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Thread: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

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    Red face [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy (Banestorm/Yrth)
    Bilit Isle: Adventures in the Jungle

    Character Compendium:


    Imric – A mountain elf Wizard, Knight of the Hearth, Baron of Lorien, and sworn liegeman to the Prince of Cardiel. A sickly albino, with a silver chased hook replacing his right hand. Yet he exudes an aura of the macabre (death). He is renowned as a powerful Wizard and the Fist of the Prince, but this is also tempered by his reputed use of Necromancy and infamous cruelty. He is an absentee land lord, but still maintains close control of his lands. He seeks to stop the threat to the Black Woods and the Elves.

    Altan – A half elf Wizard, a Journeyman Beast Mage, and adventurer. As much a scholar as an adventurer. He pursues his studies in magic and nature with equal passion. His experiences with the Companions have shown him the evils of the world and his "accidental" Teleportation to Bilit Isle and the Cave provided us with clues to the sudden alliance between the Horror's Minions in the Black Woods and the enchanted monsters of Bilit Isle. He also seeks to stop the threat to the Black Woods, the Elves, and complete his work on Bilit Isle Flora & Fauna.

    Ismael – A human Rogue, Warrior, and Wizard. He was born in Al-Haz and fled to the City of Tredroy to avoid being killed as a Wizard. He strong senses of drama which at times is at odds with the Companions goals. He is unpredictable and that makes him as often an asset as annoyance to some companions (Namely my old character).

    Duin – a dwarf Warrior, Spy (?), and new Companion. He is a master of the axe and proven asset. He adventures with the Companions to watch Imric and eventually return to his lost homeland and reclaim it from the Orcs and other creatures in the dark. He somewhat romantic/lecher when it comes to short women.

    Artesian – an elf Wizard. This lady is infatuated with Imric and mentally disturbed. She desires to be Queen of the Elves. Yet the elves do not have queens. The longer she lives the more powerful she becomes. Only time will determine if she reaches her goals. She follows Imric, but also to stop the threat to the Black Woods and the Elves.

    Kraypike – A goblin Wizard. This corpulent Elementalist Mage is obsessed with creating Elementals and Magic in general. He is cousin to a former member of the Companions. He is a practical joker and often at the expense of the Companions.


    Rashid – A hobgoblin Warrior. An unusually intelligent Hobgoblin. He is their guide and Armsman to Altan. He is a devote Moslem, Christian, and Asatru. Unusual describes him best, but he is honest. He believes that the religions are just cultural lenses through with all people pray to god(s).

    --------------------------------------------------------------------------

    Game Master Notes:

    Bilit Island is approximately twice the size of the Philippines. Its geography resembles that of South and Meso (Yucatan) America. There are two racial groups brought to the Island by the Banestorm. Mesoamericans and Africans. The Africans inhabit the Jungles and possess a Tribal culture with Shamanic beliefs.

    The Mesoamericans greatly resemble the Aztecs in culture and religion. Their empire was able to repel the Rome like Legions and Magic's of the world's most powerful empire, Megalos.

    The Companions (the players) have travelled to Bilit Isle to discovery why enchanted creatures from Bilit Isle have found their way to the Black Woods and why they are allied with the Horror's Minions. If they were to join forces they could threaten the world.

    The Elves and visiting Companions learned of the danger when the Bilit creatures and Horror's Minions jointly attacked the Elven University of Magic. They were repelled, barely.

    Altan had encountered the Horror's Minions after a missed teleport transported him to Bilit Isle and a Cave.

    Imric called in the Companions marker and they have joined him on his quest to stop this threat to the elves and the world. And if this brings him to Bilit Isle and the opportunity to acquire more 100+ point power stones for his personal quest.

    Imric's player GM'ed our journey to Bilit Isle. I will GM the journey to the Cave. Altan's player will GM our journey through the Cave(s), and then I GM the journey off the Island. Then Imric's player GM's again.

    I started GM'ing the previous week with their Arrival on Bilit Isle. What follows is a rough retelling of what happened to them.

    Muhuhhuwahahahahaha!!!

    --------------------------------------------------------------------------[/B]

    Episode 1: Arrival on Bilit Isle

    The ship sails into a small shelter harbour of the coast of a tropical island. They see a small settlement and single dock build upon an old lava flow. The settlement erupts in activity as they rush to beach. The dock however is occupied by a black tribal warriors and anther tribesman wearing the badge of an Araterre port master.

    Several of the settlements people have loaded up outriggers with food and drink and race to intercept the ship before it docks. They are the center of attention.

    The sun beats down on them, but the constant sea breeze makes the tropical heat bearable. This is the Companions first experience with the black tribesmen of Bilit Isle. When the ship finally docks the port master meets them. It seems no matter where you go on Yrth the port masters all the same.

    Rashid translates and make arrangements to have their supplies offloaded and delivered to a spot chosen by Imric. Meanwhile the Companions decide to stretch their legs and enjoy the feeling of dry land.

    Imric requests Kraypike to create a secure building to store their supplies. He consults with Duin and caste a spell to shape the native rock into a storehouse. The magic of the Isle surges through him and his simple warehouse becomes an obsidian tower rise above the tallest building in the settlement and their ships main mast.

    When Imric returns from his exploration of the settlement he is amused by what he sees. The Companions all are suitably impressed. (Rashid mutters something about sneaking up on the sleeping dragon on a fully armoured knight riding a warhorse.)

    The dwarf meanwhile left off to explore the settlement to and was delighted to find that average height of the woman was 4'5" to 5'2". His feet on solid ground and his stomach full he began to think of other things (Nudge, nudge, wink, wink, huh…).

    Rashid meanwhile called Artesian to the front steps. The natives had brought gifts of food, drink, and flowers. He translated for her. These gifts were for the master of the tower. One older woman brought forth a 12yr old girl. Rashid told her that she was the mistress of the black towers servant, bowed deeply, and left. Artesian took the girls inside and instructed Rashid to tell her what was expected of her.

    Ismael discovered something surprising, a Mosque and a Church sharing the same building. He met the Mullah and learned of the unusual alliance between the two. Ismael gave 300cp to him to support the Tribal Guardsmen.

    Shortly after Imric's return to the Black Tower the Priest arrived to learn their intentions.

    Shortly after Imric's return to the Black Tower and finds a Priest has arrived to learn his intentions.

    Duin after having spent a pleasant afternoon with an agreeable and short woman decides to browse around the market. There he finds a merchant selling a creature of Bilit possessed by a minion of Black Woods Horror. Trapped in a steel cage is a black panther the size of a horse with tentacles sprouting from its back and ending in leech like suckers.

    The merchant Akeamesh spins a heroic tale of it capture beasts immortality. Duin uncharacteristically buys the beast as a gift for Altan and has it delivered to the black tower.

    Imric upon seeing the dwarf's gift uncharacteristically asks the merchant to tell him the story and learn the location of where it was captured (40 miles east & 4 miles north). He pays the merchant and retires for the night. Sun burned and tired by the tropical heat he sets the defenses and sleeps.

    --------------------------------------------------------------------------

    Tune in this Friday for Episode 2: Jungle High Jinx

    Cheers

    QM
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  2. #2
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    Red face Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy (Banestorm/Yrth)
    Bilit Isle: Jungle Tales

    Episode 2: Intelligence Gathering


    Imric decides to gather as much intelligence as possible from the locals about the jungle and the location of the Tribe that captured
    Alton's beast.

    Alton closely examines the beast and discovers that it is melded with a Black Woods Horror Minion, not possessed by it, and further the
    jaguar is enchanted. During the examination the beast resisted several spells, but responded violently to Imric's Death Vision spell. It
    thrashed violently against the electrically charged cage and finally fell to Altan's Sleep and Suspended Animation spells. It suffered
    horrible burns to ¾'s of its body which Alton Healed.

    A storm arrives and Kraypike summons an Air (Storm) Elememental. After a brief conversation he sends it away, but its passage destroys a
    sizable portion of the settlement. The Companions spend the day helping the locals recover.

    Ismael finds a boat capable of transporting the Companions, their gear, and an Enchanted Ruttier. He Apport's it in stages back to the
    Black Tower where the Companions Repair, Restore, and Modify the boat to accept the enchanted rudder.

    Imric finds questioning the locals difficult, but finds some answers from the village witch "Vishanya" They are suspicious and very afraid
    of him. He learn of earlier explorations into the jungle from the Jesuit Priests Library, but discovers that almost everything else he
    needs Altan's Armsman knows.

    Alton's collection of Bilit Isle Beasts includes 6 Macaws, but one turns out to be a Brownie disguised as Tree Rat wearing a Macaw
    Costume. The Brownies arrived on Bilit Isle months ago transported by an Elf Wizard from a small safe Hold in the Black Woods. The Brownies
    use poisoned spears to hunt their prey. The Macaw head dress hides a poisoned tip. The brownie leaves, but gifts them with the macaw
    disguise.

    Finally they decide to take the river path and portage to another river to reach their destination. The tribe who captured the
    jaguar/horror hybrid.

    Next Episode 3: The Journey up the river.


    Thanks

    QM

    P.S.: Again this is the GM's rough version of events.
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    Red face Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 3 - Welcome to the Jungle

    Prologue:
    The Companions gathered information about journey ahead of them. Dain's carpentry skills attached the Enchanted Rudders to their boat
    and made ready for their trip.

    Our Story Begins:
    The local villagers are much entertained by Rashid's instruction of the Companions in the basics of boat craft. Altan once again on water
    is violently ill. It takes most of the morning and provides much amusement to the locals before they get the basics. The Enchanted Rudders turn the current locally in their favour.

    Their first trial begins when Crocodiles try to tip the boat. Imric leans out and casts a spell at one and it sinks beneath the water. Altan take control of another and orders it to attack the one Imric's, but the beast did not succumb to his spell erupts from the water, its jaws snapping shut a hairs breathe from his face.

    The attack revealed a stowaway, Artesian's handmaiden hidden among the packs. They discuss sending her back, but decided to think about it. Rashid steadies the boat and the Companions paddle up river. Behind them Altan's Crocodile attacks Imric's beast and a boiling struggle
    ensues. More Crocodiles appear attracted by the activity.

    They rest at noon. Rashid prays while Altan collects several specimens of reptiles for his work, assisted by Artesian, and Kraypike. Imric
    collects some poisonous amphibians. Then return to the river.

    Near sunset Rashid puts the boat ashore and they camp undercover of a giant willow tree. Altan's spells drive off the vermin and Imric's
    spells keep them out. Later Imric shapes the earth to create a stone bath tube and fills it with hot water. Kraypike create a Water
    Elemental, chatting with it, and later created Essential Water for everyone. They set a watch, cast Protective and Warning spells, and
    settled in for the night.

    In the morning Artesian discovers her hand maiden missing. She is quickly found in the upper braches of the giant willow, a victim of the carnivorous flora and her body drain of life and blood. They reclaim the body and bury her. The Elves are horrified by this unnatural tree. Kraypike and Imric create Flame Jets and incinerate it. Imric is chagrined about having not sent the child to his Barony in Lorian.

    That morning a sad crew boards the boat and they travel upstream. Rashid is pensive and remote. The death of the little girl has left
    his judgement in question.

    At noon they land on a small island and begin to prepare their meal, gather specimens, and rest, but the island shutters and a large head
    rises out of the water, a pale eye looking towards the camp fire. Rashid quickly puts it out and the creature returns to sleep. The startled Companions discover that the island is actually a Dragon Turtle. It has rested so long that plants have grown on it disguising it. The Wizard's take a few seeker samples from the plants and they carefully and quietly leave the Island/Dragon Turtle behind.

    Towards late afternoon they encounter a small boat travelling down stream. A Bilit warrior stands and readies a blow pipe upon seeing
    Imric. There are several women and children who bear the mark of refugees. They pass each other without stopping.

    Later that day they hear an Eagle's scream which is answered by several others just ahead. Further up stream they see several giant
    flying squids with predator like beaks lifting a river Dolphin from the water. They are too late to change coarse and two release their
    prey and move towards them. Imric prepares a few spells and vanishes only reappear behind the two creatures that remained behind, but now struggling to hold onto the river Dolphin. There are more Eagles' cries coming from the Jungle around them which are answered by the
    squid monsters.

    Meanwhile the Companions in the boat prepare themselves for the attack. The air crackles with tension and spells. The struggle is brief and entirely one sided. Altan manages to harvest a mana organ from one specimen. Imric seemed pleased. Both Imric and Altan's spells reveal the river dolphin to be nothing special. Further investigation reveals the "Octoflies" as enchanted monsters. Another clue telling them they are headed in the right direction.

    Imric sees a Bilit Warrior wearing giant mantis chitin armour and claws. Rashid translates his words. He is a guardian of the peoples and hunter of the horrors in the jungles. He warns them of the dangers ahead, turns and fades into the jungle.

    As sunset approaches they see the first portage and a Village that appears abandoned. Rashid tells them that caravan's use this as a trade route into the Bilit Empire. The village enclosure walls have been torn down in multiple places. Outside the enclosure away from the river lie bean (think rice) fields. There are bodies villagers lie everywhere. Some torn apart and others were victims of scavengers.

    Rashid tells them in a shaky voice that their used to be a hundred families here, including his Bilitese wife. They Companions are taken off guard by this and Rashid is forced to tell a complicated story of a Merchant caravan Master had been forced to accept that one of his number must marry one of the ugliest women in the village. He drew the short stray. They find his wife's body among the dead.

    The Companion's investigate part way into the jungle and discover a huge Ape like creature with the head and paws of a Jaguar. It turns
    quickly and attacks Altan and Artesian. Rashid is the closest and rushes to there aid. Altan is smashed back trying to protect Artesian, who then must retreat in the face of this monster. Imric and Ismael teleport quickly towards the sounds of struggle, but arrive too late. The creature flees into the jungle.

    They hear its hunting scream of their attacker and answering screams of more. Some time later they hear drums. They never stop. Rashid
    tells them the tribes are gathering for war. That creature is a Jaguarundi, part of a Bilitese legend about warriors blessed/cursed by the god of war. They are said to be granted the form of a Jaguar and Man.

    The Companions prepared a fortification in the middle of the bean fields, creating a killing ground for fifty yards from the jungles edge, and preparing to cast spells as needed. The jungle noises are silenced by a Jaguar's scream, followed by a wailing human scream that sends the night creatures into flight and the jungle explodes into an explosion of jungle noises.

    The Jaguarundi show them selves briefly many warrior beasts and their leader a huge beast with a silver mane. It scans their position and signals its warriors back into the jungle. Kraypike summons a smart air elemental to scout them and return. It returns after a short time and reports that there are 30 plus beasts and their leader is a Wizard. Kraypike thanks it and sets it free. He then summons a powerful Water Elemental (Reaction Roll "18")

    Then the chanting and Jaguar screams begin, accompanied by the jungle drums of the Bilit, the clashing of spears. You can feel their
    bloodlust and it seems to last for hours.

    Then volleys of Javelins begin falling on the Companions. Kraypike hides under a boat. His Water Elemental guards the bean fields with order to attack anyone who enters. Their shields shutter with the force of the impacts and Rashid fell protecting his master Altan. The javelin pierced his heart and pinned him to the ground, guarding him even in death.

    The war drums began to sound closer and finally the rain of Javelins stopped. A lone Jaguarundi warrior walked out and spoke in badly in
    Anglish. "This… Land… Jaguarundi Land… you… trespass boundary stone markers… you fresh meat… you prey."

    Imric's reply was this "Let me be clear. You Jaguarundi are large and fast and stealthy and powerful. I summon demons merely for the enjoyment of tormenting them. Stay out of my road or you will die."

    It then screamed to the heavens and disappeared back into the jungle.

    Imric decided to track them, but the jungle is not an easy place to track men or beasts. A tortured human scream shattered the night followed by a Jaguarundi's scream. Then silence. Imric quickly found them. Only the bodies remained. A human, the Slayer and a Jaguarundi
    run through by a mantis claw. A wolf sits beside the Slayers body.

    Something makes Imric reach out with spells to the beast and he learns it is not what it seems. It is a man's consciousness trapped within a
    wolf's body. His name was/is Al-Kabib – A Wazifi Corsair Captain who they have met briefly before Count Lavallee's enclosure/fort was overwhelmed by natives. His was captured alive, tortured for days, and as added torment imprisoned in the body of a wolf. He eventually learned enough on how to survive the jungle and fled. He eventually made the acquaintance of the Slayer. A Bilit Mantis Warrior who protects the tribes from the monsters unleashed. He fought beside the Slayer when he attacked the Jaguarundi, only fleeing when the Slayer fell.

    Imric decides to reveal his presence to the wolf. At first he believes Imric to be a malevolent spirit, but soon realized who he was. He desperately wants to be human again. They come to an agreement. He will be their guide and translator in exchange for becoming human
    again.

    Dark clouds open briefly and the moonlight reveals a stone boundary marker a ways from them. It bears Bilitese carvings filled with amber and decorated with coloured tiles.

    Imric and the wolf return to the village where Imric explains the wolf and what he learned. Al Kabib has an obvious dislike for Wizards. Altan improvises a spell and briefly returns Al Kabib to human form. He tells them his story a bargain he struck with Imric. Come dawn all are tried, but one last chore remains. They place Rashid's body into the Fortification and transform it into burial mound.

    A shaken crew then prepares to portage. Two of there number have fallen, but fate has provided a guide of has she?

    The Good:
    I believed that they enjoyed the atmosphere I tried to create and Inoticed that they began to take proper precautions again. Their trust
    in Rashid's abilities was too absolute. Now they are more wary. Also they learned that fighting in the jungle is vastly different that fighting anywhere else.

    The Bad:
    I killed Artesian's Handmaiden because they where not cautious.
    I killed Rashid because I was too honest.
    I feel the introduction of Al Kabib (aka the Wolf) may have been seen as GM quick fix. (He wasn't btw)

    The Ugly:
    I really need to plan out my battle tactics for the various encounters they may have.

    Prologue: Episode 4 – The Journey Continues
    The portage is tiring and stressful, but is accomplished uneventfully. The Wolf (Al Kabib) stays back and watches. They feel they are being
    watched, but by whom they do not know.

    The river leads them through a pair of boundary stones. They have been defaced, the amber stolen, and the tiles leaving them pockmarked.
    (Will they read the stones and discover the other side lies the Bilit Empire or an abandoned civilization ruled by the monsters that haunt the jungle pathways)

    All this and more in two weeks…

    Cheers

    QM
    Last edited by TheQuestionMan; Nov 22nd, '05 at 05:03 PM.
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    Red face Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    ***WARNING ROUGH GM NOTES***

    GURPS Fantasy: Episode 4
    Going Jingle Jingle in the Jungle Jungle

    Our story continues…

    The Companions awaken to a new dawn, a clear blue sky, and a cool eastern wind.

    Kraypike convinces his friend to carry the boat up the falls and theCompanions use the overgrown portage pathway up the falls.

    They arrive to find a smaller village at the top with only a few bodies and scattered about.

    Dain finds the Amethyst Skull atop a poll coated in a shinny substance (Rubber) and a slimy substance that they learn is poison (Dart Frog Poison).

    Suddenly jungle Drums are suddenly silent.

    Altan casts Beast Possession (Kingfisher) and conducts an aerial search for THE CAVE. He witnesses a battle between Jaguarundi and Tribal Warriors. One Jaguarundi holds his hand on a dolman boundary marker, his hand glowing and the amber shinning.

    When the last Jaguarundi crossed the stone he removes his hand and the Tribal Warriors stop there pursuit. He then frees the bird and reports to the Companions.

    The Companions eventually move up river and pass a pair of boundary markers stripped of Amber, pockmarked with missing coloured tiles, and defaced.

    Before mid afternoon they see a fortified village mage of rough cut stone Bilitese architecture. They see Tribal Warriors on the curtain walls and Bilit moving around the stone docks.

    They try to communicate and finally an old man speaks to them in Anglish. It is from him that they learn the purpose and use of the Amethyst Skulls.

    He tells them that a renegade Wizard Priest ruled the city of _______________ before turning on its people in pursuit of power. Many fled, some escaped, but many more where never seen again.

    The also learn that the Bilit Enchant their slaves with tattoos. Those who try to cross the boundary stones die horrible deaths.

    -----------------------------------------------------------------------------------------------------------
    Amethyst Skulls – Enchantments (Crystal Ball – Divination, History [variant], Dedicated Powerstone [Quirk: Only works in Sunlight]).

    Pyramid Library - Altan is lead to a pyramid library where he finds Books of Flora and Fauna, Bestiaries, and histories. A 20 page Platinum Book (Atlantis). And the Wiseman shows them a map to their
    destination.

    Boundry Stone Dolmens – carved with Bilit Runes, Filled with Amber, and Covered in colour tiles. (Enchanted w/ Trigger to activate Enchanted Tatoos on Slaves)

    Men of Stone - The settlement as several small Bilit Pyramids – One of the elders speaks Anglish and takes them into his home. The architecture is a crud imitation of Bilit construction. They can see the quarry from the top of the elders pyramid. The walls are of crudely cut stone rising twenty feet high and eight feet thick.

    Ambushed by Jaguarundi – 10 Warriors with Javelins and then Close Combat (Big Mistake). One escaped and they heard the answering hunting cries of many Jaguarundi far away in the Jungle.

    Al Kakib – a Wazifi Corsair Captain in the body of a Wolf. He was captured Jungle Tribesmen and tortured for days before their Shaman transferred his soul into the body of a wolf. He was a slave for years, until finally he learned enough to survive in the jungle on his own and escaped. He met the Slayer and joined with him in the hope of one day becoming human again. When the Slayer was killed by the Jaguarundi he transferred himself to Imric. In exchange for his help, Imric and his Wizard companions would help him find a human body
    (Pierced by Javelins).

    Village Elder - A captured slave who escaped and became a wise man of the village of Stone Men.

    The Stone Men are ruled by a Tribal Warrior and his Warrior caste. The Bilit fill all other rolls. The Chieftain agrees to help them as their goals and his tribes are matched horses.

    Gihtan – the Caretaker of the Pyramid Library.



    Definitely more later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 08:00 AM.
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    Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    Looks pretty fun QM. I was wondering where you're getting all your info on the Bilit? I'm considering using a lot of your ideas in my Star Hero/Fantasy Hero cross genre game in detailing the Sauriel...

    Maybe. If you don't mind. Very entertaining read!
    I am Ominous!

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    Red face [Compilation] Bilit Isle Resources - Requested

    Last edited by TheQuestionMan; Dec 7th, '05 at 06:28 PM.
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    Think Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 5 - "The Ambush & Enter Wo Ping the Jade Squirrel

    Our Story Continues... (Summary Only)
    Altan is in nirvana, the Bilit Library once translated and combined with specimens of the unique and enchanted creatures will vault him to the forefront of masters in the Beast Mages Guild, not just in Yibyorak, but in the Empire and beyond.

    Imric, Arteasian, and Kraypike are equally interested in the Bilit Library's Tomes on Alchemy, Herbary, and Bilitese Grimores. The Librarian/Caretaker Ghitan translates and Tome about the Crytal Skulls. They are the repository of each Peoples history, the stories of their lives, and their deaths. They act as Power Stones, granting Energy that a Wizard can use to cast spells. Lastly it assists in Divinations.

    The Elf Lord sees the potential gain in such an item.

    The "Men of Stone" agree to provide a guide for the Companions to the Bilit City and they agree to leave in the morning.

    The morning is surprisingly cool and a low hanging fog covers the ground. The Wolf/Man Rashid guides them along animal trails through the jungle, their Guide leaves when they reach the boundry markers, and the Companions travel in a state of high alertness.

    Rashid the wolf/man begins growling a warning when Javelins streak out of the jungle bush the wolf/man Rashid in impailed and killed instantly (Another critical success and yet another GM PC dead, WTF)Their are a few surrprises, Dain's armour and Imric's spells save them. The rest of the Companions avoid this rain of death.

    Jagaurundi scream and leap out of the undergrowth with fang and claw. More javalins slash out from the undergrowth. Imric smiles as several Javelins reflect back upon their casters. Dain's Great Axe sings into the air and the first of the Jaguarundi falls beneath its flashing blades. He quickly becomes the focus of the attack and yet retains his position and leaves a pile of corpses infornt of him. The rest of the companions do not fare so well.

    The battle swings back and forth unitil only two remain. On screams out a war cry and flees into the undergrowth. The other goes berserk and is quickly dealt with. The sounds of battle die away followed by the distant echoes of Jangurundi screams coming from every direction.

    The Companions collect them selves and the Elf Lord Imric Ensalves a Jaguarundi and makes Zombies of 3 others. He retores the enchantments upon those whose lost them and they prepare to make for the only bridge over the gorge.



    Meanwhile, Enter "Wo Ping", a Chinese Thief in the City of Tredroy (The Bane Storm brought as small community to Yrth. They settled and thrived in Tredroy. The City of Three Kingdoms.)

    Wo Ping is contacted by the Thieves Guild. A Patron is hiring a team to steal an Enchanted Ring from an Enchanter's Residence. The team by passes all defences and penetrates the sanctum. A No Mana Zone (No Magic Works inside it.) surrounds the pedestal when it is stored.

    <Cue "Mission Impossible" theme music>

    Wo Ping the Cat Burglar descends from a rope above the pedestals and cuts through the crystal glass. He reaches for the ring and as he touches it there is a flash of blinding light.

    And suddenly he is falling, a scream of surpirse and terror rips from his throat. The Companions look up in surprise and Imric Teleports near him and catches him with another spell. He smiles smugly at his catch. (stealing the GMs thunder again) and slowly lowers both of them to the ground. A surprised once on the ground spins in away and a Knife appears as if by magic in his hand.

    "I warn you, I am Master Wo Ping and death awaits he who wrongs me" *He struts and make Martial Arts Poses* "I master the Crane (Changes Stance), Tiger (And again with sound effects), and Junkyard Dog (Bruce Lee like Barking noises and dance steps)"

    "Who are you? Why was I drawn here? Answer if you value your lives" (Now Understand he is 5'0” 115lbs., and terrible at Intimidation).

    A perplexed and amused Companions are taken aback by this. Save Imric is who is annoyed by this upstart who does not know his place. He expresses his anger at Wo Ping's lack of respect and intimidates the young thief.

    They interrogate him at length as they push onward and learn his story. (Ismael is bemused by his tale. The Ring in his possession in the same ring that transported him to this same Island 3 years earlier.) He explains that the Ring is a spell trap by a Wizard in Tredroy that he fell victum to. He arranged a trade. The Ring for an enchanted Knife.

    Being a practical individual Wo Ping casts the I-Ching (Chinese Divination Coins) and agrees. Imric seems even more annoyed by the young Thief for his disrepectful attitude and constant fortune cookie quotes. (Much to the GMs amusement). The Elf Lord recasts "Bless" on himself, Kraypike, and reluctantly on Wo Ping (We have really be losing n00bies lately. LOL)

    Loose Threads:
    The "Men of Stone" Temple Library

    The Juaguarundi Ambush - One Escaped to sound the alarm.

    The Reptile/Serpent Men - Seems to be commanding the Jaguarundi at the gorge. Both living and Undead.

    The Good:
    Enter Wo Ping - The Jade Squirrel http://forums.sjgames.com/showthread.php?t=10868


    Altan DoLittle will finally achieve his objective of becoming a east Mage Guild Master.

    The "Men of Stone" and the Bilit Tribes may be freed of the Wizard Priests Creatures by these adventurers.

    I managed to blow the Blesses on Imric and Kraypike. (A Bless is like a "Hand of God" Game Mechanic. Instead of killing you. Somehow you survive when you should not have.)

    The Bad:
    I have the worst dice luck of late with my GM PC's. Rashid died in the ambushes first attack. Killed instantly. He felt no pain. (But, the GM is begining to get frustrated)

    I critically succed alot both good and bad. For and against.

    The Ugly:
    Dice Luck

    For some reason the Gamer who Plays Imric has really taken a dislike for Wo Ping.

    GM Notes
    Big fight and running battles to come.

    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 09:30 AM.
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    Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 6 - "The Great Race & The Ruined City"

    Our Story Continues... (Summary Only)
    The Companions do a little scouting and using intelligence gathered from Imric's enslaved Jaguarundi they push forward. Avoiding Jaguarundi Hunting parties and fighting others. It seems to take for ever and the Jaguarundi's number seem numberless. Nearing exhausten they arrive at the bridge. They quickly eliminate the Jugaurundi guards and make it to the otherside, but they do not pass unnoticed. Once on the otherside Jaguarundi hunting screams can be heard behind them.

    They see hundreds of Jaguarundi, both living and undead racing for the bridge. Spear Thrown Javalins begin raining down like rain accross the gorge. Imric's blood lust is aroused and he levitated towards them, but their Javilins turn back on their casters and the casualties are high.

    A tide of Jaguarundi race accross the bridge and see Dain frantically chopping at the bridge supports. When they are almost upon him he swings for all he is worth and severs the keystone support an a horde of Jaguarundi fall to their deaths.

    The Elf Lord goes after those who survived by hanging on and narrowly avoids undead Jagaurundi throwing themselves from the cliff and trying to attack him. Finally the Jagaurundi move off into the Jungle and run for the nearest crossing several days away.

    The Companions come out from hiding and then head off for the ruined city. They move on through the night and arrive just before dawn. The rising sun shows the city to be abandoned. In the distance they can see the mountains that Altan saw on his last visit.

    They decide to investigate the city first. They find evidence of Jaguarundi everywhere, but no signs of war, plage, etc... to explain the missing people. They decide to check they pyramids first. Using the eslaved Jaguarundi to guide them to the treasury and past the it's mundane and magical defences. It lives untouched. The Vault is huge and holds the treasures of an Imperial City.

    Dain throws caution to the wind and take a diamond the size of his head from a chest, but all eyes are rivited by the Crystal Skull upon a pedestal throne. It floats unsupported by magicat it's center. The skull is oddly shaped. Its face[maximal] and jaw [mandible] are elongated with long fangs, and the eye sockets [zygoma] are enlarged and widely spaced.)

    It defies all of their attempt to steal it. They cannot touch it, no spell an identify it. (GM Note: It was an stage magicians trick hologram... yes sometimes I can be evil).

    Then a breeze blows through the vault and the Companions get nevous and leave, but all agree they are coming back for the treasure and the skull later.

    In the next pyramid they discover caves. A quick spell determines that they go on for some distance. (At which point I turned over GM Duties to Micronaut_6)



    Loose Threads:
    The Crystal Skull

    The enslaved Jaguarundi

    The ruined city's people

    The Good
    I really had the PC jumping at shadow and really messed with Imric over the Crystal Skull.

    The Bad:
    Micronaut_6 had to deal with Imric's obsession over the Real? Crytal Skull atop the pyramid. I had to hand over some GM Notes about it that I did not wish to.

    The Ugly:
    Imric's PC was being annoyingly dense this session. Not himself at all.

    GM Notes:
    GURPS Fantasy
    Bilit Isle: The Ruined City

    The Bilit Temple's peak has collapsed into ruin and open to the sky, an ornate alter of obsidian at its center remains, and the eternal brazier burns. Broken feathered wings of coloured amethysts arch
    upwards over it. At its center, floating, is an Amethyst Skull.

    Upon closer examination they see hieroglyphs carved into the Alter and ruined wings. Every attempt to remove the ethereal skull is useless. (The clues to freeing the skull can be found by deciphering the
    hieroglyphs and performing the ritual.)

    The Wizard Priest must sacrifice the chosen one. Then he dons the flayed skin of the sacrifice, the plumed headdress of the Emperor, and uses the sanctified sacrificial knife at sunrise to release the Amethyst Skull.

    1. (GM NOTE: The Amethyst Skill is a 200+pt. Powerstone – Quirks: Only Recharges is natural sunlight. The skull is oddly shaped. Its face [maximal] and jaw [mandible] are elongated with long fangs, and the
    eye sockets [zygoma] are enlarged and widely spaced.)

    The hieroglyphs tell a story of how the new Emperor must win the right to the power of Quetzalcoatl, Lord of the Dawn.

    2. (GM NOTE: When Imric performs the ritual, the Companions vanish, the Temple and city are restored, and to his horror he finds himself holding the living head of a Plumed Serpent.)

    3. (GM NOTE: The Companions see Imric vanish and see the Plumed Serpent grow from the Amethyst Skill into a Plumed Serpent [an Aztec Dragon]. They watch in horror as it becomes flesh and blood, tooth and
    claw, and when its eyes snap open it unleashes a deafening roar. It launches itself into the air and circles. Then it attacks.)

    Cue the music <Mortal Combat>

    (Imric battles the Plumed Serpent in the past while the Companions battle it in the future.)

    4. (GM NOTE: Write Up and Tactics to follow.)


    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 11:15 AM.
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    Shock Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 7 - "Tomb Raiders & The Caves"

    The Tales of the Jade Squirrel (Micronaut_6's turn to GM)


    Loose Threads:


    The Bad:


    The Ugly:


    GM Notes:


    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 11:16 AM.
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    Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    I just want to point out that Wo Ping doesn't neccesarily have to come from the Bane Storm; I don't have the Yrth book but IOU does mention Saudese gardeners. They're basically the native Asian influence in Yrth; it makes for interesting plot holes when the students poke around in the Maze on campus.

    But whatever works.
    <The Rose> I also have the PS: Human.
    <Lethosos> We all do; it's just some that have a low PS level.

    "Man ... I'm a naked robot and even I know that's a fashion no-no." -War Wolf, played by CrosshairCollie

    Current HERO project: The World of the Eight Sages, thoughts currently on IDS blog

  11. #11
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    Angst Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 8- "Cousin of the Hand & Caving In"

    The Tales of the Jade Squirrel (Micronaut_6's turn to GM)


    Loose Threads:


    The Bad:


    The Ugly:


    GM Notes:


    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 09:55 AM.
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    Angst Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 9 - "Of Wraiths, Wizard Priests, & Cthulhu-ish"

    The Tales of the Jade Squirrel (Micronaut_6's turn to GM)


    Loose Threads:


    The Bad:


    The Ugly:


    GM Notes:


    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 10:01 AM.
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    Angel Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 10 - "Entombing Cthulhu & Destroying his Minions"

    The Tales of the Jade Squirrel (Ismael's turn to GM)


    Loose Threads:


    The Bad:


    The Ugly:


    GM Notes:


    More later

    QM
    Last edited by TheQuestionMan; Feb 13th, '06 at 10:02 AM.
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    Icon23 Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    Quote Originally Posted by Lethosos
    I just want to point out that Wo Ping doesn't neccesarily have to come from the Bane Storm; I don't have the Yrth book but IOU does mention Saudese gardeners. They're basically the native Asian influence in Yrth; it makes for interesting plot holes when the students poke around in the Maze on campus.

    But whatever works.
    Wo Ping is Yrth born. In the GURPS Tredroy sourcebook by Steve Jackson Games there is a small Chinese community in the city. I drew the character from there. It has always existed in our 18yrs.

    The Chinese community there has not changed greatly in the time since the Banestorm brought them here.

    In our campaign anyway. Besides in 18yrs no one has made a character from there. Heck we have had Ghouls and Fishmen. Why not a Chinese Thief. Inspired by CrossGen's "The Way of the Rat".

    The Ring was a Plot Device the Main GM used to bring Ismael's character into the group. I thought it a nice touch to do so again.

    LOL

    QM
    Last edited by TheQuestionMan; Feb 14th, '06 at 10:06 PM.
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    Wink Re: [Campaign] GURPS Fantasy Setting - Shared World my turn to GM

    GURPS Fantasy: Episode 12 - "The Voyage Home"

    The Tales of the Jade Squirrel (Imric's turn to GM)


    Loose Threads:


    The Bad:


    The Ugly:


    GM Notes:



    More later

    QM
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