The Sorcerers Labyrinth

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The Sorcerer's Labyrinth is a generic TL3 fantasy adventure for use with the GURPS Fourth Edition rules set. It is designed for a group of 2-5 player characters built with 150 points and a disadvantage limit of -75 points. As designed, characters may not take any supernatural or cinematic traits other than Magery to a maximum level of 3. Average starting wealth is $1,000.

TSL uses GURPS Basic Set: Characters and Campaigns, GURPS Magic, and GURPS Low-Tech. Rules from the Dungeon Fantasy line are borrowed, though this is not a Dungeon Fantasy adventure. Rules from GURPS Martial Arts are also borrowed.



Introduction

"Once upon a time, long, long ago, there was a happy little kingdom in the farthest reaches of realm.

"Then, an evil wizard came and stole the princess. He left behind a magic mirror in her room and a letter that read: "Each midnight, the mirror becomes a magic portal into which anyone may step. On the other side is my realm of darkness. Be warned, not more than a half dozen men can enter each night. Enter, and be prepared for every sort of challenge."

Well, at least that's how the bard's tale goes. It's been told and retold so many times that there are several versions of the story. In some, the evil wizard is a wicked fairy queen. In others, there's no princess at all, rather it's a duke's son, a magic sword, a prized steed, or other valuable possession that is stolen away.

One thing remains consistent throughout the re-telling, though: there's always a mirror that holds a magical gateway within its reflective surface and the portal only opens at midnight.

Everyone far and wide has heard of the magic mirrors and their midnight portals leading to a realm of darkness, but most regard the story as a fairytale. The same old coots trying to sell treasure maps to famous lost troves and deeds to long-lost castles hidden in the wilderness also pedal full-length mirrors that serve as portals to fortune come midnight. Even though the world is a magical place of dragons and wizards, no one in their right mind, no matter how naive, would trust such claims or offers.

And, neither should the player characters...

Getting Started

Brecconary

The adventure starts at dusk in the town of Brecconary during the harvest festival. Brecconary is a large town of just under 5,000 people. But, during the festival, it's swelled to thrice that population.

Read the following passage to the players:

It's just past dusk in Brecconary. Any other day, Brecconary would be considered a quaint, happy town of just under 5,000 residents. But, today is the first day of the harvest festival and Brecconary has swelled to thrice that population.

All the inns and taverns are full, as are the bustling, crowded streets. Exotic beasts roar from their cages in the traveling menagerie. Acrobats, clowns, fire-eaters and jugglers entertain the masses at the circus. Merchants-a-plenty hawk their wares, each louder than the next. There's something for everyone, and that something can be found on almost every corner.

Tell the players that up to this point, they've been approached a number of times by beggars and panhandlers. Any particularly charitable or generous PC will have undoubtedly given away handfuls of coin. If any PC's have such disadvantages, ask how generous they have been with those that have approached.

Judge their amount as either stingy, adequate or generous. Don't tell the players, but if the amount is stingy, their PC is cursed with a minor, temporary disadvantage at quirk level. A suggestion is Destiny (receive bird droppings on head today) [-1].

The gods must have their eye on Brecconary tonight -- if the amount donated is truly generous, the PC receives a minor advantage at perk level that lasts no longer than through the night. Do not tell them what the perk is. A suggestion is Serendipity (find a great price on a single item) [1] or Luck (one roll) [1].

If any player is a spendthrift, no doubt they have been to a number of the bauble-selling merchant carts and stands lining many of the roads. Have them make a self-control roll. For every point they fail, they spend 5% of their loose cash on nearly worthless items. On a critical failure, they spend it all on one gaudy piece of junk.

If any male character is Lecherous, they may get lured away by one of the many lusty ladies of the night. Have him make a self-control roll or be taken out of the next scenario ("Of Drunks and Mirrors") for a quick tryst at one of the local brothels or seedy taverns. The meeting will cost him about a half hour and the price of a glass of ale -- or an hour and $25 up front if he fails a second SC roll and goes through with the act. Good role-players, depending on the nature of their character's disadvantage, may not want to attempt this second roll.

Of Drunks and Mirrors

A foul-smelling beggar approaches one of the PC's. The beggar will approach either the least threatening or most gullible in appearance.

Read the players the following passage:

An old, foul-smelling beggar approaches [PC's name]. The assaulting stench of horse manure, stagnate alcohol and putrid sweat precedes him. He's shoeless and filthy and wearing tattered, threadbare rags. He smiles as he approaches showing what remains of his jagged, yellow teeth.

This latest in a line of beggars has a drunken look in his eyes. Grinning, he greats [PC's name]. "Greeting, traveler! You look like an adventuresome type. I've a proposition for you, one I'm sure you'll be interested in hearing. Come here out of the street and away from prying eyes and ears.

The beggar, Rufus, will try to get the PC to accompany him out of the street to a nearby alley. Alert players will be cautious, but the alley is directly nearby only a few yards away. Observation rolls will tell the players there seem to be no immediate danger of ambush. It seems as though the beggar just wants to leave the bustle of a busy street.

If the players don't accompany him to the side of the road, he'll follow saying something like, "Got an important date? I'll just keep my voice low then." His eyes will shift from one side to the next as he speaks in hushed tone.

The beggar approaching them is pretty well just what he seems, but is actually a quite a bit smarter than the average alcoholic bum.


Rufus
50-Point-Class Beggar

Rufus was once a good man, but after losing his wife to illness 20 years ago, he turned to the bottle. He then lost his daughter, the same daughter he loved and read bedtime stories to as a child. Unfortunately, he turned from his life as a carpenter and became a beggar, thief and a drunkard.

When he's not drunk in an alley, he works intermittently slopping pigs or as a stable hand, cleaning out stalls in return for rum, table scraps, and a place to sleep in the barn. He's a well-known local, but doesn't cause anyone much trouble. At best, he's generally considered a friendly drunk. At worst, he's a cook and an annoyance. Strangely, Rufus can read and isn't an idiot; and people know this. He's just lost his will to live an be a part of society. He does, however, have a knack for knowing just about everything that happens in Brecconary. There is little he doesn't know about the people and goings-on in the town.

Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [-10]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].
Advantages: None.
Disadvantages: Appearance (Ugly) [-8]; Alcoholism [-15]; Chronic Depression [-15]; Dead Broke [-25]; Odious Personal Habit (Uncleanly, -2) [-10]; Secret (Burglar, Imprisonment or Exile) [-20].
Skills: Acting (IQ/A)-12 [2]; Animal Handling (IQ/A)-12 [2]; Area Knowledge (Brecconary)(IQ/E)-12 [1]; Carpentry (IQ/E)-14 [4]; Carousing (HT/E)-12 [4]; Current Affairs (Regional)(IQ/E)-12 [1]; Fast-Talk (IQ/A)-12 [2]; Literature (IQ/H)-10 [1]; Lockpicking (IQ/A)-12 [2]; Merchant (IQ/A)-12 [2]; Observation (Per/A)-12 [2]; Panhandling (IQ/E)-12 [1]; Riding (Horse)(DX/A)-9 [1]; Scrounging (Per/E)-12 [1]; Search (Per/A)-12 [2]; Shadowing (IQ/A)-12 [2]; Stealth (DX/A)-10 [2]; Streetwise (IQ/A)-12 [2]; Urban Survival (Per/A)-12 [2].


Read aloud the following passage:

"I just happened upon something so wonderful, it may be hard to believe," the drunken bum says excitedly, but in hushed tone with eyes darting left and right. "Something out of the fairytales, you see. There was this shady character -- a mage, I think -- he was talking to some big, mean-looking bloke in the back of a tavern. I overheard their conversation. Seems this wizard was selling a magic mirror. But, not just any old magic mirror like you might find in the back of a traveling wizard's caravan, no.

"Ever heard the story, 'The Princess in the Mirror?' Sure you have," the beggar says before you can answer. "It's the mirror in the story! At midnight, it shimmers and glows; turns into a magic gateway to another land. I know what'cher think'n! Fairtales! Kids stories fit to put the little ones to sleep at bedtime! I know, I couldn't believe it myself. Read my daughter the same story out of a book. But, no, I swear by my beard, I done tested it last night!"


In truth, Rufus did overhear a conversation between the two men he described, and the conversation was about the fairytale mirror. The mirror wasn't for sale but the "mage" told the other man that he had it in his possession. Rufus is lying about when he overheard the conversation; he was eavesdropping about an hour ago.

Rufus knew where the "mage's" caravan was and broke into it. He stole the only mirror in the wagon, a beautiful, antique full-length mirror.

He also is completely lying about testing it and finding a magical land.