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Honor + Intrigue Campaign: In the Shadow of the Sun King
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<blockquote data-quote="BASHMAN" data-source="post: 7594170" data-attributes="member: 8277"><p><strong>The Hidden Mines, Parts 1-2</strong></p><p></p><p>A Winter of Discontent</p><p></p><p>February 1667. King Louis continues his saber-rattling against Spain and is mobilizing resources and people and raising money for war.</p><p></p><p>Minister of Finance Jean Baptist Colbert has agreed to sell the title of Count of Mornay to Thenardier for a sum of more than 100,000 Livre.</p><p></p><p>Trouble In Town! New Characters are introduced. </p><p></p><p>The character of Wilhelm has been retired and replaced by a Polish Hussar named Stanislaus. This character seems in part inspired by Flashman—a devilishly handsome womanizer with a strange combination of incredible luck and misfortune. Wilhelm lost his arm on the battlefield and with it his commission in the Hussars. As Poland has just lost the war of the Deluge against Sweden and Russia, a number of nobles have become expatriots. One of these is Karolina Wielopolski, an elegant, dignified, noblewoman (hiding her tomboyish nature). She is in love with Stanislaus and his tales of adventure wants to be a valiant hero herself. She has hired Stanislaus as a bodyguard and Stanislaus’ sister Wiera as a handmaiden. Karolina is also a friend of Comtesse Isabelle Du Auroix, and it is through this friendship that Stanislaus was approached along with the rest of the PCs to take part in the adventure. Karolina is also a friend of Baron Porthos and is enjoying his hospitality at his estate while visiting the Bordeaux region when the story begins.</p><p></p><p>Our scene opens once again in the village of Mornay du Pessac where Stanislaus has come on his day off to enjoy the local tavern’s wares (and with luck, the company of a beautiful lady). Instead, he meets Seargent Gaspar, the jubilant jolly (albeit seemingly incompetent) leader of the town’s guards. The two men get along famously, and Gaspar buys him a drink and offers to take him to another tavern in town, the Fleur du Mont (as leader of the guard, it is part of his duty to ensure the “safety and quality” of the local wines served by various taverns, and he takes his duty very seriously indeed). The pair are joined by most of the rest of the PCs, who are laughing and having a raucous time.</p><p></p><p>It would seem that everybody loves Guillaume, Clarisse’s new beau. Everybody except Julie, who cannot bring herself to show her face in the Fleur du Mont tavern. Guillaume is a French-Basque huntsman and scout who is a crack-shot and expert mountaineer. He regails the townsfolk with stories of his adventures, and most of the party, joined by Athena and Portia, take an instant liking to him.</p><p></p><p>Gaspar also reveals some news of what’s happened in the town since the party’s been away (it has been several months since their last visit). Has been drilling troops in the town square in case war breaks out with Spain, though he doesn’t relish the thought of fighting Spanish soldiers. His Majesty is currently recruiting a new type of soldier “Grenadiers” but none of Gaspar’s men meet the height requirements.</p><p></p><p>He also tells that the new Compte is a real grouch. He has taken Gaspar off Castle protection duty and has instead hired his own men for the task, as well as guarding the coffee shipments.</p><p></p><p>Athena is excited that her father, the Compte de la Ferre, and a royal ambassador will be taking her with him on a “Grand Tour” as he embarks on official business of state. She is also taking her best friend Portia with her. Portia is also excited to be invited on the Grand Tour, though her father will need convincing. Baron Porthos is a bit apprehensive about letting Portia go on the Grand Tour. He could be persuaded only as long as someone he trusts (like Professor Elliot) will be there to protect her.</p><p></p><p>The party’s revelry (and Julie’s spying upon it from across the street) is broken up by a shouting mob in the town square. The PCs and Seargent Gaspar go to investigate and see a mob of rough men with snowballs, but some with rocks and chunks of firewood, surrounding and harassing someone. As the party draws close they see the victim is Father Montenegro, who has been subjected to a great degree of ire and suspicion because he is a Spanish priest (and King Louis is trying to amp up animosity towards Spain). Montenegro is unarmored but does has a sword on his hip, though he never reaches for it.</p><p></p><p>The leader of this mob is a long-bearded pirate with a large dueling scar that goes from his left eye all the way across his right cheek. He is known by the nickname “Saberface” and has become quite a bullying nuisance in the town. He attempts to strike Father Montenegro, who sidesteps the attack and says “Not on your best day, my son.” At this point, Saberface urges the mob to attack with their cudgels.</p><p></p><p>At this point, the PCs begin to intervene, brawling with the ruffians until they retreat, though the hirsute menace swears “’Tis not the last ye’ll hear of SABERFACE!”. A good laugh was had by all at this pronouncement.</p><p></p><p>Montenegro is a bit embarrassed, but he humbly thanks the PCs for their aid. He especially single’s out Julie for thanks and asks forgiveness for misjudging her earlier.</p><p></p><p>The Hidden Mines Part 1</p><p></p><p>Later on, each of the PCs (including Stanislaus) receives a letter from Comptesse Isabelle Du Auroix “The Black Princess”. She asks them to meet at a nearby tavern (The Singing Bottle in Bordeaux) and to come at once. When she arrives she tells them that His Majesty has been expecting a delivery of canons from a foundry in Bordeaux. However, the deliveries are always coming up short. The foundry claims that it is not receiving enough iron ore to keep up with the demand. The mining town of Le Fer (not related to the Compt De La Ferre) has claimed that bandits have seized some of the ore.</p><p></p><p>The Cabinet Noire wants the PCs, who are somewhat local to the region, to figure out what happened to the missing ore. His Majesty will not be denied his cannons so near to war!</p><p></p><p>The PCs ride a couple of days to the mining town of La Fer. They learn that the mine has been filling large orders for iron ore since October even though the war rumbling has only been going on since December. The main buyer of the ore before was a local leader of the Blacksmith’s Guild, a man named Henri Martel who owns a shop in Mornay du Pessac. They were sad to lose his business. The foundry in Bourdeux pays much less for the iron than they used to get, but they must honor the order since the King needs the cannons.</p><p></p><p>They also hear that bandits have held up the caravan three times in the last month! (nobody was killed, thank goodness). The PCs convince the mine’s quartermaster to let them guard the caravan to the foundry in Bordeaux. Either they will see it safely arrive, or they will be attacked and be able to discover who is behind the thefts.</p><p></p><p>According to plan, the caravan is attacked along a bend in the road near a waterfall. When the PCs refuse the bandit’s demands to surrender the cargo, a fight ensues. The highlight of the battle was when devil-may-care Stanislaus pulled out a grenade and hurled it into a crowd of bandits. This is a tense moment because in Honor + Intrigue, lit grenades have a secret Initiative roll whereupon they explode. It could explode in ten seconds… or it could explode the instant you try to light it. A grenade was left hissing away on the battlefield and one of the bandits (a Retainer) managed to flee from it in time, but the others (Pawns) were caught in the explosion. According to plan, Angus managed to subdue one of the bandits (one who seemed to be a leader) and take him alive so they could interrogate him.</p><p></p><p>The bandit sang like a canary that he was hired by “the hooded man” to rob these caravans and to deliver them to an old warehouse in the woods outside Mornay du Pessac near the old windmill. Based on this description, some of the PCs know where this warehouse is, though they thought it to be abandoned.</p><p></p><p>They then take the guise of bandits, and ride to the warehouse, which they see has been converted to a smithy. They meet the blacksmith, Henri Martel (the original customer of the iron prior to the army’s cannon order) who has built a secret workshop. The PCs reveal who they are and why the blacksmith is in trouble. He admits that he was hired by “a hooded man” to make chains, cages, and lengths of iron rail, among other things. Once these items were made, he would leave them loaded on a cart, which would be driven off by men in the employ of the hooded man. He pleads with the PCs that the only reason he did this was that his daughter is very sick and the medicines that he needs to keep her alive cost a fortune… and the Hooded Man paid in gold. At this point, Ali Funda offers to treat the girl if he will cooperate with them. Martel agrees and tells the PCs that a wagonload was just driven off by men a few hours ago. There is fresh snow on the ground, so the wagon ruts should be easy enough to follow… but it is starting to snow hard. If the PCs wish to be able to follow the tracks and catch them in the act, they shall have to hurry…</p><p></p><p>The Hidden Mines, Part 2</p><p><a href="https://flic.kr/p/2fzKR5K" target="_blank"><img src="https://live.staticflickr.com/65535/47639686591_c8883abc45_k.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a><a href="https://flic.kr/p/2fzKR5K" target="_blank">Outside the Hidden Mines</a> by <a href="https://www.flickr.com/photos/20336796@N03/" target="_blank">epochrpg</a></p><p></p><p>New PC joins the party. Ariel, one of the musketeers rescued from the Castle De Greve is chosen as the character of a new player joining the group. Ariel has the spy career, and it is determined that she is an agent of the Cabinet Noire. She is assigned at first to follow the PCs, then later to join them and see that any malefactors are brought to justice. </p><p></p><p>It begins snowing hard; the PCs know they can follow the wagon tracks, but they have to hurry or they will lose them. Hurrying into the woods, the PCs arrive on the edge of a clearing, across which they can see a group of ruffians unloading the crates from the wagon and the mouth of a cave.</p><p></p><p>Though some wish to take the stealthy approach, Stanislaus wants to charge on horseback. Julie and Angus end up joining him in this course of action. Galloping across the snowy valley, Stanislaus leaps over a rock… only to crash through the ice of a frozen pond (previously concealed by snow). With a Mighty Success on his Horsemanship check, he manages to clear the stirrups and land on the ice (and a good thing too; plate armor is notoriously difficult to remove in freezing water when you have only one arm), but his poor mount was desperately trying to tread water. Each time its front hoofs struck the ice, they chopped it further away. Stanislaus spends his turn trying to calm the horse and lure it to “chop/swim” towards the shore.</p><p></p><p>Julie and Angus follow on horseback, managing to avoid falling into the pond. Angus draws enemy fire by goading them with a display of his… kilt. This infuriates the thugs who attack him. It takes a few Fortune points for him to avoid bullets fired in his direction. One of the thugs instead turns and runs inside the cave.</p><p></p><p>The next round began with Angus at the top of the Initiative count. He leaped from his horse with a devastating corkscrew attack (moulinet) that cut down two of the thugs and left one badly hurt.</p><p></p><p>Ariel rode past an enemy and threw a knife from horseback, managing to bring him down, then dismounts and draw her sword on a bandit who was advancing on Evelyn.</p><p></p><p>Girard took aim and fired, bringing down a bandit armed with a musket standing atop the cliff. Evelyn pressed her musket to the back of a bandit’s head and suggested he drop his weapon. Girard handed him a rope and says “be a good lad and tie yourself up.”</p><p></p><p>The PCs began to speculate on what exactly was going on here. I had those from the area make Savvy + Career (noble) checks to realize whose land this was: the Compte du Mornay. They also realized that at the time that the work began here (several months ago) the county was the property of the King (since the previous owner, the Comptesse du Mornay was dispossessed of the lands). The miners are essentially stealing the King’s gold from his own mines! Julie, who had pocketed some of the looted gold from some of the bandits, examined the coin finding it to be a perfect, newly minted gold double Louis-D’or (worth about 40 Livres). In fact, all of the gold found on the bandits was newly minted. It seems that counterfeiting (even if it is real gold, it is a crime for anybody to mint coins without the king’s approval) is also part of the scheme.</p><p></p><p>The bandit who fled into the caves is stopped before he is able to cry out a warning (and noise outside the cave, even gunshots, were not audible from within. The inside of the caves is filled with the din of metal clanging on stone.</p><p></p><p>Shortly after entering the caves, the PCs discover what the iron rails were for minecart tracks. Seeing an empty minecart sitting in front of her, Evelyn chose to leap directly into it… and proceeded to roll downhill at great speed, running over one of the guards pushing a minecart. This hapless guard was then trodden upon by the rest of the party sprinting to catch up.</p><p></p><p>Evelyn’s minecart then careened onto a flimsy bridge across a chasm, which then broke apart. She managed to end up on the other side of the ravine dangling by her fingers. The other PCs, running downhill in the dark mine did not realize until it was too late they were at the edge of a cliff. Unable to stop, one by one they lept the chasm (with some surviving solely by the use of their Fortune Points). On the other side of the ravine, the party dispatched yet another group of guards. The tunnels branched off from here, and the PCs chose to follow one path where they beheld a horrifying sight.</p><p></p><p>Two cages filled with emaciated and sick people looked on in horror with their sunken eyes. A platform had been laid between the two cages, and a pair of slaves were being forced to fight one another on the platform. Two guards each held a child with a gun aimed at their head to compel the slaves to fight, while two more guards were shouting at the men to kill one another. There is so much noise in the room, and the guards are so fixated on their amusement that nobody has yet noticed the PCs. At this point, instead of a Horror Check, I have the PCs roll a “Fury Check”. Anybody who failed would have -1 to their Defense and be overwhelmed by murderous rage towards the guards.</p><p></p><p>This was the cliffhanger for next session, with the PCs having the advantage of surprise.</p></blockquote><p></p>
[QUOTE="BASHMAN, post: 7594170, member: 8277"] [b]The Hidden Mines, Parts 1-2[/b] A Winter of Discontent February 1667. King Louis continues his saber-rattling against Spain and is mobilizing resources and people and raising money for war. Minister of Finance Jean Baptist Colbert has agreed to sell the title of Count of Mornay to Thenardier for a sum of more than 100,000 Livre. Trouble In Town! New Characters are introduced. The character of Wilhelm has been retired and replaced by a Polish Hussar named Stanislaus. This character seems in part inspired by Flashman—a devilishly handsome womanizer with a strange combination of incredible luck and misfortune. Wilhelm lost his arm on the battlefield and with it his commission in the Hussars. As Poland has just lost the war of the Deluge against Sweden and Russia, a number of nobles have become expatriots. One of these is Karolina Wielopolski, an elegant, dignified, noblewoman (hiding her tomboyish nature). She is in love with Stanislaus and his tales of adventure wants to be a valiant hero herself. She has hired Stanislaus as a bodyguard and Stanislaus’ sister Wiera as a handmaiden. Karolina is also a friend of Comtesse Isabelle Du Auroix, and it is through this friendship that Stanislaus was approached along with the rest of the PCs to take part in the adventure. Karolina is also a friend of Baron Porthos and is enjoying his hospitality at his estate while visiting the Bordeaux region when the story begins. Our scene opens once again in the village of Mornay du Pessac where Stanislaus has come on his day off to enjoy the local tavern’s wares (and with luck, the company of a beautiful lady). Instead, he meets Seargent Gaspar, the jubilant jolly (albeit seemingly incompetent) leader of the town’s guards. The two men get along famously, and Gaspar buys him a drink and offers to take him to another tavern in town, the Fleur du Mont (as leader of the guard, it is part of his duty to ensure the “safety and quality” of the local wines served by various taverns, and he takes his duty very seriously indeed). The pair are joined by most of the rest of the PCs, who are laughing and having a raucous time. It would seem that everybody loves Guillaume, Clarisse’s new beau. Everybody except Julie, who cannot bring herself to show her face in the Fleur du Mont tavern. Guillaume is a French-Basque huntsman and scout who is a crack-shot and expert mountaineer. He regails the townsfolk with stories of his adventures, and most of the party, joined by Athena and Portia, take an instant liking to him. Gaspar also reveals some news of what’s happened in the town since the party’s been away (it has been several months since their last visit). Has been drilling troops in the town square in case war breaks out with Spain, though he doesn’t relish the thought of fighting Spanish soldiers. His Majesty is currently recruiting a new type of soldier “Grenadiers” but none of Gaspar’s men meet the height requirements. He also tells that the new Compte is a real grouch. He has taken Gaspar off Castle protection duty and has instead hired his own men for the task, as well as guarding the coffee shipments. Athena is excited that her father, the Compte de la Ferre, and a royal ambassador will be taking her with him on a “Grand Tour” as he embarks on official business of state. She is also taking her best friend Portia with her. Portia is also excited to be invited on the Grand Tour, though her father will need convincing. Baron Porthos is a bit apprehensive about letting Portia go on the Grand Tour. He could be persuaded only as long as someone he trusts (like Professor Elliot) will be there to protect her. The party’s revelry (and Julie’s spying upon it from across the street) is broken up by a shouting mob in the town square. The PCs and Seargent Gaspar go to investigate and see a mob of rough men with snowballs, but some with rocks and chunks of firewood, surrounding and harassing someone. As the party draws close they see the victim is Father Montenegro, who has been subjected to a great degree of ire and suspicion because he is a Spanish priest (and King Louis is trying to amp up animosity towards Spain). Montenegro is unarmored but does has a sword on his hip, though he never reaches for it. The leader of this mob is a long-bearded pirate with a large dueling scar that goes from his left eye all the way across his right cheek. He is known by the nickname “Saberface” and has become quite a bullying nuisance in the town. He attempts to strike Father Montenegro, who sidesteps the attack and says “Not on your best day, my son.” At this point, Saberface urges the mob to attack with their cudgels. At this point, the PCs begin to intervene, brawling with the ruffians until they retreat, though the hirsute menace swears “’Tis not the last ye’ll hear of SABERFACE!”. A good laugh was had by all at this pronouncement. Montenegro is a bit embarrassed, but he humbly thanks the PCs for their aid. He especially single’s out Julie for thanks and asks forgiveness for misjudging her earlier. The Hidden Mines Part 1 Later on, each of the PCs (including Stanislaus) receives a letter from Comptesse Isabelle Du Auroix “The Black Princess”. She asks them to meet at a nearby tavern (The Singing Bottle in Bordeaux) and to come at once. When she arrives she tells them that His Majesty has been expecting a delivery of canons from a foundry in Bordeaux. However, the deliveries are always coming up short. The foundry claims that it is not receiving enough iron ore to keep up with the demand. The mining town of Le Fer (not related to the Compt De La Ferre) has claimed that bandits have seized some of the ore. The Cabinet Noire wants the PCs, who are somewhat local to the region, to figure out what happened to the missing ore. His Majesty will not be denied his cannons so near to war! The PCs ride a couple of days to the mining town of La Fer. They learn that the mine has been filling large orders for iron ore since October even though the war rumbling has only been going on since December. The main buyer of the ore before was a local leader of the Blacksmith’s Guild, a man named Henri Martel who owns a shop in Mornay du Pessac. They were sad to lose his business. The foundry in Bourdeux pays much less for the iron than they used to get, but they must honor the order since the King needs the cannons. They also hear that bandits have held up the caravan three times in the last month! (nobody was killed, thank goodness). The PCs convince the mine’s quartermaster to let them guard the caravan to the foundry in Bordeaux. Either they will see it safely arrive, or they will be attacked and be able to discover who is behind the thefts. According to plan, the caravan is attacked along a bend in the road near a waterfall. When the PCs refuse the bandit’s demands to surrender the cargo, a fight ensues. The highlight of the battle was when devil-may-care Stanislaus pulled out a grenade and hurled it into a crowd of bandits. This is a tense moment because in Honor + Intrigue, lit grenades have a secret Initiative roll whereupon they explode. It could explode in ten seconds… or it could explode the instant you try to light it. A grenade was left hissing away on the battlefield and one of the bandits (a Retainer) managed to flee from it in time, but the others (Pawns) were caught in the explosion. According to plan, Angus managed to subdue one of the bandits (one who seemed to be a leader) and take him alive so they could interrogate him. The bandit sang like a canary that he was hired by “the hooded man” to rob these caravans and to deliver them to an old warehouse in the woods outside Mornay du Pessac near the old windmill. Based on this description, some of the PCs know where this warehouse is, though they thought it to be abandoned. They then take the guise of bandits, and ride to the warehouse, which they see has been converted to a smithy. They meet the blacksmith, Henri Martel (the original customer of the iron prior to the army’s cannon order) who has built a secret workshop. The PCs reveal who they are and why the blacksmith is in trouble. He admits that he was hired by “a hooded man” to make chains, cages, and lengths of iron rail, among other things. Once these items were made, he would leave them loaded on a cart, which would be driven off by men in the employ of the hooded man. He pleads with the PCs that the only reason he did this was that his daughter is very sick and the medicines that he needs to keep her alive cost a fortune… and the Hooded Man paid in gold. At this point, Ali Funda offers to treat the girl if he will cooperate with them. Martel agrees and tells the PCs that a wagonload was just driven off by men a few hours ago. There is fresh snow on the ground, so the wagon ruts should be easy enough to follow… but it is starting to snow hard. If the PCs wish to be able to follow the tracks and catch them in the act, they shall have to hurry… The Hidden Mines, Part 2 [url=https://flic.kr/p/2fzKR5K][img]https://live.staticflickr.com/65535/47639686591_c8883abc45_k.jpg[/img][/url][url=https://flic.kr/p/2fzKR5K]Outside the Hidden Mines[/url] by [url=https://www.flickr.com/photos/20336796@N03/]epochrpg[/url] New PC joins the party. Ariel, one of the musketeers rescued from the Castle De Greve is chosen as the character of a new player joining the group. Ariel has the spy career, and it is determined that she is an agent of the Cabinet Noire. She is assigned at first to follow the PCs, then later to join them and see that any malefactors are brought to justice. It begins snowing hard; the PCs know they can follow the wagon tracks, but they have to hurry or they will lose them. Hurrying into the woods, the PCs arrive on the edge of a clearing, across which they can see a group of ruffians unloading the crates from the wagon and the mouth of a cave. Though some wish to take the stealthy approach, Stanislaus wants to charge on horseback. Julie and Angus end up joining him in this course of action. Galloping across the snowy valley, Stanislaus leaps over a rock… only to crash through the ice of a frozen pond (previously concealed by snow). With a Mighty Success on his Horsemanship check, he manages to clear the stirrups and land on the ice (and a good thing too; plate armor is notoriously difficult to remove in freezing water when you have only one arm), but his poor mount was desperately trying to tread water. Each time its front hoofs struck the ice, they chopped it further away. Stanislaus spends his turn trying to calm the horse and lure it to “chop/swim” towards the shore. Julie and Angus follow on horseback, managing to avoid falling into the pond. Angus draws enemy fire by goading them with a display of his… kilt. This infuriates the thugs who attack him. It takes a few Fortune points for him to avoid bullets fired in his direction. One of the thugs instead turns and runs inside the cave. The next round began with Angus at the top of the Initiative count. He leaped from his horse with a devastating corkscrew attack (moulinet) that cut down two of the thugs and left one badly hurt. Ariel rode past an enemy and threw a knife from horseback, managing to bring him down, then dismounts and draw her sword on a bandit who was advancing on Evelyn. Girard took aim and fired, bringing down a bandit armed with a musket standing atop the cliff. Evelyn pressed her musket to the back of a bandit’s head and suggested he drop his weapon. Girard handed him a rope and says “be a good lad and tie yourself up.” The PCs began to speculate on what exactly was going on here. I had those from the area make Savvy + Career (noble) checks to realize whose land this was: the Compte du Mornay. They also realized that at the time that the work began here (several months ago) the county was the property of the King (since the previous owner, the Comptesse du Mornay was dispossessed of the lands). The miners are essentially stealing the King’s gold from his own mines! Julie, who had pocketed some of the looted gold from some of the bandits, examined the coin finding it to be a perfect, newly minted gold double Louis-D’or (worth about 40 Livres). In fact, all of the gold found on the bandits was newly minted. It seems that counterfeiting (even if it is real gold, it is a crime for anybody to mint coins without the king’s approval) is also part of the scheme. The bandit who fled into the caves is stopped before he is able to cry out a warning (and noise outside the cave, even gunshots, were not audible from within. The inside of the caves is filled with the din of metal clanging on stone. Shortly after entering the caves, the PCs discover what the iron rails were for minecart tracks. Seeing an empty minecart sitting in front of her, Evelyn chose to leap directly into it… and proceeded to roll downhill at great speed, running over one of the guards pushing a minecart. This hapless guard was then trodden upon by the rest of the party sprinting to catch up. Evelyn’s minecart then careened onto a flimsy bridge across a chasm, which then broke apart. She managed to end up on the other side of the ravine dangling by her fingers. The other PCs, running downhill in the dark mine did not realize until it was too late they were at the edge of a cliff. Unable to stop, one by one they lept the chasm (with some surviving solely by the use of their Fortune Points). On the other side of the ravine, the party dispatched yet another group of guards. The tunnels branched off from here, and the PCs chose to follow one path where they beheld a horrifying sight. Two cages filled with emaciated and sick people looked on in horror with their sunken eyes. A platform had been laid between the two cages, and a pair of slaves were being forced to fight one another on the platform. Two guards each held a child with a gun aimed at their head to compel the slaves to fight, while two more guards were shouting at the men to kill one another. There is so much noise in the room, and the guards are so fixated on their amusement that nobody has yet noticed the PCs. At this point, instead of a Horror Check, I have the PCs roll a “Fury Check”. Anybody who failed would have -1 to their Defense and be overwhelmed by murderous rage towards the guards. This was the cliffhanger for next session, with the PCs having the advantage of surprise. [/QUOTE]
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Honor + Intrigue Campaign: In the Shadow of the Sun King
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