A Series of Errands for LRS /DONE

This is part of a collective, consecutive, fast set of A Series of Errands for Lucky.

Errands for Lucky

Contact for the PCs: The deeds for Lucky’s operation will be managed by his commander on the landward side, Trevor. Trevor uses a disguise at all times he meets with the PCs. All meetings will be in public places and only with him after sending the PCs a message on where and when to meet.

Rules: No killing, no maiming. Be as clandestine as you can. No letting them buy their way out of the confrontation or offer some equivalent solution – follow orders.

Running: PCs spotted may attempt to flee if they fail Stealth, etc. They will be pursued by one or more guards, militia or workers depending on where they are at. If they used a Disguise Kit, they likely won’t be recognized.

Choosing: Any; The PCs do not have to agree to any. The rewards can be increased by up to 50% with a major result on a DC 15 Persuade check.

Executing: If the PCs are identified in 3 or more, it’s considered a “crime spree” and an investigation will occur. The investigation should start at a DC 20, and be reduced by anything in which the PCs are identifiable or tracked back to them (flashy weapons/gear, colors, not disguising themselves or poor disguises, etc.). If it is successful, the mayor’s aide, Bill Slawe, can be bought off for 500 silver. No amount of trying to leverage his drug addiction will get him to back off any more than down to 400. The PCs have more to lose – it would mean jail time, floggings, and a major loss in reputation and trust. If LRS gets implicated he leaves town.

Collecting Rewards: The PCs wont get the rewards right away. Once Lucky determines that the right outcome was achieved, he will get them to the PCs. Half reward if PCs skip any job after doing a few.