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As a special preview of Book of Schemes, we’re providing this scenario, taken from the book, to Design Mechanics
newsletter subscribers free of charge. We hope you enjoy the schemes and intrigue Guelden has to offer!
Did not calm Grimel The Warehouse is on the 4th row from the docks The warehouse is in the Iron Quay.
on the Iron Quay. The doorway is marked with a carved icon of
The doorway is marked with a carved icon of some sort of bird
some sort. The warehouse is used mainly for outgoing
The weapons are for one of the two big gangs blacksmith items.
in Guelden. Search time: 2d4 hours
Search time: 2d3 hours
intend to kill or be killed for this, so they will only fight back against the threat to their livelihood, but beyond a
for real if given no other option. There are more than way to vent their anger and enforce their guild
30 patrons in the Pewter Pot this evening and most monopoly there is no deeper reason behind the attack.
decide to flee at the first sign of trouble. Cunneke and If the Games Master (or any character for that
three regulars decide to fight the vigilantes unarmed or matter) intends to steer the game towards inter-guild
with improvised weapons but will soon be beaten down politics, then investigating the background for the attack
unless the characters join the fray. and the situation of the Innkeeper’s Guild is an
If the characters decide to fight the vigilantes via excellent introduction.
non-lethal means, they are most likely severely
outnumbered. However, the Pewter Pot has lots of small Finding the Warehouse
tables and benches scattered about, which makes the After the brawl at the Pewter Pot is over, Grimel will ask
area excellent for using the Outmanoeuvre action the characters to begin searching the Iron Quay for the
described on page 104 of Mythras. Less evade-savy warehouse. The Iron Quay is a wide district running
characters can use various objects in the inn (mugs, table almost a kilometre along the river, filled with
legs or clay bottles – use the entry for stones at page 65 warehouses of all sorts and sizes connected by
of Mythras) as improvised thrown objects while numerous small alleys and a few wide thoroughfares. In
manoeuvring away from the vigilantes. the earlier scene their interrogation of Rychel gave a
time estimate on how long it will take the characters to
Following Up succeed. A successful hard Perception or standard
While outside the scope of this adventure, if the Streetwise group roll reduces this time by 1 hour. Take
characters decide to investigate why the guild vigilantes note of when the characters began their day, as it may
attacked the Pewter Pot, the truth lies with the current be time to roll for Endurance checks due to lack of sleep.
state of the Innkeepers’ Guild as described on page 174. Searching for the warehouse entails moving through the
Werner is not satisfied with the current inaction of his Iron Quay during the evening and perhaps into the
guild leader and his inability to quell the incursions of night, in which case the characters risk draw the
the White Larks (see page 179) on their monopoly. He attention of hourly guard patrols passing through the
gathered the vigilantes to have some way of fighting area. Dodging a patrol requires a successful group
• 5 crossbows
• 50 broadhead crossbow bolts
• 10 messers
• 10 daggers Examining the weapons cache, Amalia and Emma
discover them to be be suspiciously free of makers’
The weapons are all produced in Guelden, although marks. Something is not right here, and there are
without the usual maker’s mark. They were bought clearly other forces in play.
(legally) by agents of House Maizén (see page 163),
and transported out of the city on a riverboat from over the weapons, before sealing the crates and leaving
which they were “stolen” by Rychel and her them to be collected by the Brass Dogs.
companions to be smuggled back into the city through As soon as the crates are found and verified to
Hoff’s Alehouse (see page 107) and placed here for the contain the weapons Grimel and his cultists will begin to
Brass Dogs gang to collect. This has become standard douse them with chaos nectar, the liquid hissing and
practice for smuggling weapons into the city in spluttering on release. If the characters begin to ask
preparation for gang war, as part of the schemes of questions or interfere, Grimel will move close to a
House Maizén. character, feigning to provide an answer, before
Grimel has no interest in the weapons. He knows that attacking the characters with his cultists.
his fledgling cult is no force to be reckoned with and If the characters ignore Grimel and his cultists
instead seeks to spread the influence of chaos through dousing the weapons, the crates will be sealed again and
more indirect means. He and his five companions each left. Grimel and his companions will instead attack the
carry a vial of Chaos Nectar which they intend to douse characters as they all exit the warehouse, intending to
S
hould Mertyn and her gangers manage to Guard Patrol
capture a character, perhaps through Just when the characters are about to cross a broad
subduing them, wounding them or accepting thoroughfare, they spot a City Guard patrol on the
their surrender, they will be taken to one of street less than 10 meters from them. There is a good
Mertynʼs hideouts in a shed in Ragtown and chance that the patrol will spot the characters hiding as
interrogated brutally for information. they pass, and an easy Customs check lets a character
However, while Mertyn is a competent leader recall that being caught armed at night without a
many of her thugs are not the brightest and lantern is a grave crime, on a par with armed robbery.
Ragtown is filled with distractions. Merciful The characters only have a few seconds to decide
Games Masters can allow opportunities for whether to hide or reveal themselves, and whether to
escape to arise. ditch their weapons or attempt to conceal them.
characters fail, but Mertyn succeeds, the group will Fight with Drunkards
become subject to one of the encounters described As the characters move down a path, they pass a group
below. The Games Master can pick whichever of four drunkards dallying about. One of the characters
encounter is most suitable for a dramatic resolution. brushes up against them and they take offence. The
• While reaching 100% in the task will see the group drunkards will begin clamouring for a fight. With the
evade capture and escape, there is also an aspect of gangers drawing in, the characters have at most a
recognition: minute to either calm the drunkards (hard Influence
• If the characters only have zero or one encounter check) or fight them. Trying to escape the drunkards will
with the gangers (i.e. zero or a single failed roll as see them following the characters, taunting and yelling
per above) then the gangers have no idea who at them. While this is not in itself a problem, it will make
intruded on their weapon shipments. it much easier for the gangers to locate them and make
• If the characters have two to four encounters, the next Streetwise check two degrees harder.
Mertyn will have enough to go on to start asking The drunkards are off-duty dock workers,
around and eventually discover something about represented by the statistics for a Jack on page 222.
one or two of the characters.
• If the characters have five or more encounters with Climbing Escape
the gangers, they will have learned enough about The characters find themselves in an alley between two
them to quickly locate them. A few days after the warehouses. They can hear gangers approaching and
adventure, gangers will begin trailing them in the they will soon enter the alley from both sides. The only
streets and attempt to apprehend them there. avenue for escape is using a large barrel to reach the
roof of one of the warehouses. Escaping requires two
Narrow Alley consecutive standard Athletics checks for each character
As the characters move down a narrow alley between (one to climb the barrel and one to reach the roof). The
two warehouses, six of the gangers have caught up with group can in total make ten checks before gangers begin
them. With 4 meters left to the mouth of the alley, a pouring into either end of the alley (there’s 7 meters to
crossbow bolt is fired from 12 meters behind them one alley entrance and 10 to the other) and begins to lob
towards the closest character. The shooter will duck darts at them while closing the distance. Once on the
back behind the corner on his next turn to reload, but roof, the characters can cross the gently angled shale
two other gangers will step forward and begin lobbing roof and escape via the iron smelter compound next
their darts at them. If the characters make a stand, the door.
Combat Style
Gang War (Club, Dagger, Dart, Garrote. Trait: First Strike) 50%
Combat Style
Mutated Monstrosity (Natural Weapons) 60%
Attacks
Weapon Size/Force Reach/Range Damage AP/HP
Attacks
Knife S S 1d3 5/4 Weapon Size/Force Reach/Range Damage AP/HP
Club M S 1d6 2/4 Mutated arms M M 1d4 As arm
Combat Style
Attacks Gang War (Club, Dagger, Dart, Garrote. Trait: First Strike) 65%
Weapon Size/Force Reach/Range Damage AP/HP
Knife S S 1d3 5/4
Club M S 1d6 2/4 Attacks
Weapon Size/Force Reach/Range Damage AP/HP
Dagger S S 1d4+1 6/8
Club M S 1d6 2/4
Dart S S 1d4 2/1