Part One: Runa's Taxes
The Halfling Merchant Runa Of Shireton arrives in your Town and having rented a small stone storehouse (20'x20') from the Merchants for a few gold hires four labourers for the week. A visit to the bank to arrange funds in the form of sixteen sealed coin firkins (each capable of containing five hundred coins) branded with the seal of the Bank and a large open urn of one hundred silver coins. With two labouers guarding the store house armed with a club each, Runa proceeds to the bank and has her two remaining labouers and begins shipping the firkins of Bank coin to the storehouse across town. It takes a day but by the evening all the coin firkins and the silver filled urn are safely locked up for the week. Two guards are left to guard the storehouse until dawn, and they swap places with the other two guards in the mornings.
The Halfling Merchant Runa Of Shireton arrives in your Town and having rented a small stone storehouse (20'x20') from the Merchants for a few gold hires four labourers for the week. A visit to the bank to arrange funds in the form of sixteen sealed coin firkins (each capable of containing five hundred coins) branded with the seal of the Bank and a large open urn of one hundred silver coins. With two labouers guarding the store house armed with a club each, Runa proceeds to the bank and has her two remaining labouers and begins shipping the firkins of Bank coin to the storehouse across town. It takes a day but by the evening all the coin firkins and the silver filled urn are safely locked up for the week. Two guards are left to guard the storehouse until dawn, and they swap places with the other two guards in the mornings.
How do you rob all that gold and get away with it?
Interlude: The PCs take the Bait
Interlude: The PCs take the Bait
Having made off with the Coin firkins you find they are filled with five hundred copper pieces each - barely worth the effort. Soon after you and your three companions are detained by the towns guard and taken before the guildmaster of the thieves guild. In his office are four life sized portraits - one of each of you shown in a scene of the robbery.
"I have a job for you." The Guildmaster looks at a portrait and laughs. "You will sneak into the sewers of the Baron's Castle by the lake."
"Once inside," the guildmaster places what looks like a coin die on the table. "You will steal one of the coin dies he uses to mint new coins and replace it with this."
For those who fail to ask for a wisdom check to percieve the amount of mortal danger they are in... Excellent." A bald, seven foot tall leg breaker steps from the shadow behind the guildmaster. "We have an understanding."
Note: The PCs dont have to enter the Sewers. They can do a runner and flee town, but if they are caught returning to town, they will be disposed of.
Part Two: Into the Baron's Castle
The Sewers must be crawled through unarmoured being only two feet in diameter. And there are rats, spiders, snakes, yellow fungi, disease, human excrement... All unpleasant. Once inside they have access to every privy by this tunnel network including the one in the Baron's chambers. The mint is in a chamber on the lowest level but is beyond a barracks with twenty soldiers.
If the PCs think to cause a distraction they are able to draw most of these soldiers out leaving a few. One entering the Baron's Bedchamber and taking the Baron hostage is sufficient.
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