Warlocks

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An episodic campaign alternative to HotZone.

Setting

In the remote high country of Sorcerers Isle, the Iron Circle retrieves powerful artifacts from the hands of those unfit to understand them, usually by force, but sometimes through guile.

You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.

Characters

--

Character Creation

Points

  • 350 points to spend
  • max 50 in disadvantages
  • max 150 in primary attributes

Race

You may be human or elven, using the following template (from GURPS Fantasy):

Attribute Modifiers: ST-1 [-10]; DX+1
   [20].
Secondary Characteristic Modifiers:
   Per+1 [5].
Advantages: Appearance (Attractive)
   [4]; Magery 0 [5]; Perfect Balance
   [15]; Telescopic Vision 1 [5];
   Unaging [15]; Voice [10].

Background

You have all been working in the service of the Iron Circle for a decade or more. Prior to that, your backgrounds can be as diverse and mundane or fantastic as desired. What draws you together is a shared profound belief in the mission of the organization: that magic belongs in the hands of mages, and must be collected from those unfit to wield or understand it. This isn't "good" or "evil", so you are probably not a black-hearted demon nor a cherubic do-gooder.

The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of 2 levels of Magery. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.

By taking a 10-point Unusual Background and having a backstory for it, you may also each have one Exotic/Supernatural advantage, subject to GM approval. These all have the little lightning and alien icons next to their titles in the Characters book.

Spells

Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.


Equipment

  • Consider having a Wizard's Staff as describe in Magic on p 13.
  • 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 1 character point per power level, with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.

Episodes

Grogle's Axe

Kalon in Lila's body
Kalon in Kahn Sai's body

Short-staffed due to the appearance of epic artifacts ripe for seizure all over Gurth, Grazik Mordred summons two operatives who have never worked together, Kalon and Krokus. On the broad stone balcony overlooking the peaks of Sorcerers Isle, while Lulu and Lila offer green aloe wine, Grazik makes his case for immediate departure:

Yet another artifact capable of dominating giants has emerged. Grogle's Axe, it is said, will empower a human warlord to behead the king of the mountain giants who dominate the peaks and valleys of the Ozgarn Mountains east of Dwarven Lands.

Importantly, the giants believe this legend, but the soothsayers of Sorcerers Isle prefer an alternate prophecy, and in case they are wrong, a team must be deployed to seize this axe before its current possessor, Kahn Sai, is allowed to test the competing prophecies.

Satisfied, Krokus gives Lulu a rough kiss and jumps through the Iron Gate.

Kalon pauses before reaching out to Lila -- and in so doing, possesses her body and uses it to follow Krokus into the void, familiar raven in tow.

The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.

The creek is the tribe's latrine, and Kalon soon encounters a portly matron who invites him back to the camp but insists that the enormous Krokus stay away, far away.

In no time, armed sentries approach, Krokus is taken into custody, and Kalon inhabits the body of his intended captor, awakening the real Lila, who emerges first confused, and then furious. However, Kalon's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the Iron Circle.

Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of "booty" for Kahn Sai.

Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner.

Kalon and Lila are allowed to enter the chief's tent and approach. A handshake secures the mission, as Kalon transfers his consciousness into Kahn Sai, snatches the teleportation ring, and disappears with the axe. Lila and Krokus soon follow.

Back at headquarters, Kalon is resplendent now in the body of Kahn Sai, Krokus somewhat disappointed not to have wetted his blade, and Lila beaming.

Thendar's Belt

An afternoon on a broad stone balcony overlooking the rocky peaks of Sorcerers Isle, sipping green aloe wine and enjoying a pyrotechnics display by Grazik Mordred, is interrupted with word that the location of an artifact has been discovered. Gravik leads the team to the Iron Gate and provides a quick overview:

Intelligence has been received from a dwarven mystic that a band of warring orcs in the Forbidden Steppes now has giants among their ranks, and there's reason to believe that Thendar's Belt, an ancient artifact that gives the wearer the power to dominate giants, explains the "alliance". The team is to interview the mystic, approach the orcs, and seize the belt. Each team member is (as per usual) given an iron ring to wear upon their middle finger that, if twisted to and fro in a complex pattern, will transport the wearer back to the Iron Gate.

Grazik drones a few words and the gate begins to resonate with harmonic readiness. One by one, the team leaps through, dissolving into mist and leaving a scent of rainstorm ozone in the room.

They emerge near sunset fatigued and dehydrated (as usual) atop a 40' high round boulder at the bottom of a sparsely treed rocky slope and adjoining a broad and dusty plain. A few hundred yards up the hill, a narrow wisp of smoke snakes up from the trees.

Shota sends her floating crystal eyeball up to inspect the smoke. It comes from a small cooking fire in a shallow cave. A bald dwarf lies face down in the back, and two orcs are laughing at a third who appears entangled in a raspberry bush.

After some discussion, Cloch Mearog magically bends the stone to his will, creating a narrow trough and chute that nearly reaches the ground. After he and Óðinn descend, Aslar Ambrose tumbles down it but is unhurt, and Shota levitates herself down.

The two young warriors begin charging up the hill. Cloch arrives first, and subdues the laughing orcs with ease. Óðinn arrives shortly afterwards and beheads the one in the bush

Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.

Once everyone has convened in the cave, the beaten dwarf is awakened, and Shota interrogates a blinded orc while Aslar discusses spruce-raspberry-honey brandy production with the dwarf. It is learned that the orc encampment is two miles south. The orcs are dispatched by a bloodthirsty Óðinn.

Rejuvenated by magical raspberries and a few minutes rest, the team marches south along the boulder strewn plain as sky darkens into night. Upon setting up camp, Cloch runs recon and discovers the orc encampment, complete with a 15' tall giant. He returns, and all sleep until a bit past dawn.

The orcs are on the move, creating a dust cloud visible a mile away. The young warriors begin a direct intercept course, while the elders take a more cautious approach, intending to come upon the war party from behind.

Some minutes later, at a range of just a few dozen yards, Óðinn and Cloch are spotted, and the orcs attack. Aslar and Shota break into a run to try and catch up while the battle rages. Cloch turns to stone, and wooden spear tips bounces uselessly off him. Óðinn has the questionable privilege of engaging the enslaved giant, and is nearly killed after grievously wounding the towering foe.

Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.

Cloch strips the orc leader and finds the fabled belt, worn ignorantly by the primitive subhuman.

The team twists their iron rings to return to base, leaving the two dozen bloodied orcs and nearly slain giant behind on dusty plain. Mission accomplished.


Gargoyles

Run by Dan, synopsis here: Gargoyles

Dinosaurs

Run by Traci.

The Teeth of Dalva-Nar

After an evening of tornado control magic demonstrations and cool green aloe wine served by lovely half-elf serving girl Vera, the team is summoned to retrieve the Teeth of Dalva-Nar. The powerful sorcerer Akhenaten is on his way to Saint Norbert to purchase the magical teeth from the Duke of the city, and the team must intervene.

After stepping through the Iron Gate, the party arrives on a ledge, after dark, in the rain. Cloch Mearog quickly loses patience with the logistic conundrum and begins a free descent down the muddy cliff in the dark. He is first to spot the camp of portly merchant Dedilaeus taking shelter in a shallow cave at the base of the cliff. Pixie walks down the cliff and joins him, before ascending with the merchant's rope to assist the rest of the team.


Dedilaeus tells a tale of giant lion-eagle-dragons, a commander and his army, and the party inspects the remains of a mostly-devoured horse. A meal and drinks are pursued, and the party sleeps until morning in the humble camp.

The trek to Saint Norbert is short, and Pixie and Boris confirm the tracks of large felines and a dozen or so booted feet. Prior to the city though, one set of boots continues, and the main contingent leaves the road in the direction of a high rocky hill. The party decides to proceed into town.


The gates to Saint Norbert stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.

Pixie attempts to negotiate passage due to important business, which the guards take to mean carnal delights. One descends a staircase in the booth and disappears. Time passes, and an elder, bare-chested priest appears, explaining that the duke is leaving the city this afternoon on important business of his own, but please, return tomorrow night.

Akhenaten's zombies

Unable to tolerate further delay, Boris shoots the guard, and the party infiltrates the booth and proceeds down the stairs. A whistle blows, and the city is now on high alert. In a tunnel under the moat, Cloch plows through a squad of guards with his spiked gauntlets, and soon the party is within the castle.

With alchemists' fire and brawn, the party fights its way up towards the chambers of the duke. Pixie climbs and floats up from a central flowery courtyard to spy her first Mord Sith, and later uses her ephemeral form to unlock a door and allow the party entrance to the upper levels of the keep. Aslar Ambrose dodders.

Finally, after killing more of the duke's repulsive priests and losing track of Aslar, the party finds much of the four-story keep to be empty, and circles back towards the front gate. Meanwhile, Aslar has met up with Kiri, who explains that she has no great love for the duke, but that his highness is en route to the rocky hills east of town to meet up with none other than Akhenaten. Kiri invites the old man to follow, but explains she won't be waiting around.

The party retraces their steps and follows and underground tunnel to a guard station elsewhere in the convoluted city. The south gates have been closed in response to the violence, but a few well-placed crossbow bolts solve that problem, and the party makes its way south to pick up the tracks of the sorcerer and his unholy entourage.

Aslar falls behind but soon emerges from an old well at a farmhouse, and picks up the trail to the meeting up in the rocky hills. Along the way, he crosses paths with the rest of the party. Reunited.

Atop the mountain, in a ring of great boulders, the party spies the duke, the Mord Sith mercenaries, and close to a dozen city guards negotiating with Akhenaten and his zombies and skeletal warriors. They move in to get a closer look, but soon Kiri demands action when she shouts: "sisters! kill them all!"

Bloody combat ensues, with the party gradually drawn in. Cloch finds the skeletal warriors particularly challenging, as they seem immune to kinetic attacks, and only through careful grappling (whilst in stone form) and Aslar's rain of fire are the creatures dispatched along with their hideous vulture-lions.

While his black zombies are being slaughtered by Mord Sith mercenaries, Akhenaten slinks away into the trees.

Soon, the party has the injured duke in hand, with cautious Mord Sith standing nearby. The 100lbs of diamonds, carried by the zombies to the transaction, are promised to the duke under Kiri's control, and then the duke allows the magical silver teeth to be extracted from his mouth, and the team teleports back to the Iron Circle, successful once again.