Difference between revisions of "MPNP The Mermaid Princess"

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Ayup.
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During a previous adventure by boat, the party rescued a young mermaid princess named Aubriel. She looks to be about 11 years old and is very homely, initially dressed in an ankle-length seaweed skirt and seashell bra(its not holding anything up, so to speak). She is very immature and complains constantly, makes unrealistic demands, and alternates between ordered and begging the party to return her to her undersea kingdom.
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The princess will disrupt combat by clinging to party members. On any checks she is allowed to make, she rolls a 1 or 0 successes. She cannot be trained to fight and will immediately injure herself and begin to cry if given a weapon.
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==Initial options==
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While still at sea, the party can throw her over the side of their boat and be done with it. This requires either a Neutral, Ruthless, or Evil [[MRPG Intent|Intent]]. One party member with an appropriate alignment can carry this out without the other's knowledge, but good or lawful characters may not allow it.
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If the party makes it to land with the princess still in tow, they cannot get rid of her without completing the quest. Any attempts to leave her someplace will alert the authorities, who will assume she is an unwanted child and force the party to provide for her properly or face legal repercussions.
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One option is to enroll her in a boarding school. This will cost Party Level + 1d20 x 1000 gold, and every 6-8 months Aubriel will get kicked out of the school and the party will be forced to pay tuition elsewhere or come and claim her. While away she will constantly harass the party with letters and pleas to be returned to her kingdom.
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==Returning Her==
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In order to get Aubriel back to her home, the party will require several things. The first is a map to her homeland, which you can't easily find because it's basically in the middle of the ocean somewhere. From there, they will require the services of a powerful aurmancer to create wards to protect them and let them breath underwater, and a magic-tech submarine for the journey down.
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===The Map===
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The party learns that a trader of some ill-repute holds the map. You have 3 options to obtain the map.
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*'''Buy it from him''' the trader will sell the map, but wants a highly ludicrous sum of money(50,000 gold) any attempts to negotiate with him will be met with hoarse laughter and frequent raises of the price. He will also heavily intone that he will accept sexual favors from any female party members, but indicate that this probably won't budge the price, much.
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*'''Beat Him Up And Take It From Him''' if the party starts a fight in the middle of the tavern they will need to kill about 15 drunken bystandards to get the map from the trader, and still fight him. He won't be happy about this and there will likely be criminal charges. They can face a much easier(and legal) fight if they follow him home and attack him, but he has two buff body cards and isn't so weak himself(he's a 'mechanic' or someone who uses enchanted items to do magic).
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*'''Win it From Him''' the trader is a gambler. If they can lure him in to a game of chance, they can cheat and then bankrupt him, forcing him to bet the map
  
 
==Rewards==
 
==Rewards==

Revision as of 18:29, 10 May 2016

During a previous adventure by boat, the party rescued a young mermaid princess named Aubriel. She looks to be about 11 years old and is very homely, initially dressed in an ankle-length seaweed skirt and seashell bra(its not holding anything up, so to speak). She is very immature and complains constantly, makes unrealistic demands, and alternates between ordered and begging the party to return her to her undersea kingdom.

The princess will disrupt combat by clinging to party members. On any checks she is allowed to make, she rolls a 1 or 0 successes. She cannot be trained to fight and will immediately injure herself and begin to cry if given a weapon.

Initial options

While still at sea, the party can throw her over the side of their boat and be done with it. This requires either a Neutral, Ruthless, or Evil Intent. One party member with an appropriate alignment can carry this out without the other's knowledge, but good or lawful characters may not allow it.

If the party makes it to land with the princess still in tow, they cannot get rid of her without completing the quest. Any attempts to leave her someplace will alert the authorities, who will assume she is an unwanted child and force the party to provide for her properly or face legal repercussions.

One option is to enroll her in a boarding school. This will cost Party Level + 1d20 x 1000 gold, and every 6-8 months Aubriel will get kicked out of the school and the party will be forced to pay tuition elsewhere or come and claim her. While away she will constantly harass the party with letters and pleas to be returned to her kingdom.

Returning Her

In order to get Aubriel back to her home, the party will require several things. The first is a map to her homeland, which you can't easily find because it's basically in the middle of the ocean somewhere. From there, they will require the services of a powerful aurmancer to create wards to protect them and let them breath underwater, and a magic-tech submarine for the journey down.

The Map

The party learns that a trader of some ill-repute holds the map. You have 3 options to obtain the map.

  • Buy it from him the trader will sell the map, but wants a highly ludicrous sum of money(50,000 gold) any attempts to negotiate with him will be met with hoarse laughter and frequent raises of the price. He will also heavily intone that he will accept sexual favors from any female party members, but indicate that this probably won't budge the price, much.
  • Beat Him Up And Take It From Him if the party starts a fight in the middle of the tavern they will need to kill about 15 drunken bystandards to get the map from the trader, and still fight him. He won't be happy about this and there will likely be criminal charges. They can face a much easier(and legal) fight if they follow him home and attack him, but he has two buff body cards and isn't so weak himself(he's a 'mechanic' or someone who uses enchanted items to do magic).
  • Win it From Him the trader is a gambler. If they can lure him in to a game of chance, they can cheat and then bankrupt him, forcing him to bet the map

Rewards

Upon finally returning the princess to her father, he will offer you a choice of three rewards:

  • 1. Riches: he ofers you much of his great wealth. If the party takes this, they will return to the surface only to discover that the "great wealth" is just a bunch of sea shells and trash washed down from the surface world.
  • 2. Powers: he offers you a series of ancient clay tablets containing "untold power". These are actually several spells which can be learned. They are mostly elemental/water based, but a few are end-magic.

3. That... thing: (read aloud) "


See Also: