Sunday, 6 April 2014

CZFT – FANTASY: TROUBLE IN THE WATER WORKS PT2

Before the players start off, if they ask Cobb about the sewers, he may speak of ‘Durwin’.

Cobb remembers that one person came out of the sewers, and now spends his time at the local inn drinking his days away; or as Cobb states: “drinking away the memories of that day.”

If the players decide to visit the inn to see Durwin, they’ll find him in a dark corner with an almost empty jug of ale.
Description: A man in his late 30’s with scruffy looking dark brown shoulder length hair.
He looks unkempt, unshaven, with a scar across his right cheek.
His clothes as well have seen better days.

As soon as Durwin see Cobb, he buries his face in his flagon of ale.
Durwin empties the rest of the jug into his flagon, and continues drinking.

When Cobb informs Durwin that more people have disappeared in the sewers, and the players are going to investigate, Durwin replies “sick of life are they?”

Durwin is not in a chatty mood (-40 Persuade), but players buying him a flagon of good ale (4Sp) will gain +10% Persuade, or a jug of good ale (+30% Persuade).

If successful, Durwin will answer most questions asked by the players, including his scar ‘The monster’ gave it to him.
He says he couldn’t see all of it, as it was dark, but it was large and had 2 tentacles that struck him and his group about with ease.

“I thrust my sword all the way to the hilt into that foul beast, but it just made it angry.
If you find it my sword, please return it.”

“I think it might have had a ‘friend’ but I’m not sure. I know I heard something in the other large chamber.”

Players may promise to return Durwin’s sword if they find it.
A few more silver pieces may help him – sort of, to drown his sorrows.

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