Adventure Seeds
Bring Me Don Carlos!
A rival noble has just hired the famed Estalian duellist Don
Jose, and the PCs or their patron noble are caught off guard,
for now their rival is all the talk of the court. The only way
to remedy the situation is to get Don Jose's rival, and some
say superior, Don Carlos. Thus the PCs are off to Estalia, Tilea,
or Bretonnia where Don Carlos is at, insinuate themselves into
a foreign court and find a way through intrigue to bring Don
Carlos to their own court and under their patronage. Don Carlos,
of course, is very pleased with his current circumstances and
will need considerable effort to be convinced to leave. This
affords the opportunity to travel and engage in some courtly
intrigue.
Bullied!
A honest but simple merchant is in a dilemma, a more powerful
and wealthy merchant, trained in the art of duelling has cunningly
maneuvered the poor merchant into a duel to the death. The powerful
merchant has no less than two duelling teachers, one from Estalia
and the other from Tilea, and is well known for his skill at
arms. The honest merchant, shocked at the challenge was unable
to turn it down before the wealthy merchant stormed off gleefully.
This terrified merchant doesn't want to die and turns to the
PCs for help in some fashion to overcome this obstacle. There
are a number of ways the players can undertake this task. First
they can seek out by lawyers and others and find a legal means
to send in a substitute, change the duel, or some other legal
ploy. Less successful, they might try to hurriedly train their
friendly merchant, although this probably will not be sufficient.
They can undertake a means of discrediting or blackmailing the
rival merchant, or even find a way to disable him before the
duel or weaken the rival merchant before the duel. Ingenious
PCs may find other ways of dealing with the issue as well.
Cursed!
Baron Kaltstein, a duellist known for the sheer number and violent
nature of duels he has fought has gone into hiding. He hires
the PCs or calls upon them as friends to help him, where he
swears them to secrecy before showing them his withered right
hand. He suggests Sorcery as the cause, or could it possibly
be a mutation instead?. He wants the situation remedied and
who ever responsible found. The PCs may just seek out a cure,
but due to the number of duels the Baron has fought he has a
number of enemies that could be investigated. Worse still, the
Baron is an oppressive lord and some investigation at his distant
estate reveals that the disgruntled inhabitants there know of
the affliction, apparently a wise woman told them? Does she
know through divination? Or is she responsible? And maybe the
world is a better place with a disabled Baron?
To make this scenario different, the Baron's affliction may
not be physical, the curse could be mental. His hands shake
and he can't wield a rapier or a gun. Once again, he claims
it is sorcery, but perhaps he has a minor mental illness? Maybe
its guilt from the number of people he killed? Perhaps those
he killed haunt him in his sleep? Or more mundanely, perhaps
he drinks too much, or is addicted to drugs? Despite any obvious
answers to the contrary, the Baron is certain that the cause
is magical and there nothing wrong with him or his lifestyle.
The large sum of money he offers to make things right should
be a good enough incentive.
A Dead Man's Pistol
Vlad Boroshkin, ex-patriate Kislevite and its only noted duellist
has died recently in a fencing match, many suggest witchcraft
was to blame for his failure, but others suggest that it was
his love of drink that resulted in his demise. Regardless, his
finely crafted gun, reputed to have been enchanted so as to
never miss, has gone missing or its ownership is in dispute.
If missing, someone at the duel is believed to have stolen it
and thus the investigation is on. If in dispute, the rival who
slew him owns the gun. His Imperial mistress claims the gun
is his, a famed armorer claims that the gun was never fully
paid off, and no less then three members of his family demand
the gun as part of their inheritance. The current owner refuses
to give up the gun and challenges any claiming possession to
a duel - by pistol of course! None want to challenge the victor
to a duel by pistol, as its powers are widely known. Furthermore,
precedence suggests that should the gun's current owner be defeated
in a duel, the victor might very well have legal claim to possession
of the gun considering the current terms under which the gun
is possessed. Thus the players on their own behalf or on the
behalf of the other parties must find a means to legally or
illegally acquire the famed Boroshkin pistol!
A Difference in Opinion
The player is challenged to a duel. Before the duel begins however,
a dispute emerges over the rules of the duel. Their opponent
insists that a certain set of rules be followed that happen
to benefit that Duellist, and they list a series of rules and
produce even a small handbook on the matter. The players may
dispute those rules, call upon other witnesses, call upon their
teacher, and enter into a battle over the conditions of the
duel. Of course everyone has an opinion, and strangely enough
there may be two dozen different versions of what should or
shouldn't be done. Onlookers may themselves demand duels from
other angry onlookers. The player may have to fight half a dozen
duels with their opponent over which rules should be used before
the real duel may officially begin!
Outclassed!
One of the PCs is challenged to a duel that day, against one
or more superior opponents, known for their skill and ruthlessness.
Clearly the PC(s) are in trouble with only a few hours before
the duel. The players must find a way of ensuring their own
victory. This can be attained by poisoning or weakening their
challengers, altering the duelling weapons (or poisoning them),
finding some legal loophole to give the player an edge ("A-ha!
von Ludwig's Law states that all Red-heads must fight left handed!
And blindfolded!"), visiting the dueling site and arranging
things to benefit the PCs, or the use of magic to ensure victory.
Resourceful players may, after investigating the strengths and
weaknesses of their rival come up with other clever schemes
as well.
Treachery!
The PCs arrive to late for their noble friend's duel, to discover
that their friend is on their death bed. Upon their arrival
their friend insists that treachery was involved in the defeat,
and before the executor of his estate, claims that the estate
will not be passed on until he is put to rest. Without giving
any further clues he dies. The estate is substantial and the
executor upset about the condition, and puts pressure on the
players to make a cursory investigation that exonerates all.
However, something might suggest otherwise: poison in the dead
friend's body? Or a small poison dart at the back of his neck...
something to suggest foul play.
Over two dozen people witnessed the duel so there are plenty
of witnesses, some may want to hide the truth, others might
have valuable information that player's can piece together.
Was there a conspiracy involved between the other duellist and
some of the onlookers? Were any of the inheritors involved in
plotting the death? The friend won't rest until their death
is avenged and the players may very well be haunted by the shade
of their friend who appears to them late at night, urging them
silently onward in the investigation.
-Rev. Lepper
