Download Print this page

BRP Magic World Quick Start Quide page 19

Advertisement

Magic World Quick-Start
some common options for resolving this sit-
uation are:
1. Beat one or both ofthe burly guys in a fair
fight. The mob will disperse, and head back
to their village, leaving the PCs to deal with
Maegth.
2. Use Orate, and possibly Insight, to calm
the fishermen and to convince them that
the PCs will sort things out and make sure
Maegth is returned to where she belongs.
This will be easier for the Minor Noble, but
others can give it a try.
3. Swordwork. The mob will quickly disperse,
but if either of the burly guys dies there will
be repercussions; both legal and in Shadow
Points (see above).
4. The PCs can accompany the Fishermen
back to the House on Oak Hill. See the
"Options" section under The House on
Oak Hill. If the fishermen realize that their
new "friend" is, in fact, an ogre they will run
The Fishsinger's Daughter
off. The fishermen are okay with associat-
ing with orcs, many of them have orc blood
themselves, but shadow fey are trouble, and
they will want nothing to do with him.
If asked, the Rivermen will guarantee Maegth's
safety while the PC's go up the hill — but they
are not interested in going themselves.
Singers Landing and the Inn
The tiny inn at Fish Singer's Landing provides
sparse accommodations to the travelers head-
ing upstream by keelboat. Travelling in this part
of the world is generally rough, and the inn is
generally welcome by travelers as an inexpen-
sive alternative to camping on the boat. The
beds are clean and comfortable, and the food
simple but well prepared. Physically the inn
consists of a stone main room, with an open
passage to a common sleeping space with four
sets of bunk beds (sleeping eight). A fireplace
provides modest light and heat while the out-
The Singer's Landing Inn Floorplan
18

Advertisement

loading