Length: Long Genre: Any - but described as Fantasy Type: Investigation Setting: City The kidnapped princess An RPG adventure Copyright Niels Ull Jacobsen 1992-1996 This adventure may freely be distributed. First: a brief prelude/introduction/rant: One thing I really like in scenarios are timelines: What will happen when and where (if the PC's don't interfere). This makes the world feel much more alive and 3d than a "still-life" scenario. Even events having nothing to do with the plot and/or out of the PC's control. I think mystery and horror scenarioes really depend on these things. A good example is Ravenloft II: The house on Gryphon hill. A recommendable scenario, even if you don't have (or didn't like) Ravenloft I. Here is a plot idea based heavily on this theme. Actually the whole plot is a timeline. This is perhaps overdoing it, and wouldn't be useful in a published scenario, but anyway. Here it is. NB: I haven't actually play-tested it. As described, the plot is set in a fantasy world, but as there is no magic involved, it could probably be used in many genres. In fact, the plot wopuld probably break down if reliable information/truth-detection magic is available. Oh yes, one more thing. English is not my native language, so please excuse any spelling and grammatical errors. I have intentionally left the background a bit vague to make it easier to incorporate in your own world. Substitute names of countries and persons with your own. You'll also have to make your own maps, encounters, main NPC details etc. In contrast to ordinary adventures, there are no clear roles for the PC in this plot. They can do whatever they want, including ignoring the whole plot. (This actually happened to me in another adventure. A player stated that his character got bored and decided to go penguin hunting in Antarctica instead. It was in Toon) But on with it: --- And now --- THE PLOT ! There are two hostile kingdoms, A-dom and B-nia. A bit further away is the empire of C-land. The action takes place in the capital of A-dom, lying by the sea and with a caravan route going from C-land to A-dom and onwards. While a large caravan from C-Land and a delegation from B-nia are in town, princess Ann of A-dom is kidnapped. The PC's probably have some motivation for wanting to rescue her (large bounty/good relations with the king of A/whatever). The timetable: 5 days before midsummer: A large caravan from C-land (100 people or more) and a delegation from B-nia arrive. Tense negotiations between the king and the delegation. Great rejoice in the city over the fine wares brought in by the caravan. Muttering over the high prices. 4 days - 1 day before midsummer: Negotiations are going badly. Trade is going great. Midsummer's eve: Great celebration in capital. Delegation are guests of honour. Ann is abducted from her private chapters. One of her two personal guards are killed, the other severely wounded. Ann doesn't know this. 1. day after midsummer: Negotiations broken off. Discrete investigations. No trace of Ann. Ann is sheltering with her secret lover Brian (a young poor noble of B-nia) in a safe house of the Thieves Guild (who she had payed to abduct her). The wounded guard (Robert) is delirious, talking about flying demons etc. The caravan is forming up, about to leave. 2. day: At the site of abduction, a typical B-nian piece of jewelry is found (A patent of love, which Ann unfortunately dropped in the hustle of the abduction). Major alarm. Several message pigeons (or whatever they are called) are seen leaving the rooms of the delegation. Their rooms are ransacked and several more pigeons conficated. A small ship leaves the harbour in the evening, despite the attempts of the watch to stop them. (Actually just a smuggler, who got nervous). Bounty offer is posted. The border guards are alarmed. The caravan is held back. However, the investigations are not very succesful, partly due to the fact that they are led by the second in command of the guard (Richard), who is also a paid informer for the thieves guild. 3. day: Minor skirmishes at the border. The delegation wants to go home, but are restrained. A minor prince Albert of A-dom is killed in a rather mysterious hunting accident. (Actually, it was an accident). The army is raised. Robert (the wounded guard) recovers a bit, being able to describe one of the kidnappers (Dennis). The caravan is searched thoroughly. 4. day: The bounty is quadrupled. The thieves guild decides that the whole thing is more trouble than it was worth, and wants to kill both Ann and Brian. It should look like they were discovered and Brian killed Ann before he could be stopped. To make it more plausible, it will happen in the harbour as they are being rowed to a small boat which will slip them away. But the attempt fails, as Brian kills the attackers (one of whom assisted in the pidnapping) and the young couple flee. They are seen leaving the harbour, but elope in the dark. However, due to strong winds and lack of seamanship, they must take to shore 10 miles or so away. They hide in a cave. The head of the merchants association and the caravan leader appeals to the king to let the caravan leave. They are turned down. Some tension is building up between the stranded caravaneers and the citizens, who suspect the caravaneers of abducting the princess. 5. day: The dead body of Dennis and another man is found floating in the harbour. A-dom declares war on B-nia. A local farmer boy finds the abandoned small boat and decides to sail it back to the harbour to sell it. He is hailed by the guards as he enters the harbour, but panicks as he think he might be accused of stealing the boat. He makes a unfortunate turn, capsizes and drown. In the evening, there are several inn-brawls between citizens and caravaneers. 6. day: A B-nian spy is discovered at the court. He knows nothing of the abduction, but reveals under torture that he had spotted and recognized Brian a few days before midsummer. B-nia declares war. The safe-house Brian and Ann used is discovered. The drowned farmer is identified and soldiers are sent to investigate the area. Severe fights between caravan people and citizens. Several people on each side injured. 7. day: While hiding overhears a conversation between two guards on patrol. Horrified at the deaths, she decides that the whole story has gone way too far. She writes a letter describing the whole plot. Brian will walk to the city, carrying the letter. They hope that he will be able to talk their case. She will remain hidden, as he would otherwise risk being killed at once. Now he can claim that compatriotes are keeping her, and that she will be killed if he is hurt. This should keep him safe until he can get to the king to tell the full story. At least, this is what they hope. In the afternoon, he is arrested by soldiers. Word is sent to the palace, from where it quickly leaks to the thieves guild by their informer, the second in command of the guard (Richard). They decide to assassinate Brian as soon as he gets into town. The caravan is quaranteened. 8. day: Amid boos and hisses, Brian is taken into town. Suddenly he collapses, hit by a poison dart, but the guilty is not to be found. His body is taken to the palace and examined. The letter hidden in his boots are not yet discovered. 9. day: The letter is discovered by Richard, who has been instructed by the thieves guild to look for any such thing. He doesn't destroy it as he were instructed to, however, but keeps it for blackmail purposes. The caravan is still strictly quaranteened. 10. day: Ann leaves her hiding place, having run out of food and not having heard from Brian as promised. She is found by soldiers, who escort her to the palace. As she hears about Brian's fate, she despairs. But she desperately clings to an impropable story about being held captured for a long time by some men, blindfolded most of the time. Finally they left her lying in a cave. A message is received at court that A-dom is now also at war with C-land due to a secret defense treaty between C-land and B-nia. C-land is too far away to be a real threat, but an open fight breaks out between the city guard and the caravan, as the desparate caravan tries to break out rather than being held as hostages. Many people on each side are killed, but the caravan loses and what is left of valuables are confiscated. 11. day: Ann is secretly brought to the castle, where she rests for most of the day. She uses the time to improve and polish her story, and though some don't believe her, she is a princess after all and can't be pressed too hard. Especially since the king believes her. The future: Ann identifies Brian as "one of the kidnappers", but then breaks down crying. She is sent to a monastery for rest and recuperation, and ends up joining the order, living the rest of her life as a nun. Desperate negotiations manage to call off the war. But it is very costly, in pride, treaties and valuables. Secondly, the city's importance as trading center dives steeply after caravan's fate become known. --------- Well, this is of course, what will happen if the PC's don't intervene! In this plot I have probably not left enough hooks for the PC's to catch. But let them wonder about Richard's ineffective investigations. Perhaps they can locate an eyewitness to the abduction, that has been to scared to talk. Whatever. I would like suggestions, improvements and/or stories of how it went, if you use this plot. Niels Ull Jacobsen, Dep. of C.S., U of Copenhagen (null@diku.dk)