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[RPG] Innkeeper's Quest (GURPS Dungeon Fantasy)

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"All fantasy innkeepers are surprisingly fast and strong of mind and hand... but you're a legend, faster and stronger than most. What you lack in mystical powers and combat training, you make up in versatility. Lady Luck favors you – she always favors the house – and years of overheard gossip have given you the gift of knowing what to do in some extremely weird situations." – GURPS Dungeon Fantasy 10: Taverns
Strangers in Cloaks New

FumblingLinguist

Getting some practice in, huh?
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A stranger in a cloak descends upon the city of Zimar'an. It is just after sunset. The evening star shines brightly in the sky, and the other stars are beginning to join it, though the moon has not yet risen.

The stranger is you. You are a stranger because you have just arrived in Zimar'an for the first time after a grueling, nine-day journey from your home town of Pangang. (People told you it would only take three days. They lied.)

You've come to Zimar'an because Zimar'an is the second-greatest city in the world, second only to the great Ka. And Ka is said to be a strange place, with a strange language. Where the humblest taverns are made of solid stone. Where the people drink water from magic wells, without even mixing the water with wine first. Where the men wear makeup! No, you can't imagine living in such a strange place. That's why, when you left home on your 21st birthday to seek your fortune, you knew your final destination would be Zimar'an.

And you are wearing a cloak because cloaks are wonderfully practical garments. A drunken patron at your parents' inn once expounded to you at great length on the merits of cloaks, claiming among other things that you can hide from an ogre by wrapping a cloak around your head, because ogres are such "dummy wummies" they assume that if you can't see them, they can't see you. You rather doubt even ogres are that stupid, but you have to agree a cloak is a quite useful thing, good for keeping warm at night if nothing else.

You are...

[ ] A young man named Marūr
[ ] A young woman named Marūra

(This decision will not have a single across-the-board mechanical effect, but may have various small effects from time to time.)

You have an annotated map of the city. You don't really understand the significance of much of the information on it, but it does offer a few clear options in terms of first order of business:

[ ] Enter through the south gate. It's the direction you're coming from, and you want to get inside before nightfall.
[ ] Check out "goblin town". Looks like you'd have to pass by it anyway on your way to the south gate, so why not?
[ ] Explore the area outside the city a bit, then enter through the east gate. Surely you've got time, right?
[ ] By Heaven, you've never seen walls like this before! You're going to do a half-circuit around the city, just staring at the walls, before entering through the north gate.

I've GM'd traditional TTRPGs before, but this is my first time attempting to do a form quest. I decided to start with two "easy" polls so that if I am missing something very basic, someone can point it out to me before we get too far into it. No GURPS knowledge will be required to participate, though I hope we'll get at least one or two GURPS aficionados in the mix. Character sheet to come.
 
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