Gilded Halls of Stonewood

Written By: Chris Colland

Reviewed By: Scott Bennett

Brief: A disagreement over the Guild Halls treaty is stumbled in upon by the PCs, as they arrive, they hear the scream of a dwarf who has just been killed. The treaty has been broken and the Guild Hall will be ransacked.

Requirements:

  • Run on Saturday
  • Saturday Afternoon
  • The Lumber Job module has been run
  • Background: The Guild Hall is a place of knowledge and trade in Stonewood.

    Synopsis: The PCs are given a list of buildings to reclaim if Stonewood is to be theirs again. The Blood Fist sent some thugs to shakedown Marin Barkborer but he wouldn’t budge and was killed for his defiance. The Bloody Fist are raiding the Guild Hall for treasure and knowledge.

    Outcomes:

    1. The Guild Hall is not ransacked and looted of its coin. The Bloody Fist find nothing further out in the guild hall and are vanquished.
    2. The Bloody Fist ransack the guild hall for coins and knowledge. The Bloody Fist will start becoming equipment with better base equipment and alchemical means with time.

    Number of Cast Members: 8

    Props: Anything to represent a Guild Hall, Workstations, Crafts, Potions, Corpse of Marin

    Makeup: Bloody Fist Makeup (Red Scales on left side of face and 4 finger mark warpaint on right side of face)

    Costuming: dwarf shit

    Treasure: Gems, Evaluate Items, Coins, Alchemy Gas Globes, Potions

    Rumors: Something is wrong with Guild master Marin Barkborer. He is avoiding meetings and other guild officers. He keeps seeming to have nighttime visitors who have been getting fairly vocal during these meetings. I am getting worried about their safety.
    ~ Black Leaf, The Anvil Remembers Stonewood

    Hook: Balor Ironleaf, captain of the former guard in Stonewood gathers a small band of lower to mid seasoned adventures.

    Scenes:

      In Game: They discover they slain guild master upon entering. Out of Game: The players are told of a scream or loud yell just before opening the mod shack door. Flee Point: (OOG) Door of mod shack (IG) Back to the streets of Stonewood

    The Scouts have 2 Paranoia gas globes each reset, they use to set the players on edge. The Scouts just found them in the guild hall and started throwing them.

    The NPCs will reset 2 times upon death and may enter from anywhere they choose to simulate the size of the Guild Hall.