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Gurps AdventuresCarniesGM NotesCarnies is an adventure for a group of 4-6 110-point GURPS characters. The entire party is members of a circus. They are of different races and have, not only skills for the circus, but regular adventuring skills. Before the adventure, the characters have all had some interaction with a gypsy that is part of the circus. She has seen some things that were going to happen and told them. Everything that she has foretold came true, but they were minor things. The things she foretold were things like they were going to lose something find something, etc. Back StoryTelis was travelling with a band of gypsies, and she saw a vision of them being killed. She didn't think it was real, she thought her vision was a dream. She was a sham before, but now has true powers. She didn't say anything to anybody about vision, and then they were all killed save her. Then the circus came in town, and she needed someone to travel with, and she joined the circus hoping that the visions would go away, and that she could get away from where her band was killed. She has had other minor visions of people getting sick, animals hurting themselves, etc. Every time she tries to get people to help, they ignore her. They don't think she is telling the truth. Before the adventure, she tells each of the party members about an event that she sees happening. Everything that she's told them has come to pass. Now she has a bigger vision, and she gets them all together and tells them. You can use Telis to bring the players back on track, or help them out if they get stuck. IntroThe party is setting their wagons and tents up for a show in a couple of days. They have the big top to set up, as well as some smaller tents, and stages. The circus isn't a really big affair. They are helping the gypsy woman get her tent all setup. She has lots of trinkets that she puts on display inside the tent. While they are putting everything in place they are talking. As they are getting everything in place, Telis, the gypsy woman, stops as she is about to set up one of her crystal balls. She stares into it for a few moments and then drops it and passes out. Re-awakeningIt takes a good while before they can bring Telis back. When she comes back, she is very groggy and it takes her a while to really be able to tell them anything. When she can finally talk, she tells them that she had a vision.
In search of the caveIt shouldn't be too difficult for the party to figure out where there is a mine nearby. They can ask just about anybody in town, and they will be able to tell them about the abandoned mine that is just north of town. At the mineWhen the party arrives at the 'abandoned' mine they will see that it isn't abandoned any longer. There are men hauling dirt out of the cave, and they can distinctly hear men inside the cave working. They can ask any of the nearby men about who they should talk to about their concerns. Joclar is the man in charge of the cave. He is a stern fellow, and rather burly. He will listen to what the characters have to say. If they tell him that they heard that this was going to cave in from a gypsy, he will laugh in their faces, and loudly tell the rest of the crew what they said, much to the amusement of the workers. If the party gives Joclar a convincing story about how they know that this mine is going to cave in, he will stop work for the day. Back in bedThe rest of the day will be fairly uneventful. In the middle of the night, some hooded men will attack the party. If the party is paying attention, they will notice that the people that are attacking them have daggers as hands (Muahahahahaha!).
After the battle, if the party looks at the bodies, they will see the symbol of the red dagger on their inner arms. It is a circle of five daggers chasing each other's in blood red. After the bodies die, their hands will return to normal. Asking aroundThe party will probably ask around about this symbol. People will get really edgy and anxious when the party asks about the symbol. Nobody seems to be willing to openly talk to them about the symbol. They can gather bits and pieces of information, but not much from any one person. They will simply get the name, Circle of the Red Dagger, and that they are an evil organization. Back at the circusIf the players are stuck, remind them that they need to finish getting the circus set up. The show is supposed to start the next day. Telis has another vision. This time she sees a wizened man. She recognizes him as a local man.
Finding the sageAsking around town, they can easily find the man that Telis talked about. His name is Arlin. He is the local sage. When they open the door to Arlin's shop, they hear a little bell ring. The shop is dark, and filled with books. There seems to be a door leading into another room. It is hard to tell if this is a door in a wall, or just the bookcases moved apart to make a doorway. Inside it is dusty and old smelling. They will hear a call from the back of the store. 'Be there in a minute.' The voice sounds miles away. Arlin's personality: Stern, grumpy. He hates to be bothered. The party came at a bad time. He was in the middle of researching some stuff, and had almost figured it out when they came in. When they ask about the Circle, he will become cold, and tell them that they should avoid them if at all possible. They are 'bad news'. If they insist that they are already involved, and need the information, he will help them out. Arlin will tell them that he had lost his wife to them years ago. They will find out that the Circle sacrifices a large number of people to 'Christen' their new pit. This is where they make sacrifices to their 'god'. See Circle of the Red Dagger to learn about pit, and organization. The mine, againThe party should figure out that this large pit is being dug in the mine. When they go back, they will find Joclar still in charge of the digging. If they tell him what they think is going on, he will tell them that he doesn't know anything about what is going on. He will get his people out of there if they warn him. If they come in and fight the miners, many of them will simply run. They don't want to die over a hole in the ground. Joclar will try to stop them, unless they can prove what they think is going on.
The party can make it into the mine a ways before they meet with the circle. They can get in further if they simply get the miners out without fighting them. They will be able to fight their way into the big room with the pit and the large dagger. EndingThe local guard will come at the end of the fight. They heard that something was going on in the mine. (This happens whether the party empties the mine of the miners first, or if they start to fight the miners.) They will take away the man in charge. His name is Islad. He is a high priest of the Circle. He is venomous, angry, and proud. He will declare that Maelenor's wrath will be brought down upon them. The city will hold a trial to determine Islad's fate. He is to be hung for his crimes. The rest of his crew is to be jailed for quite some time. Many of them seemed to be under a spell. When they hang Islad, some of the men that are in custody will snap out of their spell, and wonder what is going on. Those who were brainwashed will remain locked up, but start speaking to some of the local mages, and priests to try to bring them back. Many of them will be able to be brought back to live normal lives. |
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