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tsr09497 - AD&D - Ra.. - Property Is Theft!

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are altruistic, and none discuss the true nature of the event. Depending upon the mood of the Dungeon Master, the strength<br />

of the party, and their choice of a patron, there are three ways to run the adventure, each outlined below:<br />

Recruiting Entertainment<br />

The nastiest and most dangerous introduction to the Dog Fights would be for the heroes to choose Nathan Timothy as their<br />

patrons. As an organizer of the event, Timothy is interested in recruiting additional entertainment for the evening. If the<br />

heroes accompany the villain to the Dog Fights, he plans to make them participate. The soldiers and twenty werewolves<br />

attending the dog fights should be plenty to subdue even a powerful party.<br />

Planning a Heist<br />

Scar Tabor's plot to steal the bankroll for the Dog Fights should be appealing for the heroes, since it provides them with a<br />

specific mission aside from serving as simple bodyguards. In addition, an invitation for a caper may be too tempting for<br />

roguish heroes to resist. Scar Tabor plans to doublecross the party, but only after they have handed him the stolen treasure<br />

(see Area 8 in the previous chapter). Because of the treachery involved, this plot also requires a battle-ready party of<br />

adventurers.<br />

Should the heroes keep accept Tabor's rendezvous at the Pale Rose, he lays out a map of 123 Bog Street showing the secret<br />

exit and the location of the treasure chest in Area 4c. The plan of the heist is simple: the heroes must arrive at the Dog Fights<br />

alone; they will be admitted after whispering the password into the guard's ear ("Arkendale Lives."). Tabor will be there.<br />

Once inside, they will wait for his signal to slip behind the curtain, subdue the guards silently, unlock the storeroom (4b);<br />

disarm and unlock the trapped chest; steal the gold; leave by the secret exit, finally overpowering the guards before they<br />

leave.<br />

To help in the heist, Tabor hands the party leader a ring of skeleton keys (which open the various locks in the warehouse)<br />

and pouch of black flight powder (see below). Tabor cautions the heroes to sprinkle the powder on their boots before they<br />

leave, since it has a limited duration. The darkling explains that the powder is necessary since the Falkovnians use guard<br />

dogs to track escaped prisoners. Although this is true, he is much more concerned about an unwelcome visit from a pack of<br />

angry werewolves. Finally, once the heroes reach the Pale Rose (using an indirect route if possible) and hand over the gold,<br />

Tabor promises to answer all their questions.

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