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[[http://gurth.gurpthink.com/index.php?title=Character_Points#29_January_2011|''Points'']]
[[Character_Points#29_January_2011|''Points'']]


[[Category:Campaigns]]
[[Category:Campaigns]]

Revision as of 19:54, 5 February 2011


This is a High Fantasy campaign set on our existing continent in the realm known as Durkin (Map #5).


Character Creation

From Fantasy book:
In low fantasy, and in fantasy based on folklore and fairy tales, point values below 100 often work well. An ordinary man thrown into adventure can be a 50-point character. In higher fantasy, characters built on 100-200 points work better; the added points can represent the Rank, Status, and Wealth of aristocrats, or the skills of veteran adventurers such as the heroes of sword and sorcery. In a dark fantasy setting, PCs may need the added points just for survival! Still higher point values are possible, but move the campaign to the level of epic, with heroes who can contend with the gods or challenge fate. This chapter assumes that the base for typical characters is 100 or 150 points, with up to 50 or 75 points in disadvantages.

Characters should have diverse but realistic skill sets. That is if you've been a baker's assistant your whole life, you're probably not an expert rider and swordsman, but you may have high manual dexterity, a good cooking skill, some herb lore, and perhaps be strong from lugging around bags of flour and making deliveries or such. In that example you may also be overweight for gorging on your own tasty sweet specialties.
I expect role-playing, not just hack'n slash dice rolling. I will be awarding extra character points for playing your character and for good role-playing.

The starting location will be Raal.


You are likely a novice adventurer or perhaps elder citizens who've never risen to heroics previousl, or perhaps a veteran adventurer whose career is in decline. At 120 points you are not likely complete rookies. Possible idea would be Ozgarnian barbarians, Wild Wood elves, devout religious followers, wandering gypsys or mercenaries. I would like interesting back stories to tie in and enhance the campaign. It's possible you are not an experienced adventurer, but then it would be unlikely that you have a 15 riding skill and a 18 broadsword skill, for example. Your points might be invested into trade skills or "book learning".

As you can see in the description of Raal, if you desire to be another race, likely templates would be:
Elf - -5 pt unusual background
Half-elf - no cost
Half-orc - -2 pt unusual background
Other race - with DM consultation

Characters will have 120 points to start with and up to -45 points in disadvantages with an optional additional -15 points to be used specifically for Enemies, Reputation or Debt disadvantages, but these must be a tangible part of your back story and your character during role-play.
Characters will be illiterate by default. Being semi-literate (B p24) in the Common tongue will cost 1 pt, literate 2 pts.


Equipment

  • Characters will start with the TL3 starting wealth of $1000.00 which in Gurth recently has been one-thousand silver pieces. This can be modified by choosing the Wealth advantage or disadvantage accordingly. Clothing, weapons, armor and gear should be purchased at base cost in the Characters book from starting wealth. If you have $1000.00, you have nothing and are naked walking the streets of Gurth. A gold piece is ten silver pieces.


Specialized adventure gear and magical items from Dungeon Fantasy - Adventurers are fine. Magic items must be purchased with character points, at a cost of 1 point per $1000 cost.
* You may buy power stone(s) by spending 2 character points per power level, with a maximum of 15 power level total in all stones/items. Spending 20 points gets you a single 10 point powerstone, or two 5-point stones, etc.

Character outlines must be presented to the GM by the 11th of October in order to be in the outset of the campaign.

Party

Prologue

A rapscallion band or road thieves "led" by Danris, tried to use a Draconian prisoner to rob a wagon manned by the half-ogre Sevog. During the ambush Anis, the haughty elven archer shot her ally, Danris as he stumbled and drove the half-ogre into the thieve's muscle, the half-orc Krog.

The ambush ended when the raid was raided by a shiny knight woman, exclaiming justice done by Donblas and a pale-skinned gray-lipped ghoulie who was perhaps a vampire. The draconian had climbed a tree to hide and watched as the armored woman vanished and the pale one drug bodies away.

Background

What Happened

While Kemble had his toes sucked by a girl for hire in Randy's, Chloe sought out her white-haired goal, as Camille-Sophie Trillian snuck away from tea with her acquaintances to seek escort north back to Nottingham. Cyril Chadwick wandered into Raal from a farm and cold. Eventually, all were at Randy's.

Camille looking for a strange white-haired traveler, met Cyril and charitably invited him to stay at her home after Cyril finished his milk and dismissed the attention of Randy.

Kemble dismissed Trixi and Dixie to saunter over to the stern-looking woman watching him from the shadows beneath the balcony. Chloe and Kemble conversed a bit before Chloe tried to get a room and Kemble gambled with some locals and a large red-haired barbarian, losing no more than he gained on his way to the table.

Eventually, Chloe joined the drunken Kemble to his room where she massaged him into submission, then relocated his sword to the care of Randy downstairs. When Kemble realized this, he wore the bedsheet and marched her back down the stairs to reclaim his blade.

Cyril procured firewood from Camille's neighbor and learned that her husband passed on.

The night passed with little incident.

The next day, Cyril went about to try and obtain funds from his remote bank account while Camille packed for her journey north and Chloe told Kemble of a Mister Heebs whom they learned is a shady tax collector working for the guvner who reportedly skims some of the money for his own purposes and spends some of that at the Dripping Dinghy, a saloon with a water wheel on a stream by the southern edge of town.

After consulting with some town guards, namely Teddy (or Theodore), Kemble and Chloe worked their way to the nicer district of town where they happened to stumble across a young brick layer who pointed them towards where he'd most recently seen Heebs.

As Cyril approached, Camille was being accosted by a large man in a long black coat and hat who grinned slyly when she mentioned her husband. Cyril introduced himself and Mr. Heebs demanded that Cyril help Camille settle her debt in the next two days or else, before briskly walking away.

Kemble and Chloe arrived, just as Heebs marched away. As they questioned Camille and Cyril, a large owl flew from inside the house and landed on Camille's shoulder. This triggered Kemble to draw his short sword and run after Heebs, who had a couple of blocks lead.

Cyril loped after Kemble. After turning a corner and seeing no tax collector, and being pursued by the shouting Cyril, Kemble gave up the chase and they all returned to Camille's house.

The four now sit in front of her fireplace as Chloe breaks Camille's furniture and throws it into the fire while Camille crys into Cyrils supportive shoulder and Kemble drinks cooking brandy in the chilly mid-morning. It has just began a light snow.

Encounters in the Night

After a light lunch of Camille's remaining food, Kemble and Chloe retreated upstairs for a "nap". Sir Chadwick went about the house readying himself anything that seemed useful for their journey as Camille sat and stared into the fireplace forlornly.

When Kemble rose, he and Chadwick went out in seek of the money collector known as Mr. Heebs. After speaking to a laborer delivering fire-wood, they found Heebs boxing in a pit fight in the Dripping Dinghy saloon, by the side of the south stream. Unbeknownst to the men, Chloe was shadowing them. After losing money (borrowed from Kemble) on the match, Cyril spoke to Heebs about their plan to leave town without settling Camille's debt first. Heebs told Cyril to keep his white-skinned spook at bay and get him his money if he knew what was good for him and Camille. The three left after the encounter to retrieve Camille and go to Randy's for dinner.

Walking back with full bellies, discussing whether to leave town that evening or the following morning, the party noticed a strange orange glowing light from Camille's neighborhood. Upon closer observation, Camille's house was ablaze. After a brief disagreement with some city guards, Cyril ran into the house, released the caged owl within and grabbed his and Camille's smoking packs from the blaze. Kemble drifted away into the night shadows.

Later, Kemble came racing back toward the blaze with four saddled horses as Chloe was leaving the scene. Kemble handed the horses over to her as she was in some disagreement with Camille and they agreed to meet up outside of town.

Kemble retrieved Camille and Cyril as a wizard who had built a containing ice-wall about the burning house re-entered his wagon. The party convened outside the city and rode late into the night on the main road north.

AvAlexHorley.jpeg

They made camp in trees near the road and all promptly fell asleep in the light snow after a harrowing day.

Kemble was awoken by a slavering orc, pulling his pack from beneath his head. He shouted and, though naked, he gave chase, while Chloe ran after the routed horses in nothing but her underwear and shadowy darkness. Cyril attacked an orcish archer and Camille watched in shock. Before the brief skirmish ended, a strange pale-skinned gray lipped man and an armored woman attacked the orcs and an odd magical hemisphere of complete black erupted in the middle of the fray.

The armored woman and her pale accomplice dragged off an orcish body and she shouted a warning for the travelers over her shoulder. "You should be more cautious through these dark hills. There are many bandits and orcs. Also, I sense a great darkness among us. You'd best keep vigilant watch at night."

Points

Unlikely Escorts

Jan 17, 2011 - one-off tie-in

After having descended the tree and using the half-ogre's great axe to free he ankles from his shackles, the Draconian looted Anis' body and took what supplies he could from the wagon and wandered into the Wild wood.

On a regular patrol, Isilwen Elensor came across a red-scaled monster sitting by a small fire, eating something with it's jagged teeth. She immediately made haste to the elders and reported the strange beast. The elders confirmed with her that it was a Dragonman or Draconian from the base of the Ozgarns to the east. They ordered her to escort it home from their lands for fear that having anything bad happen to it in the woods would bring more of their red blight and the elders did not want to be bothered with that.

Isilwen returned to the beast and fearlessly introduced herself and tried as best she could to tell the beast she was going to take it home. Seeming to have some level of understanding the creature shared with the elf, some hard cheese.

Late that night, the elven ranger was awoken by a strange light and sound nearby in the woods. Upon investigation, she found an old man sitting on a stump, drinking in the slight moonlight. Aslar Ambrose introduced himself and offered her a drink. The wizard then joined her back to the camp and they slept through the night.

When the draconian awoke, he was confused by the old man sleeping nearby as the elf had wandered out of sight before bedding down. Soon, the three were all introduced and on their way.

They traveled eastward, eating elf-caught fish and wizard-found fruits and vegetables. The elven scout would trek ahead and climb high into the trees to get a vantage, then lead the old man and Draconian onward. Eventually, they found the road near the eastern edge of the WildWood and the cart where the Draconian escaped his bandit captors. As Aslar conveyed to the Draconian that they should take a magic box from the looted and ransacked remains, a rider approached.

Proudly, Iselwen introduced herself and demanded to know who the rider was. He did not answer, but instead insisted on finding out where his servant Sevog and the cargo from the wagon had gone. He claimed to be the former owner of the wreckage and was recognized as a sorcerer by the wizard and elf. He claimed the great-axe the draconian held previously belonged to his servant, a half-ogre named Sevog. After some incanting and inspecting the wagon and the surroundings, he surmised that Sevog had perished. The Draconian confirmed. He then traded the magic box to Aslar for some potions and told him that if he were to come across a knight named Cyril Chadwick that he should be aware that Martoy is looking for him.

The three then continued into the Dark Hills where they were harried by orcs, some of whom were slain by the elf's blade and the draconian's axe. Eventually they approached the great Ozgarn mountains.

As they approached the base of the mountains, they encountered five more red-scaled dragon-men leading a large stone-wheeled wagon drawn by a giant lizard. After the Draconian explained to his brethren his adventure, one of them, a shaman translated some for the elf and wizard and sent them all into the cave where they were to be resupplied to return home.

Passing a great spined guard-lizard they entered dark tunnels deep beneath the Ozgarns. The draconian had a brief conversation with guards posted just inside the entrance. These warm cave tunnels were primarily lit by a dim eery light from luminescent molds along the tunnel walls. Eventually, the group entered a larger lantern lit room where two draconians were speaking over a table. Some conversation ensued where one of the two was upset that over-landers were brought into the caves while the other thanked the wizard and elf for returning to them their citizen and supplied them before sending them back to the surface.

Elves, Dragon-men and Orcs, Oh my!

Jan 23, 2011

After ensuring Chamile was safe from danger, Kemble dove into the orb of darkness to seek out his belongings, while Sir Chadwick followed the armored woman into the darkness asking her what king she served. As Cyril was lost in an eerie fog, her voice told him that she owes allegiance only to Donblas.

The party then decided to move onward, despite there being a few hours until sunrise. While camp was being broken down Cyril encountered an elf approaching. Isilwen Elensor introduced herself as a scout of the Wild Wood elves and offered to guide the party safely through the woods. Along the road, they encountered a strange supply wagon pulled by a giant lizard accompanied by 5 red-scaled dragon-men.

Giant wagon-pulling lizard.

After lunch that day the group decided to head deeper into the Wild Wood in seek of "a thick steak and hearty ale". Isilwen took the group to an elven village where they stayed the night and were fed and provided some light rations for their continued journey. Isilwen was also encouraged by the village elder and Taroth to stay near as her eyes and ears are needed because orc traffic has recently increased on the eastern borders.

Riding swiftly the next morning back to the road, the party again encountered the red-scaled dragon-men. Kemble then notified the party and the dragon-men of a new law decreed by the King of Durkin in Camlin detailing that all non-human blooded being within the kingdom must have proper licensure for implements of war and destruction or forfeit 3/4 of their wealth and/or worldly possessions. Being unsure of the law, Cyril decided to disarm the beastmen and escort them safely through the orc-ridden Dark Hills to their home in the Ozgarns. Eventually, deciding that crossing to the Ozgarns would be too long of a detour, some in the party decided that the border of the kingdom must certainly be behind them and the lizardmen should be left to their own devices, allowing the party to continue northward to Nottingham. The party was somewhat split on this decision when a deep low horn exclaimed from the north-east, deeper into the Dark Hills.

In moments, Iselwen perched high in a tree saw a large contingent of orcs approaching. Sir Chadwick readied for battle, Iselwen took aim, Kemble and Chloe began to flee then doubled-back just before the lead orcs crested a nearby bluff and stopped. The leader in a great antlered helm rode upon a giant reptile, which the red-scaled traders claimed could have only come from their mountain home. All watched with tensions high and bow-strings taught as the horn-helmed orc rode forth alone to within 30 yards of the dragon-men.

He announced "Where is the sorceress? She poisoned our people. You have but one chance to give her to me now." When the group stated they knew nothing of a sorceress, he continued, "the white-haired sorceress. We will have her now. Our scouts saw her with you."

Points


Orcish Confrontation

Jan 29, 2011

After denying any knowledge of a white-haired sorceress, the horn-helmed orc lord approached and brought forward three grotesque, unnaturally hulking orc brutes. He told of the sorceress poisoning his clans strongest warriors, promising them greater speed and strength, but taking their mind. Cyril charged. The brutes were released. One wheeled and tore into the smaller orc collar-handler while one attacked the dragonmen and another ran at the charging Cyril and grabbed his lance away from him. Combat ensued. Kemble rode in slowly and mopped up already injured orcs to "rescue" party members. Chloe watched from the shadows. Iselwen charged to Chamille's aid and was eventually bartered for between the dragon-men and the horn-helmed orc. When Iselwen resisted by relentlessly, although ineffectively attacking the orc leader, the dragonmen attacked. At that point, Camille had gathered a steed and despite a broken hand bashed by orcish shield, raced forth into the fray to grab up Iselwen. Chloe gathered the remaining horses (Kemble had put his down due to an orc blade hanging from its rib cage behind its front leg). Cyril was loaded on the back of his horse as Kemble took the reins and the party rode a few miles west of the confrontation before stopping to inspect injuries.

Chloe concocted a healing poultice and Sir Chadwick performed first aid while Kemble and Iselwen scouted back to ensure they weren't followed. When Iselwen spotted an orc to the south, the party moved further west crossing the road and again entering the outskirts of the Wildwood.


Points