ð You find an enemy room with thin walls, where you overhear an important conversation. "...then we're agreed? Our forces converge on the rebel hideout, $Text3, at $Text1, $Text2." Another voice comments, "the hard part will be marching the prisoners back to $Text4 for trial." ð You find an enemy room with thin walls, where you overhear an important conversation. "...then we're agreed? Our forces will muster at $Text1, $Text2, at the $Text3. We'll march quickly to $Text4 and arrest the $CityLordTitle -- and the government will be ours!" A chorus of voices agrees with this plan. ð You steal into the leader's office and scan through his notes and papers. One catches your eye: "Converge on $Text3, at $Text1, $Text2. Get them back to $Text4 quick, then hold for trial." You suspect this is the time and date for their move against the rebel leaders. ð You steal into the leader's office and scan through his notes and papers. One catches your eye: "Muster at $Text3. At $Text1, $Text2. Then march on $Text4." There is a bold check-mark beside this. Could this be the rebel master plan? ð You overhear a loud argument in a nearby room. "We must move now! The time will never be better!" You hear sounds like somebody pounding on the table. "But sir, what about..." "No buts, we must move, no matter what the risks!" "Yes sir..." ð While hiding in a closet, you listen to two women walking down the hall. "What, $NamedOneName has a mistress? Not another one!" "Oh yes, my dear, a beautiful but poor widow. That disgusting old man is preying on her fears and poverty to get her into his bed!" "Somebody ought to do something..." ð Carefully, from an empty upstairs room you listen at the floor to a conversation below... "Sir, please, we should move now. It's the perfect time to strike." "No... I don't think so..." "But please sir, the men are eager." "Eagerness is no good if you're dead. No, I want to wait until they'll fall like a ripe apple into our hands!" ø You overhear two apprentices on a small job discussing workmanship. "Well, at least mine is better than $NamedOneName!" "What?" "Don't you know? People say he hires peasant wives at slave wages, then puts the guild mark -- and price -- on it, and pockets the difference." "That's illegal. You can get branded and exiled, at least!" "Yes, but you can get very rich, too." î The crying of a young girl attracts your attention. You listen and hear... "But Daddy, why can't I see Hans? He's a nice boy..." "NO! I said NO! No son of that man can be honorable. Remember, they say the father reached his position by poison, and I believe it. You have a rich dowry. I wouldn't like you to die soon after your marriage!" Predictably, the daughter refuses to believe a word. ð Outside a laundry-room, you hear... "Psst, Ruta..." "What?" "Have you heard? $NamedOneName is really a serf's son." "By the Holy Mary! That means..." "Right! If anybody proves it, he's stripped of everything and must return to the fields, or worse." ð You listen at the ceiling to the leader and his lieutenants above. Apparently they believe $NamedOneName is actually a heretic who worships demons and Satan. They are wondering how to find proof, and whether to use that to influence or remove him. ð Through a thin wall you hear the leader plotting with his lieutenants. Apparently they believe $NamedOneName is the paid agent of a neighboring prince with designs on $PlaceName. They are wondering whether to use this knowledge to gain influence over him, or to urge the $CityLordTitle to arrest him. ð As you steal through a back corridor, you pause to overhear a conversation in a money-counting room. "Are those groschen from $NamedOneName?" "Certainly, paid in full." "Well, I'd test their weight. Come to think of it, a water test and a scratch test too." "Oh yes, those rumors..." "Counterfeiting. People still try it, despite the death penalty." ð You move quietly, keeping to closets, unused rooms, and back corridors. But now you must decide whether to... ... continue searching for interesting information, relying on your stealth and perception to keep you out of trouble. 1 ... raid the political headquarters, attacking the workers and destroying their materials. 3 4 5 6 7 8 ...or leave now, which minimizes your chance of discovery. ð Despite an hour of careful searching and listening, you find nothing new or interesting. ð As you carefully move through a back hall, you accidentally knock over a clock. You look for an exit, but all you find is the sound of running feet. You hear a shout. "Intruders, sir! We're covering the exits, then we'll sweep the building." You draw weapons and prepare for a fight. ð As you carefully move through a back hall, you accidentally knock over a clock. Quickly you duck out a window, using your rope, before you are discovered. ð You all slip out quietly, unnoticed and unsuspected. Everyone casually strolls away, smiling. ð Quickly, you dash out the door and down a side alley. Running quickly through the back streets of $PlaceName, you put plenty of distance between yourself and any possible pursuit. ð They strip you of armor, weapons, and other significant possessions. The city guard arrives and drags you to the dungeon, where you await trial for housebreaking, theft, and attempted assassination. ð They strip you of armor, weapons, and other significant possessions. Soon the city guard arrives takes you down a side street, where your possessions are returned. "The government appreciates your efforts," says the sergeant. "However, next time we must let you stand trial. But right now, you escaped from us!" You thank him and quickly disappear down a side street. è Carefully you sneak through the guild workshops and into the living quarters. Your goal is... ... to find incriminating evidence about the guild leader. ... to listen to the private conversations of the guild leader. ... convince the leader's family that he must support your cause, or else very bad things will happen. 7 8 ... to leave as quietly as you entered. é With a crash $ChosenOneName stumbles over a small table in the hallway. As doors open and shouting begins, you dash into a storeroom and bar the door. Here you find the usual block, tackle, and crane to move goods in and out of the top-floor storeroom. You slide down to the tackle into a side street, then dash away as angry guildsmen cry, "Thieves, thieves!" ì As you skulk around a corner, $ChosenOneName runs headfirst into a surprised apprentice. Before you can do anything, she runs away, screaming an alarm. You dash for the nearest door, weapons in hand, pushing aside alarmed guildsmen. Cries of "Thief, thief!" follow you down a back alley. æ The leader's private chambers are filled with papers, ledgers, and letters. Unfortunately, even $ChosenOneName cannot read fast enough, or well enough, to make sense of this! Worse, you would need three big wagons to carry all the evidence. Frustrated, you resolve to have somebody learn how to read and write better! å You sort through various papers and ledgers, look in drawers, cabinets and chests. Nobody finds anything incriminating. You have a sense that in some unexamined place is just the right item, but you can't imagine where. You're just not perceptive enough, at least not today. è You find a secret, locked chest. $ChosenOneName quickly and skillfully opens it. Inside is a special ledger listing the leader's source of supply for goods, what he paid, and what he was paid for each. His sources were NOT guild workmen, but peasants from distant farmsteads. With this ledger, you have damning evidence against the guild leader. è You find a locked cabinet that looks promising, but $ChosenOneName cannot get it open. Eventually the lock jams completely. Unfortunately, the cabinet's materials are quite resistant to alchemical potions. This appears to be a dead end. ð Among the leader's letters, you find one from $NamedOneName, a local woman currently living in the $monastery. In it she complains that the leader has failed to keep up the payments for a certain powerful poison. She warns him that this is a dangerous course of action! You wisely take this letter for safe-keeping. ð Inside a hidden cabinet, you find a small leather-covered box with the leader's name on it. Inside is a small, child-size, silver-plated human skull; a few other bones that look suspiciously human; a closed jar full of a noxious potion; a blackened, wooden amulet with a different demonic symbol on each side; and a scrap of paper that has the date $SabbatTime marked on it. You conclude the guild leader must be a devil-worshipper, perhaps a witch. Carefully wrapping the box, you take it as evidence. You also remember the date, which you suspect could be quite important. å Then you discover a hidden lock that opens a hidden compartment. The note inside says: "$SabbatLocation to $Direction." You recognize this is a wild place of evil reputation. You wonder what unholy rites occur there. ð Suddenly you chuckle. In your hands is a package of scented letters. They are from a love-besotten woman to the guild leader. You read snatches, and realize they describe, in detail, all of the couple's romantic liasons! You immediately tuck the letters into your pouch for safekeeping. ð You pry open a locked desk drawer and rummage through a pile of letters. Near the bottom is one with a famous ducal crest -- that of $PlaceName's arch enemy. In the letter the Duke tells the leader he will receive 100 florins for secretly opening a sally port for the Duke's mercenary captain. ð Your looming presence over the suddenly awakened wife and children of the guild leader has a powerful effect -- as does your less-thansterling reputation in $PlaceName. "We expect your husband will find merit in the $Text1 cause," is all you say, but it's enough. You leave the poor woman trembling in fear. Quickly you steal away from the guild, before the family raises the alarm. ð Your looming presence over the suddenly awakened wife and children of the guild leader has no effect. "Hrumph," she says, "I can't believe that you're much of a threat! In fact, I'll bet that as soon as I scream, you'll just disappear!" You realize that successful intimidation requires not only fame and charisma, but an especially evil reputation here in $PlaceName. Quickly you steal away from the guild, before the family raises the alarm. ð Terrified by your dark forms looming over the bed, she blurts out, "Oh, please don't take me yet! I know I have sinned, let me atone before my time is come!" You realize that she is half dreaming, and has mistaken you for the grim reaper. Quickly, you tell her what actions are demanded of her and her husband to avoid instant death. Never doubting, she thanks you for this opportunity to survive as you steal away.