Ignoble Assets

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Initial GM: John

Setting

Map of the region

The fantasy/medieval kingdom of Drannor, a collection of affiliated dukedoms in the northwest corner of the enormous continent of Kara-Tur on the planet affectionately known as Gurth.

For generations, Drannor was a stable monarchy, but now the kingdom is a confederacy of city-states. There is some jostling for influence, but some form of rational diplomacy has always won out over large scale armed conflict.

The campaign will begin in Saint Germaine, known as a city of thieves.

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 have been charged with a crime and are serving your sentence or awaiting trial in the dungeons of the city.

You are probably human, though non-human sapient races will be considered if you've got your heart set on it.

Each character will be of the same total point value (potential heroes!), but this can take near-infinite different forms. You might be a hardened mercenary imprisoned for participating in a coup attempt, a teenage scamp caught scaling the walls of the mint, a genteel magician whose magic caused too much mischief, or even a wizened druid thrown in the pit for worshipping a forbidden spirit.

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. where are you from? slums of Saint Germaine? a lumber camp near Songvar? An unnamed island of fishermen?
  4. are you wealthy? poor? average?
  5. what's your profession?
  6. how did you get so good at it?
  7. why are you in jail?
  8. Any important relationships? Enemies? Allies? Contacts? Secrets? Vows?

You're encouraged to find a picture that represents your character.

You might explore some previous characters of this world for ideas and connections.

Send your backgrounds to the GM by Oct 21 to be included in the campaign.

These are TL 3 characters with 150 points and up to -75 in Disadvantages plus -5 in Quirks.

Party

What Happened

The scene opens in the cold and wet government dungeon complex of Saint Germaine, where each party member has been housed for a few weeks, each for separate crimes. The dungeon doubles as a stormwater drain, and fall rains have dumped the sweepings of the medieval streets into their tiny cells periodically. Sometimes the drainpipe becomes clogged with a bloated rat, and they stand in cold water for days. The food consists of spent grains from local breweries, delivered by grunting bugbears.

But this day is different, because Lord Octavian Arminius has a task for the party, a task for which ignoble assets are required. They are to acquire a pink sapphire currently possessed by one Drago Mercurian of Songvar. If they fail to deliver within 20 days, or divulge their quest to anyone, Lord Arminius will issue black warrants for each of them, distributed far and wide to the other dukedoms, independent assassins, the Mord Sith, and so forth. A rich bounty will be offered for their slaying.

Thus convinced, the party is ushered out into the alley with their meager possessions to create a plan. Step one is to get dressed. Step two is to get a beer and a meat pie at the Goosehead Tavern.

Except for Bomber, shadowed by Kozlov, who seeks out an old contact, an elven boxing champion named Draco Sera. Draco informs Bomber that Mercurian is a respected warlord who has recently civilized the trading post at Songvar. A talented warrior, leader, businessman, forester, too.

Bomber and Kozlov rejoin the revelers ate the Goosehead to get acquainted and hatch a plan.

Red offers to solve the transportation problem. She'll simply enter the stables behind the inn where she works and steal some guests' horses. Jimmy the stableboy presents no obstacle to her charms, and the party is soon underway that very afternoon.

Upon emerging in the wide open countryside, Bomber breaks out in a cold sweat and slumps forward, briefly overwhelmed by the expansive horizon. But he soon recovers and the party rides until sunset and sets up a spartan camp, having not considered acquiring camping gear. Blankets are shared and they make it through a rainy night after nibbling badger steaks and interesting roots harvested by Bjorn Skogen, roasted inexpertly by Red upon a raging fire built by Kozlov.

A watch schedule is set, and the party is unmolested through the night.

A glorious fall sunrise is not up to the task of overcoming Bomber's chronic depression, and he needs to be placed upon his horse and led through the day.

That afternoon, the party spots a wagon with two mounted escorts. After some cautious eyeballing between mercenaries, introductions are made; this is cheese merchant Hagar Vanderpool and his dark-haired daughter Elsa. The nameless, scarred, tanned, rangy bodyguards take up tactical positions while Kozlov awkwardly interrogates the father about his daughter and his cheeses.

In the end, Kozlov purchases a special leather pouch containing a potent fermented smoked goat cheese concoction, and the party travels on.

That night, unsuccessful in the hills, Bjorn returns from the salt marshes with a string of odd-looking crayfish, and party has another strange meal around a raging Kozlov-fire.

On day 3, Bomber has temporarily recovered, and there is a strategy discussion at breakfast, because Bjorn believes that Songvar will be spotted by day's end. Should we enter together? Separately? What's our story?

It's decided that entering together will seem normal -- it's the safest way to travel.

Just a mile down the road, Carrick spots a wisp of smoke beyond some trees, and a staggering traveler coming up the road in the foreground.

Red and Carrick check on the wounded man, Kozlov sprints into the woods for a roundabout view of the smoke situation, and Bomber and Bjorn ride straight past the traveler to investigate the smoke, itching for a fight.

The staggering man is Targ Wallman, a bodyguard of Raul Beauregard, and he is badly wounded, hi arm hanging like a ham from his shoulder, and dark blood covering his abdomen and legs. He collapses when Red and Carrick approach.

With a magical touch, Carrick stabilizes the patient, and he reports that his entire squad of colleagues was wiped out before dawn, and he narrowly escaped with his life. Orc raiders.

He also volunteers that his master was transporting a fortune in elven fineries and gold.

Meanwhile, Kozlov successfully creeps stealthily to within 15 yards of a scene of devastation -- a damaged wagon, 15+ bloodied bodies lying prone, and a half dozen orcs apparently arguing over the loot. Crouching in a shrubbery, Kozlov quietly takes aim with his loaded crossbow.

The rest of the party, leaving Targ behind on the road, convenes at the edge of a copse of trees atop a low hill some 300 yards from the scene.

Bomber is itching for a fight and proposes a full-gallop charge. Debate ensues. Kozlov sits quietly, aiming....