An Evil Upon Us

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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:

  1. what's your name, age, gender?
  2. What's your personality like?
  3. are you wealthy? poor? average?
  4. what's your profession?
  5. how did you get so good at it?
  6. 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

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.