treasure to the Guilded Boat,, or similar secure location, covertly or openly, the real fight will be here. If they choose different approach,, let them roll some kind of Insight/Awarness-roll during the night, to give them opportunity to realize what's happening with the Guilded Boat and as a LM, I encourage you to let them be able to catch up with the boat.
The real treasure is in fact on the Guilded Boat and when everything seems safe and secure, a gang of real bandits will emerge from the deck + the Shadowy Figure with the ring that tasked them with this. He will unveil himself: Behold the Old Master of Esgaroth. He will say evil things like: "Without the heroes, he could never have done it" (+Evil laughter if you're in the mood). Continue: "Unfortunately, they have fulfilled their purpose and will need to be dealt with. Any last words?" Chance for a bit of banter with the enemy before the final fight begins.
He sends his goons on them, At least 2 per hero, maybe a few extra with bow and arrow. At an opportune moment, let the Henchman from Act I appear. Be creative with his/her henchman-perks. Snakelike-speed is a given, but what else? Is it the cunning elf-lights that distracts one or two of the PCs while the Henchman try to gang up on the weakest PC? If it could be made so, that the PCs have to coordinate their attacks to battle this one Henchman, that would be great. Design the Henchman with the PCs in mind. This should be the toughest fight.
Should they win, the Old Master will try to persuade the heroes to turn on each other, promising to share the riches to who-ever is left standing. Here you can talk with the PCs. How villainous are the heroes really? Do they want to bite on this bait?
Resolution from the boss-fight
If you really want the heroes to have a chance to win, let them decide what to do with the Old Master. Bring him to justice? Kill him on the spot? Join him? If they talk about bringing the Old Master to justice, the old Master should point out that it's an excellent idea, or use counter-psychology and try to persuade them from it.
Epilogue
And so the treasury of Esgaorth was stolen. By the Old Master? By the "heroes"? By both?
Did the heroes turn to evil? Then they could introduced as arch-villains for the real PCs to fight against.
If they failed and survived they could still be in this world, now you have characters in the world that the players can relate to.
If they died, well, such is ...rpg-life.
What do you guys think? What should I keep, what needs to be improved? What should be cut away?
I tried to write my own script/adventure/ideas on how this could have happened and let players write up new simplified characters that they could play on a "one-off-adventure", using less a mechanic-oriented rule set and more narrative-oriented one. (Fate Accelerated).
On a general level, it was a narrow success. The players had fun and hope to meet the antagonist who participated in the act,, when they play their old PC-characters. Nice way to let the players know more about the plot and how the story unfolds, because not only will they be able to tell rumour from truth about the theft of the Esgaroth, they will know everything about it as they where the once who did it, (although they did it as other characters in the world)...
Act I (When: 2944?)
Somehow they are contracted for a special job, regarding the safety of Esgaroth, through important channels. They are sworn into secrecy and meet a person - the Right Hand of the councilor. He/she leads them to a unfinished house in the residential district. Here, in the shadows of the poorly lit room, they meet a cloaked figure. His name is of no importance, but the task he has for them, is. This person, claiming to be close an agent of the Spymaster wants to stop a plot hatched by the spawn of Evil. He's wearing a ring that players with a good lore-roll, determines belongs councillors. Greater degrees of success reveal it's in fact an honorary ring given from the Master of Esgaroth himself. Perhaps the Heroes are dealing with the secretive Spymaster himself? Encourage that not all heroes can be tasked to do great things openly, that some deeds needs discretion but these tasks are no less worthy.
Plot
So, the Councilor tells them: In less than X nights, agents of the Shadow would try to sieze the treasury/funds that Esgaroth need to pay for construction of the new town. The PCs are unique individuals, not heroes per se, but able-bodied people who could get things done. The heroes will not be publicly praised if they succeed in their mission, but they will "not want for anything" when he has rewarded them. (This calls for a bit of genre-blindness, as this is obviously something a evil person would say.)
Foreshadowing: The Right Hand of the Councillor that contracts them should somehow be made important. A secretive Elf, wearing armour of finer than usual make(?), having a calm demeanor and a battle scar? (Basically create your own Henchman. What would you like - dexterious dual-wielding human,, what's your flavour?)
If the PCs question why they don't do something more openly, tell them that the official channels are being watched and if they act through these, the forces of Evil will know that their plan has failed,, and strike at a better moment. So to root out the evil, they have to invite this to happen. Thus, the heroes will need to intervene. The Cloaked Figure assures them that he will not site idle himself, but never the less, the heroes will need to come up and execute a great plan to stop the forces of evil.
Act II Preparations
Two days and nights of preparation. Options:
*Move the treasury? (trickery) Using diplomacy/cunning/stealh to replace treasure with shiny worthless waste (perhaps paying a visit to the merchants district and contract shady smiths)
*Set an ambush for the bandits/agents, whoever come to take the treasury. Or booby-trap the treasury-room?
*Track the agents from afar and strike as they return from a successful theft? (Spies on the roof tops, signaling with sound,, perhaps letting the City Watch know what's about to go down?)
*Hopefully the heroes will be creative and hatch a plan that could work. Let them really invest in the plan and stress that it is up to them to make this right. (with this in mind, the next acts should be concidered rail-roading the plot)
Act III - Showdown
Depending on the player choices,,, this will unfold differently.
*If they set up ambush,, the will be a showdown. A straw-evil crew tries to break in to the treasury and this opposition should be easy. This should be rag-tag redshirts/minions that surrender/drop after little difficulty.
*Attacking the thieves after their job is done. Similarly easy fight.
*If they coordinate with the City Watch somehow,, their plans will be foiled. All man-power will be needed as a big fire has erupted in the Merchants District. The long term will be negligible but for an hour or two, the watch will have their hands full. Meanwhile near the treasury......
*If they move the treasure to "secure" location, que: fire! Meanwhile, go to act IV.
Act IV - Rendez-vous after the theft
If the PCs failed to defend the real treasure and the thieves won the fight, the heroes will be branded villains, working with the Enemy and will have to flee the city. Go to epilgue.
If they successfully defended the treasure, they will be rewarded for their bravery but questioned and tried due to circumstances revealed in the epilogue.
If the PCs moved the real treasure to the Guilded Boat,, or similar secure location, covertly or openly, the real fight will be here. If they choose different approach,, let them roll some kind of Insight/Awarness-roll during the night, to give them opportunity to realize what's happening with the Guilded Boat and as a LM, I encourage you to let them be able to catch up with the boat.
The real treasure is in fact on the Guilded Boat and when everything seems safe and secure, a gang of real bandits will emerge from the deck + the Shadowy Figure with the ring that tasked them with this. He will unveil himself: Behold the Old Master of Esgaroth. He will say evil things like: "Without the heroes, he could never have done it" (+Evil laughter if you're in the mood). Continue: "Unfortunately, they have fulfilled their purpose and will need to be dealt with. Any last words?" Chance for a bit of banter with the enemy before the final fight begins.
He sends his goons on them, At least 2 per hero, maybe a few extra with bow and arrow. At an opportune moment, let the Henchman from Act I appear. Be creative with his/her henchman-perks. Snakelike-speed is a given, but what else? Is it the cunning elf-lights that distracts one or two of the PCs while the Henchman try to gang up on the weakest PC? If it could be made so, that the PCs have to coordinate their attacks to battle this one Henchman, that would be great. Design the Henchman with the PCs in mind. This should be the toughest fight.
Should they win, the Old Master will try to persuade the heroes to turn on each other, promising to share the riches to who-ever is left standing. Here you can talk with the PCs. How villainous are the heroes really? Do they want to bite on this bait?
Resolution from the boss-fight
If you really want the heroes to have a chance to win, let them decide what to do with the Old Master. Bring him to justice? Kill him on the spot? Join him? If they talk about bringing the Old Master to justice, the old Master should point out that it's an excellent idea, or use counter-psychology and try to persuade them from it.
Epilogue
And so the treasury of Esgaorth was stolen. By the Old Master? By the "heroes"? By both?
Did the heroes turn to evil? Then they could introduced as arch-villains for the real PCs to fight against.
If they failed and survived they could still be in this world, now you have characters in the world that the players can relate to.
If they died, well, such is ...rpg-life.
What do you guys think? What should I keep, what needs to be improved? What should be cut away?