The heroes, having decided not to accompany Trenna to the Tower of High Sorcery, have been on their own for a few days. They have not traveled far from the site of their recent celebration (Act One, Scene Seven).
Overview
A trio of dwarves from Thoradin - in pursuit of Trenna, whom they consider a thief - cross paths with
the heroes as they continue their journey.
Getting Started
The information in the section on the dwarven race from Chapter Two of the Book of the Fifth Age should help Narrators portray the dwarves. Chapter Two of Dusk or Dawn describes the realm of Thoradin, while Chapter One of this book offers the truth about the artifact the dwarves seek.
This scene begins with the heroes moving along a road through fairly rugged terrain. It can take place almost anywhere, as dwarves are combing Ansalon looking for Trenna.
First Impressions
If the heroes took time to rest after the celebration, all their wounds have healed fully.
You're back to your nice, sate, boring walk down a winding country road. So far, the countryside seems clear of Dark Knights and villagers in distress; all you've seen are a few farmers herding their animals along the road.
The travelers who've just rounded the bend up ahead might be more interesting than farmers, though: It's a threesome of armored dwarves walking along at a determined pace right toward you.
The Story Continues
When they get within speaking range, the dwarves greet the heroes and invite them to share a skin of ale and talk a awhile. If the heroes agree, the dwarves lead the heroes back up the road, where the group can sit comfortably on some boulders.
The dwarves explain that they have pursued a thief all the way from Thoradin and ask the heroes
whether they have seen her during their travels. (The dwarves do not understand that Trenna and Ventyr are one and the same.) They might reveal any of the following details in response to questions or
comments from the heroes:
- The stolen item is one of a pair of gauntlets Grafted from ivory, silver, and jade plates, all carved with intricate symbols. Dwarf smiths crafted it with such skill that anyone wearing it can move his hand as freely as if he were wearing a supple leather glove. The pair of gauntlets comprises a national treasure.
- The thief is a young human woman, they say - perhaps only a few decades old. She's very attractive by human standards, with flowing auburn hair and a slim figure, and seems to have sorcerous abilities.
- The dwarves know through divinations that the thief is in the area somewhere and that she has not discarded or sold the gauntlet - at least, not as of about a week ago.
- They confess that they are at least as curious to find out how the thief got into Thoradin as they are interested in recovering the gauntlet.
If the heroes tell the dwarves about Trenna, they become excited. They can't be sure Trenna is the thief, but she certainly fits the description. If the heroes tell the dwarves that Trenna claims to have come from Sanction and traveled to this area via Schallsea, the dwarves slap their knees, exclaiming that she must be the culprit. The dwarves quickly offer the heroes a few gems in exchange for helping them track her down. If they actually find the stolen gauntlet, the dwarves promise to give each hero a weapon or shield from Thoradin's armory.
If the heroes remain silent about Trenna, the dwarves seem disappointed and take their leave.
No matter what the heroes say, at some point during the conversation the dwarven mystic. Blunt Oreseeker, takes a sip of ale and shakes his head. "Ale just doesn't taste as good once it's been hauled along the trail for a couple weeks. Mind if I cast a spell to freshen it up a bit?" If the heroes agree, Blunt asks everyone to hold out their cups.
The spell he casts is actually a work of sensitivity magic to determine whether the heroes are telling the truth. If the heroes don't agree to the spell, Blunt claims he's had too much ale anyway and excuses himself. He moves behind a nearby bush, as if he's going to relieve himself, then casts the spell from behind cover.
Atmosphere
The dwarves put themselves on their best behavior but still manage to sound somewhat curt and impatient. Their manner when they question the heroes might remind Narrators of mystery movies, when the police interview potential suspects.
The dwarves' ale tastes fine, perhaps a little flat. The taste doesn't improve a whit after Blunt's spell. If the heroes point this out, the dwarf coughs and admits that he needs to work on that spell a bit.
Actions
The heroes have the normal chance to resist Blunt's sensitivity spell. If any of them fail, the dwarf knows for sure whether they have seen Trenna or not.
Any hero who doubts that Blunt is really trying to improve the ale with his spell can attempt an average Perception (Spirit) action. Success means the hero suspects that Blunt had to work a bit too hard to explain the casting.
Characters
The three dwarves in this scene are part of a larger group pursuing Trenna.
Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).
Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).
Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing, mentalism).
Outcome
From here, the heroes can choose one of several paths.
- If Blunt casts his spell and learns that the heroes withheld information about Trenna, the scenario
continues with Scene Six.
- Should the heroes agree to help the dwarves pursue Trenna, the Narrator may turn to Scene Four.
- Perhaps the heroes tell the dwarves about Trenna but don't join them in their search. Refusing yet another chance to embark upon adventure brings them face to face with the green dragon Iclor (if they didn't already meet him in Act One, Scene Six). After the dragon attacks, the Tower might take an interest in the heroes, which would lead them to Scene Seven. (The Tower also might take an interest in them if any of them have Reason codes of "A.")