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<tr> <td colspan=5 align=center> A Motley Cavalcade</td></tr></table> | <tr> <td colspan=5 align=center> '''A Motley Cavalcade'''</td></tr></table> | ||
Argan considers her options. She is alone and far outnumbered by individuals with evident sorcery skills. First she sends her owl off into the woods, hoping it will find the party if she perishes. Then, she rips a few inches of fabric from her hemline, wraps it around an arrow, lights it, and fires at the sail of the vessel. She then dives into a gully and covers herself in leaves. | Argan considers her options. She is alone and far outnumbered by individuals with evident sorcery skills. First she sends her owl off into the woods, hoping it will find the party if she perishes. Then, she rips a few inches of fabric from her hemline, wraps it around an arrow, lights it, and fires at the sail of the vessel. She then dives into a gully and covers herself in leaves. |
Revision as of 12:49, 13 October 2016
Setting
A fantasy/medieval setting on the planet affectionately known as Gurth.
The campaign will begin firmly in the genre of low fantasy/hard fantasy, in which magic is rare and limited, non-exotic danger lurks in every smelly alley, and reality is static (no crazy plane shifting or intergalactic travels).
Character Creation Guidelines
You are a human of any reasonable adult age. You have lived your life in the city of Talathese (or nearby) unless you spend 10 points on Unusual Background and the GM approves of that background.
Each character will be of the same total point value (potential heroes!), but this can take near-infinite different forms. Perhaps you're a witch who lives in the woods. Or a bar owner with a penchant for civic engagement. Or an exotic mercenary, looking for your next gig. Or the local teller of tall tales. You decide.
The make-up of the party will determine the flavor of the campaign.
Write up a brief physical (tall? nimble? ugly? strong? skinny? blonde?) description and background that answers at least these questions:
- what's your name, age, gender?
- What's your personality like?
- are you wealthy? poor? average?
- what's your profession?
- how did you get so good at it?
- Any important relationships? Enemies? Allies? Contacts? Secrets? Vows?
Find a picture that represents your character.
The GM (John) will create your character sheet unless you want to tackle it, subject to these limits:
Max points: 125 Max Disadvantages: -40 Any Esoteric or Supernatural traits require approval of the GM.
You each have a free/undocumented Debt to Saul of the Priory of Luna. At some point, he did you a huge favor -- saved your reputation, your fortune, your sister, your life. If you don't define it, the GM will do so for you.
Characters
- Raziel Rameriez, swordsman, played by Darren
- Quiquampoix, fabulous courtier, played by Blair
- Argan, druid-witch, played by Melissa
- Drip Magnete, inventor played by Josh
- Remedia, a mystic played by Wendy
- Raizin, a rogue hairdresser played by Mikey
What Happened
Resolution to Aid
As the curtain opens on the campaign, it is a drizzly late summer day in Talathese.
- Argan is busy chopping vegetables for a fragrant homemade soup.
- Raziel Rameriez is muscling his way through the market crowds to make contact with the merchant who has contracted his body services for the day.
- Drip Magnete is shoulder-deep in the gears of an enormous winch at the marble quarry.
- Quiquampoix is in the grips of an unpleasant hangover, attempting to awaken the two mysterious women who seem to have shared his apartment last night.
Each is visited in turn by a young messenger lad with bright eyes and bad skin, who bears a simple message: Saul requests your presence at the Priory of Luna tonight at sunset.
Each recalls their debt to Saul and plans accordingly.
- Argan begins preparing the soothing poultice she knows Saul likes.
- Raziel arranges with a colleague to cover his duties in the market.
- Drip finishes repairs on the winch, receives payment, and scavenges the quarry for an attractive chunk of mineral-rich rock to give to Saul.
- Q has his clothes laundered and collects supplies to load upon his small, swaybacked mule.
Late that afternoon, each independently departs the city and begins making their away up the switchbacks into the foothills west of town.
They spot each other on the trail, but do not interact until hapless Q steps in a hole alongside the path, which traps his foot, releases a swarm of ground-dwelling bees, and douses his fine leather boot with a thick coating of honey.
Inwardly alarmed, he keeps his cool even as the bees begin to sting his neck and face. The mule, however, pulls away in panic.
Noting the commotion, Drip rushes back to help by lighting a smoky lantern. Argan moves forward to help control the mule. Raziel, at the fore, pauses to look over his shoulder, and then up and down the hill, in case this turns out to be a distractive tactic by some unseen enemy.
Soon, all is well, honey is collected, introductions are made, and the party, with a common debt and destination, continues on together.
A few miles later, they crest the ridge and spot the monastery. Monks are going about the chores of daily life, but there are also scattered groups of families with their belongings. Pilgrims maybe. Or displaced refugees. Three Wolves are spotted, roaming among the distressed families.
Argan and Drip pause to chat with the nearest huddled folk and learn that rural families have come to the monastery because of recent child abductions.
Q and Raziel continue on to make contact with one of the Wolves, who is sternly polite and not very helpful.
Saul soon beckons, and the party reconvenes in a squat stone structure with an apparatus hanging from the ceiling and an old stump with a dozen drinking vessels upon it. Saul advises each to choose a vessel to their liking (a jade decanter, a hammered silver cup, a stone mug, etc.), the apparatus is made to fill each with strong brown beer, and Saul tells his story.
Six rural children, three boys and three girls, have been mysteriously abducted from their beds in recent days. As word got out, panicked families convened on the monastery or migrated into the city, leaving their crops and animals untended during harvest season.
The monks recently gathered in circle and meditated upon the tragedy. They believe that the children were taken to Devil's Finger, a rocky column three days travel up towards The Spine.
During the sad story, Q requests another glass of beer. And another. He is soon drunk.
Drip wants to talk to any of the parents of the missing, and arrangements are made. Argan does most of the talking, and the grieving couple is alarmed to hear of the party's intended destination. While no obviously useful information is extracted, the show of emotion helps each member of the party resolve to assist.
Meanwhile, Q goes back to Saul's beerhouse to help himself to a few more pints of strong brown ale and then sets up his camp tent.
Afterwards, Raziel goes so far as call for the assembled refugees' attention, and delivers a heartfelt and hopeful speech pledging the party's aid.
Then, the party retires; Raziel joins Q in the tent, while Drip and Argan (despite Q's invitation) choose the bunkhouse.
Windsong Farm
After all are asleep, two more brave individuals answer Saul's call and arrive at Priory of Luna, Remedia and Raizin. They are quickly briefed and allowed to catch a few hours of sleep.
Just before dawn, four Eastern mercenaries arrive and consult with the Wolves. They are hunting Raziel Rameriez. Leviticus, one of the Wolves, offers to locate him for the mercenaries.
Instead, he provides Raziel with a warning and instructions for leaving the monastery undetected.
Next, Leviticus wakes up Argan and Drip Magnete, informing them of the suspicious visitors and advising them to check in with Saul before rendezvousing with Raziel in an olive grove over the hill.
Meanwhile, Q wakes up naked, lipstick smeared, and spooning a fully-clothed grandmother. Clad only in a scratchy wool blanket, he politely escorts Grandmother Matilda from the gardening shed to her family's camp and then proceeds to his tent to get dressed and pack up.
After introductions are made, the party shares a breakfast of fresh muffins, oranges, and boiled eggs with Saul, packs a few extra provisions, and then heads for the olive grove. But first, Remedia and Argan move through the assembled families, their keen senses scanning for any hint of malfeasance. They detect only hope, fear, and sadness, but Remedia also picks up a regional children's song and files it away for future use.
Reunited with Raziel, and with Leviticus volunteering to come along, the party of seven (plus a heavily-burdened mule), treks up into the foothills on a sunny, breezy late summer day, through pasture land and crops delineated by rows of piled stones.
Near the end of the day, guided by Drip's photographic memory of a monastery regional map, they arrive at the Windsong farm. All seems intact, except the front door and upper floor window are open, curtains fluttering.
The party fans out to check on everything, with Q and Raziel entering the house. Drip and Raizin find a well-formed human-shaped footprint with alarmingly long claws below the open window. Q hears creaking floorboards above.
Argan wields her magic to assess any potential threat above, and reports that there is none. The casting drains her though, and she trudges into the house exhausted.
After some initial difficulty, Raizin manages to climb the side of the house and peek into the window. There, he sees a shirtless, overweight man hiding under one of two small beds. Raizin immediately announces, "WE'VE GOT A CREEPER!"
At this, the rest of the party rushes up the stairs and bursts into the childrens' bedroom. Farmer Fatticus is coaxed out from under the bed. He is clutching young Kila Windsong's nightgown.
The party demands he drop it and commands him to explain himself. His story is that he simply came over to his neighbor's farm after noticing their absence and open window. When informed of the abductions, he says:
Oh no, I had no idea! I meant no harm, I swear. I did nothing wrong! It's just... a weakness. I'm sorry. I've done nothing wrong! Oh...I knew something bad was going to happen. Ever since the magician and his three beauties visited me. They needed a mule shoed and made me an offer I, uh, couldn't refuse. A few weeks ago. Never felt right since, it's a haunting feeling.
The party commands Fatticus to show his feet to check for claws, but they are normal, filthy farmer feet. The party is mistrustful, but can detect no particular lie, so they decide to take Fatticus back to his farm, escorted by Raziel and Leviticus -- to check for evidence.
While that's happening, the remainder of the party makes themselves at home in the Windsong residence, and Argan begins preparing a fresh vegetable stew for dinner.
Raziel searches Fatticus' small home, opening cupboards and drawers, claiming it is for the farmer's safety. Leviticus remains at the front door, vigilant.
In the bedroom, Raziel finds a chest filled with children's clothing. He confronts the farmer, who swears that despite appearances, he merely collects the clothing and has never touched a child.
Raziel doesn't believe him, and stabs the farmer twice, fatally.
Leviticus rushes in and asks, "What happened?"
Raziel replies unsteadily, "He attacked me from behind."
Leviticus gives Raziel a long, hard look and finally says, "I understand."
The two walk back to the Windsong farm in silence, and walk in the front door to the smell of a delicious meal.
Into the Mountains
Under questioning, Raziel admits and justifies his slaying of farmer Fatticus. Remedia admonishes him to preserve resources that may be of use to the group, including witnesses, and in any event, coordinate activities with the rest of the group. Argan presses further, asking why he was hunted by the Eastern mercenaries, and what his background was.
Raziel slowly and deliberately provides an overview of his elite warrior training in Sri, and the unfortunate events that caused him to flee to Talathese and assume his current role as a freelance bodyguard for wealthy merchants.
Temporarily satisfied, the group enjoys a delicious vegetable stew prepared by Argan. Later, Raizin and Drip search the Fatticus house, and find a few items of utility, but no further clues. Meanwhile, Raziel disposes of the body and most of the evidence in the pigpen. However, he intentionally leaves behind a few items of childrens' clothing, soiled with Fatticus' blood.
That night, Remedia consults the realm of dreams and Drip works into the night, transcribing his memorized map of the region onto parchment.
The next morning, after hearing Remedia's thoughts on the matter, the party collects an extra mule and a cow and begins the trek higher into the foothills, bound for Devil's Finger.
However, Q begins leaving glowing green footprints. The matter is investigated, but no cause can be ascertained, and the group decides the effect must simply be tolerated, hoping that no one is following.
At midday, it is determined that the cow is slowing them down too much, and Argan chases it off into a rocky pasture.
Late in the afternoon, the party leaves the wagon trail which leads to the mining camp, and follows Drip's map along game trails, higher into the trees, towards their destination.
At sunset, camp is set, and Q invites everyone into his 4-man tent for a party. Beer is consumed and songs sung.
Remedia sets up her hammock and covers it in leaves and twigs for camouflage while Leviticus patrols the perimeter dutifully.
Eventually the party dies down, and Remedia, with her superior night vision, spots an approaching flock of creatures. When they seem hostile, she mimics the sound of a hungry great eagle, and half of them scatter, but the rest attack.
One attaches itself to her ribs and she cries out in surprise as its needle-sharp proboscis pulls blood from her body.
The rest of the party spills out of the tent, with Drip quickly lighting a lantern to illuminate the night. Combat ensues, and though injuries are relatively minor, the party is shaken by the experience. After bandaging is complete, a night of fitful sleep follows.
Devil's Finger
In the gray of pre-dawn, Q's tent is quickly vacated due to an infestation of cockroaches.
After a morning spate of kleptomaniacal chicanery, the party proceeds up the mountain towards Devil's Finger. Q and Raziel give the ancient site a wide berth, and ascend the rocky mountainside to get a better vantage point while the rest of party strides in to look around.
Raizin finds a few small items of interest, Argan assesses the entrails on the rough-hewn altar as having belonged to a goat, and Drip deduces the chemical nature of a sticky residue on the remains of a torch.
The party also identifies tracks, belonging to:
- 1 man in boots
- 2-4 smaller people in boots, possibly women
- 1 very large man in boots
- 2-4 barefoot men with long claws
- several children
The very large boot tracks come from the south (towards the sea) alone, but the rest seem to have arrived from the east, towards Talathese, the same direction as the party. Subsequently, all lead south.
Some debate results in a decision -- follow the tracks south, towards the sea, rather than seek further information at the mining camp to the north.
Late in the summer afternoon, the party departs Devil's Finger, carefully following the tracks, and minutes later discover that the footprints diverge. The ones with claws break away from the main group and lead into a tangle of enormous boulders at the foot of a rocky peak. Raizin and Raziel offer to scout ahead, and soon spot a cave entrance. The party convenes at its entrance to discuss strategy.
Argan wields her sorcery to assess any threats within, and reports that something hostile lies ahead.
Undeterred, the party marches in, Remedia (with her superior vision) at the fore, singing a peaceful melody. She soon spots three figures, standing equidistant and motionless in the inky dark. She advises the others to pause and proceeds forward alone with an offering of candied fried cockroaches.
When the three pale, nude figures do not respond, she attempts to push her gift into one of their hands.
He reacts violently, nearly tearing out her innards with long yellow claws. She shrieks in pain and retreats in horror as the rest of the party leaps into action.
Raizin circles around while Drip, Q, and Raziel rush in to attack the undead creatures.
Combat ensues, and Drip is nearly killed by a particularly violent claw strike -- but Argan channels her mystical energies into healing him from afar.
Q and Raziel parry and slash and hack limbs from the undead horrors, and eventually, they fall.
Meanwhile, Raizin has assessed the cave as a dead end. The creatures were guarding nothing. They were just.... waiting.
Regrouping in the late afternoon sun at the cave entrance, the party begins debating their next actions.
To The Coast
Soon, it is decided. Drip will oversee work to collapse of the cave entrance to permanently entomb the undead beasts. Argan will create a hearty vegetable stew to which Drip adds various delicacies he finds through lucky foraging.
The party camps the night, only briefly disturbed by the faraway sound of wolves howling.
The morning presents fresh challenges, with a flock of gray sparrows insisting on attempting to nest in Q's hair. But soon, between Drip's cloak, Raizin's corn kernels, and Q's wild thrashing, the little birds are defeated or repelled.
By mid-morning the party is underway again, headed south, following the footprints. Raizin encourages hasty travel, which eats up miles, but also exhausts several party members. They rest while Argan and Leviticus crest the next ridge to see what there is to see and Drip collects culinary and healing herbs from a nearby thicket.
Argan and Leviticus spot the southern sea, and upon it, a smallish sailboat with a dark blue sail on approach to the coastline. The rest of the party rallies up to join them and options are debated.
The party theorizes that the boat is coming to pick up kidnapped children, and comes to a decision. Leviticus, still fresh, is sent ahead to attempt to delay the boat by any means possible, including through claiming he has additional children for sale. Off he goes.
Argan rests a bit longer and announces she's ready to go. But other party members are still exhausted, and so she departs alone to observe Leviticus' progress. She traverses ridge after ridge in descent to the coast, eventually arriving in a copse of trees prior before the beach.
There, she sees the boat anchored just offshore, and a motley cavalcade waist-deep in the waves in the midst of boarding. Leviticus is frozen in place midway across the stretch of beach, and a gray-bearded man in rags stands outside a haphazard dwelling.
A Motley Cavalcade |
Argan considers her options. She is alone and far outnumbered by individuals with evident sorcery skills. First she sends her owl off into the woods, hoping it will find the party if she perishes. Then, she rips a few inches of fabric from her hemline, wraps it around an arrow, lights it, and fires at the sail of the vessel. She then dives into a gully and covers herself in leaves.
After a minute, she creeps to the ridgeline and observes. Two women are thrashing their cloaks against a smoky spot on the sail, and all of the individuals have successfully boarded, including the four children.
She shortens her skirt further, prepares another arrow, and fires. This one, miraculously, severs the main halyard, and the sail crashes down, knocking one of the women to the deck.
Eyes wide with surprise, she hardly notices the rest of the party rushing up to join her.