Archived GM Notes: This page is unsealed GM-notes pertaining to PRPG2. It is not canonical to PRPG2. It main contain contradictions (even with itself), and preliminary ideas that were merely written down as I thought of them, for later consideration. The absence of something mentioned here from the canon does not necessarily mean that the party "missed" it, it could have been mooted for other reasons or simply discarded by me.
PUZZLE SOON FRIENDSHIP FOR EMERALD JOB BOARD FOR FORT JUNECHASE RUMORS FOR FORT JUNECHASE
COMPLICATE FINAL PUZZLE WITH A STORY ALTERED BY FAIRY TAIL
Wily Wisp
Actually a den of thieves.
The entrance to the inn leads down underground, though walls of ancient cement concrete. The walls are stained and battered, but seem to be holding up. The lighting is poor, but it seems to be better farther ahead and below.
You enter a large chamber. It is clearly artificial, and illuminated through open skylights in the ceiling. Besides light, they also appear to admit a fair amount of dust and rain, and right now both have combined to add another layer of mud to the floor. In some places, you can see a layer of chipped and faded ceramic tiles underhoof. You get the impression that "Inn" doesn't quite describe this place accurately. It seems to have once been some kind of densely-packed assemblage of small retail stores. There's quite a few ponies about, along with zebras and the odd camel. They're a rather rough-looking crowd. Some of them are seated at booths shielded from the weather by the upper level, or have established themselves in the original stores. They're selling a variety of stuff, but most of it is basic essentials... and weapons.
Basically, this is the lair of loosely-afilitated bandits that prey on Hackmore parish. They will be willing to do business with the players, but are disagreeable and easily angered. Ruby Ruse and Waldo the Bearded, shifty, beady-eyed four-armed monkey familiar. Waldo speaks only his insane evil monkey language.
The leader of the bandits is Goldpin, an Earth Unicorn ("an unusually robust-looking unicorn") fighter. His right-hoof mare is Witty Wisp, a lone changeling who goes about as a pegasus mare and serves as a spy.
Ruby is here to steal the two golden rings from Goldpin, which allow one to consciously use Earth Pony magic if one is an Earth Unicorn. (Ruby isn't, but she plans to sell them.) Ruby has a plan to deal with Witty Wisp, involving an anti-changeling spell that will force her into her base form without any transformation capability.
Goldpin has several of camel mooks, as well as ponies, including: 1 other unicorn (a white one with red mane, stallion, Ivory Sparks; 1 pegasus (actually a changeling, Witty Wisp), 1 Earth Pony (Rock Hard) thug who bucks rocks.
Ruby will enhance the fracas with an illusion of New Canterlot royal guards. Waldo will also be buffed and given an illusion of being on magical blue fire. Waldo is tasked with the actual stealing. Rev Zed will do support.
Wily Wisp is busy regenerating.
White unicorn conversation will be interrupted by the shopkeeper whose quarters were vandalized earlier arriving and requesting scrying. The white unicorn will refuse and promise to deal with it first thing in the morning.
Ivy --- In the course of the night, he gets to bragging about his past adventures -- (1st person). He and his party searched for plunder in the ruins of a city somewhere south of Penna Plain in the lowlands, drawn by a rumor of a magnificent, flawless crystal magical sphere. They saw it, but lost it on their way out as they escaped from a monster.
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