Dragon Fanciers of Quirm

A Discworld Roleplaying Game Scenario

For 4-5 players.

Run by Phil Masters.

Trading Gate Watch House Patrol no.1 get given a lot of special cases in exchange for a couple of extra dollars a month. Well, it’s nice to be well regarded by Commander Vimes, and less boring than most police work. But this latest case looks set to be a bit tricky. It’s a crime that nobody has reported, and you’re definitely not investigating it as a personal favour for the Commander, or Lady Sybil. On top of which, the stolen property – if there is any – is violently dangerous, sometimes explosive, and possibly inbred. The same may go for its owner.

On the other hand, you have a free hand to investigate this however you like. Just so long as you don’t break regulations, annoy the Commander, embarrass his wife, burn down the city, or fail to find out what’s going on and make someone stop it. Who knows, you might even be able to put in for some overtime.

This scenario uses the Discworld Roleplaying Game (2nd edition) rules (which are based on GURPS 4th edition), but no prior knowledge of these rules is required. Players will require only Internet access, a PDF reader, 3d6, and scrap paper and pencil or similar for keeping track of hit points and such.