Turn 41 Vis Group GM********** Okay so we have Brianna, Arthur, Brianna shield grog and your only unwouded grog in one group and Solomon, Milnan, and Solomons shield grog in the other. The Grog Srgt. from MacGruagach turns to you and says "I ken gi ye un grog fer each of ye." He whistles and two of the Highlanders come forward. (I'm going to do your two groups turns togther evethough you're splitting up.) Briana and Arthur********* Briana and Arthur gather their items (Arthur has a lute that he forgot to mention bringing). They are ready. Milnan********** Milnan is ready. Turn 41 Town Group GM************ With that business setteled you head off towards the Royal Barracks. (Note the King of Scotland does not actully reside in Ediburgh, but there is a palace and barracks just in case he comes for a visit. Those nutty scots.) You are stopped near the gate by the City Watch who ask you what your business is and who you are here to see. He seems a little taken aback by the site of your group. (Is it just you four or did you bring the grogs as well?) Phlome*************** I think we should have at least a couple grogs with us. What's normal for a mage group? 2 shield grogs and a Companion apiece? Or 1 grog, and companion? Phlome approaches the guard, "We have been invited by Lord(?) (Mage?, Mr?) Zephram to meet with him this evening. Please inform him of our arrival." Dom/Sithec******************* /ooc This brings up another interesting question: I'm assuming that since we're heading into the Royal Palace, we're unarmed? Also, Dom doesn't want any grogs; he relys only on Sithec. Turn 42 Vis Group GM***************** Both groups set out from the camp which is located in the south of the Unicorns Lair. The Lair is a very odd area of the swamp it is alomst an island in the middle of the swamp. The trees and swamp brush form a kind of canopy overhead and the roots and smaller brush form a kind of natural fence. You wonder if this was made for the unicorn by unknown hands or if the unicorns presence merely shaped the swamp to its liking. One thing is for sure the only easy way in or out of this area of the swamp is where you came in by the camp. You wonder if its meant to keep the unicorn here or to keep you from getting away from the unicorn. Okay at this point I need to know what you are doing in terms of scouting. Do you have some applicable skills that may help gather information (swamp lore, area knowledge, survival, tracking) and don't ask about fantastic beast lore, legend lore, or unicorn lore you have pretty much exhausted all the knowldge there is to know on unicorns. Are you looking for the unicorn specifcally? Do the magi want to cast any information gathering spells?(intelligo) (let me just whip out my handy detect unicorn spell) Do the magi want to cast any other spells? Arthur/Briana*********************** Arhtur has Way of the Woods (+4 to rolls that have to do with anything in the woods, mundane or faerie). He also has survival 2, track 2, and stealth 3, all specialize in woods. Arthur also has faerie sight 3 and lore 4. Briana has Faerie lore 2 and sight 2. They also have faerie eyes. Aren't unicorns drawn to faerie music? Also do we know of anything unicorns like specifically, other that virgins? We have headed off to the east with our two grogs. Arthur is looking for signs that the unicorn might be in this direction. Milnan************ Milnan is mainly concerned with getting an idea of the layout of the land so that no one blunders into quicksand while chasing the unicorn later. Although if the group should come across it, Milnan may try to watch it for a while to get an idea of it's habits. Eating grounds, watering hole, etc... (not that the group can get close w/o it knowing i suspect) As far as applicable skills, Milnan has survival, tracking, search, and stealth. Solomon**************** Solomon wants to ask the mage that stade behind (Nectah) if any mages have died out here while trying to get the unicorn? GM******************** Nectah turns and says "As a point of fact no, no one ever has." Solomon************ Solomon says ok " How about any grogs??" GM******************** Nectah says "Oh yeah we lost 3 or 4 of them. Shame really." (Your one unwounded grog is looking nervous now.) Solomon*********************************** Solomon looks stearnly at him and says " You wouldn't happen to know their names would you?" GM Note: I had no idea where you were going with this as this point. I also lost the email with what he said back to you. SOmething along the lines of "What kind of sicko are you?!" Solomon****************************** Solomon looks straight into his eyes and says" No , if you know there names I can ask them questions, Calm down oh furry one, no need to get mad." Milnan*****************8 "C'mon Soloman. We're not going to lose any grogs this time through if I have anything to do with it. That's why we're scouting the land now. Let's get on with it before we lose any more daylight. "If'n you want to chat with Nectah now, that's fine, but we've work to do, so if it can wait til later, let's go..." Milnan begins walking slowing from camp towards the west. He grabs the grog and drags him for a few feet until the grog is walking with him as well. Turn 42 Town Group GM*************** (We'll say you have 2 grogs with you. Even in the Royal Palace a noble would be allowed his sword. Thety won't take the Grogs/Companios weapon away they simply won't be let in, but not to worry since you are going to visit a bunch or mercs , I doubt they'll be so formal.) The Gaudr looks flustered like he was told to exspect you but then didn't really think you would show. "Uhm ah yes Srgt. Kemper of the Balck Company will escort you." He then turns to the guard next to him ad says "Run and fetch the Master Srgt. Kemper boy." The boy returns with Srgt Kemper in a few moments. He a large man who face tells the tale of years of battle. The scars on his face are a roadmap of the greatest wars fought in Europe. He is wearing what looks to be heavy black chain mail and has an axe on his belt. He begins to speak in broken Latin.. "Magi, forgive my Latin. Magus Zephram of House Tremere " (pause pause) something in latin that could ethier be interprted as " wishes to meet with you" or "wants to meet with your horse" You'll assume he means you. "Please lead me." (hmm maybe he means follow) As he begins to want away you notice he wears the symbol of Hemes on his belt. A sign that he is custos. (A trusted friend of the order for those not up on hemetic lore.) Santiago ************* Santiago looks a little nervous and then turns to the mages and says " I am sorry I must depart there is something I forgot to do. I will see you all in the morning." With that he rushes off. Phlome************** Phlome turns and watches Santiago ride away. "I wish he'd said something sooner. Alas." Phlome then follows Srgt Kemper. Turn 42 Back at the Coventnant GM****************** Grond and Hellious came back into the game at this point meeting with a new Mage/Companion Skurk/Kjempe. Skurk and Kjempe have just arrived at the front gate and been confronted by Grond, who is single-handedly gaurding the front gate. Grond****************** "I am Grond. Why you Brave Horrid Swamp to come here?" Skurk/Kjempe***************** " I seek refuge from the mundane world, Giant-spawn. Carry word from me to your master! I shall await his answer here. ", responds Skurk in fluent Latin. He turns his back on Grond and sits in a grassy patch. Kjempe stands between Skurk and Grond, his quarterstaff ready in hand, but his face betrays no emotion. ## What time of year is it?? I didn't find a reference in the previous turns. ## ****Grond/Hellious grond stares at man for a little with a puzzled look on his face. He repeats the instructions a few times under his breath then smiles as if hes figured something out. He then runs for the court yard yelling back behind to the travlers "Grond be back with Friend Hellious for you to speak to!!!" ##grond aint all that keen with latin ;)## A few minutes pass when Grond returns with a dark looking man dressed in midnight black robes and long tossled black hair. He is carrying a book and looks as though he was in deep study when his over eager companion disturbed him. (also note he wears a single black glove on his right hand...guess its worth pointing out scince he wears only the one glove) "greetings friend I am hellious,welcome to Negrath, my appologies for yer wait. How is it I can help you? ahh first please you look weary from your travels, come in and clean yourselves, ill have my man take you to a suitable room. when you are comfertable he will escort you to the dining hall where you can join me in a late sup and we can talk.....but for now please excuse me." hellious bows quickly to both then hurrys off to one of the towers located in the courtyard not leaving much time for anyone to ask anything of him. Grond then turns to you "Grond will take you to room, then to eat hall" (Grond smiles showing a mouthfull of large dishevled teeth) "Grond likes to eat....follow" ##not sure of timeline offhand sure ryan will awnser this one## Skurk/Kjempe***************** ## I am assuming Skurk and Kjempe were described to you as Grond was to me. ## Skurk follows Grond with Kjempe lagging 2 paces, eyes alert. Having arrived at the quarters, Skurk appraises them and turns to Kjempe : "Slao min laoger! Och ser dig om efter det! Jag kommer att vara i matsalen." Then he focusses on Grond again: " Lead me to your mess hall, Giant-spawn ! " As Skurk leaves, Kjempe lets an audible sigh, then starts arranging things in the room to Skurk's liking. That done, he goes wandering about the covenant. Turn 43 Town Group GM************************************** Srgt Kemper leads you into a smaller building beside the barracks. This is most likley the officers quarters. He leads you to a meeting room near the entrance. Once inside you see four people some of whom look like the could be magi. The first is the man who you saw on the street earlier today he is dressed in a plain cloak. He says "Savate Soldale, I am Zephram of House Tytalus, I'm glad you decided to come meet with us.(His accent is german.) The second man is wearing hard leather armor and has a well used sword strapped to his wiast. He strides forward and vigorously shakes Phlomes hand. "Welcome! He says in a booming voice. I'm Aerinmore of House Flambeau." (He is without a doubt, french.) The third man is the same one you saw riding at the head of the black company earlier today. He is still wearing his black chain and broadsword. "Greetings Brother Magi, I am Captain Wolfgang of House Jerbiton. The Black Company is my covenant. Your grogs and companions may wait outside. We must discuss matters for magi only. Srgt Kemper please show them to the mess hall. I'm sure they will be glad to swamp stories with the other members of our covenant." (He is also german.) The fourth man is dressed in very fine robes. He gives you a look like "Why must I speak to the backwater magi" however he says with a glowing icy fake-like smile, "Welcome brothers please do sit down and tell us of your covenant,I am Robert of house Tremere." (His Latin is perfect with no trace of an accent.) He proudly wears his sigil on his robe. A sign that he is formidible at Caretamen if nothing else. Tremere must defeat thier master at Caretamen in order to gain thier sigil. Dom/Sithec********************************************** Sithec glances back at Domongart, who shrugs and nods. He looks undecided for a moment, then shrugs and makes his way toward the dining hall. Dom studies the mage with the patronizing attitude, and quietly takes a seat toward the back of the room. Phlome*************************************************** Phlome returns Aerinmore's handshake with equal vigor, and watches as Sithec and the grogs are led from the room. He then looks briefly at Dom before turning to the other mages. "Salvete Soldales. I am Phlome of House Ex Miscellaneous, and my silent friend here is Domongart of House Bjornaer. We are with Negrath covenant. Phlome turns to Captain Wolfgang, "Forgive me if I am rude, but you said that the Black Company was your convenant? It was my understanding that the company was a mercenary group hired by the king. Isn't that an odd occupation for a convenant?" Santiago*********************** Getting away from the town. Where are we Edinborough? Look for a forest and go there. GM****************************** You manage to make it outside the city walls you reach the edge of the forest when the moon begins to change your shape into that of a wolf. Hmm well that wasn't so bad maybe you can find a nice she-wolf for the evening. Just as you are contemplating your matrimonal prospects a large grey wolf enters the clearing. It is Doms wolf. NOTE: HELLO Yes Santiago was a werewolf. See the "Secrets Revealed" Link on the main page. Turn 43 Vis Group GM****************************** Okay I have Milnan and a grog scouting, the MacGrugach Seargeant sends two of his grogs with them. Briana, Arthur, and Briana's Shield Grog are also out scouting. The Sergeant also sent two grogs with them. Solomon is conversing with Nectah about the possibility of speaking to the grogs who died last year. I'm putting all you actions together to start the turn but since you are seperate you can reply with private messages if you want. Solomon Nectah tells you thier names. (After he calms down a bit he's kind of a crotchety old guy.) He also says one of the grogs can show you the spot where they were killed if that would help. Milnan You scout the area and find some places to definatley avoid. There are some quicksand pits as well as some parts that become swamp all of a sudden. You also find something more than a little bit disturbing....Pitfalls..someone has dug quite a number of pitfalls and hidden them very well. You're pretty sure the unicorn didn't dig the pitfalls. Were the pitfalls made to trap you or the unicorn? Briana and Arthur You are able to pick up the unicorns trial or that you assume is the unicorn. (It might be a horse but you kind of doubt it.) It leads into a large stand of trees. You are about to enter the trees when you hear a small shrill voice.... "Look , Look its a princess and her paramour..." "No its Half-breed and her mooney eyed lap dog..." Lots of little voices then break into laughter. "Whatever shall we do...." "Lets kill them...oh yes lets..." (Your shield grog instantly leaps to your defense) (What are Briana and Arthur doing?) ****Solomon Solomon says " yes please show me where they were." I then using my spell to talk to peoples minds tell Milnan " That I am going to go and ask the spirits about the unicorn and if he would like to go. ******Milnan Milnan listens to the voice in his head for a moment, and assumes that the mage can hear him in return. "Yea, we'll be back in a bit. I just want to check something out here ere we start back." Milnan attempts to determine how recently the pitfalls were dug. (track/survival?) He also looks carefully for the footprints of whomever or whatever may have made them. Turning to the grog that accompanied him, "Any ideas on who made these things?" When his examinations are done, Milnan heads back towards camp. *************Briana/Arthur Briana says loudly, "Arthur, did you hear the buzzing of insects? If you see them, be sure to squash them. Why don't you play a tune on your lute for me, Arthur? I shall accompany you." Briana attempts to cast Notes of a Delightful Sound (+3 bonus), which adds +5 to music related rolls and +2 to Com roles. Arthur starts to play a ballad on his lute (skill 2 + Knack+2)Briana will then sing (skill 2). They sing of a great battle where a noble faerie prince(Briana's father) was attacked by sprites. He managed to defeat them and earn their allegiance. Turn 43 Covenant Group GM********************************* Skurg strolls into the hall and sits down. It looks as though someone has made some kind of attempt at cleaning but the dining hall is quite a shambles. As Skurg is surveying the room Hellious strolls and and gets a look like "DOHH!" when remembers that the covenfolk all moved out of the fotress and live in the courtyard. Just as you are both about to speak the large stag head that is mounted on one wall begins to speak to both of you. "Well another rugrat drug in from the cold! This place hasn't seen this much action since the Dam..er something ws around. Well who are ye and what yer name magi?" You get the feeling that the stag is speaking to Skurg. Kjempe, Are you looking for anyting in particular or just walking around? (Josh can you do a map of the covenant?) Kjempe******************* Kjempe merely strolls around, mumbling and discussing with himself. Theoretically he should be looking for libraries and such and assess their usefulness. But he sorely neglects his task. GM******************** Kjempe strolls about the covenant. It appears to been in good shape if a bit dilapidated. Some cleaning here and there, a few tapetries rehung, this could be a nice place to live. In his strolling he comes upon the library, and three sets of rooms marked as Magi Santctums. (He steers clear of those.) Skurk******************************* Skurk bows and says : " My Esteemed Brethren, I am called Skurk Sjaelsvarg of Norway. I have journeyed far and long, and now I have found safe haven at your covenant. Public opinion on magic doers has turned strongly against Us there. I had to flee with my humble manservant. My master was killed by a mob attack, along with everyone else -- I am the sole survivor. I gather from the desolate state of the covenant, that you are in need of help in reconstruing it. I pledge you my help if you accepted me to your covenant, such that I may conduct my research in safety and seclusion from the baseness of the mundane world. " Kjempe************************ Kjempe makes a mental note on the whereabouts of the library and the magi sanctums, then realises it is getting late and his stomach is fussing. He then goes to the dining hall as well or (if he fails finding it) returns to the rooms. Turn 44 Town Group GM****************************** Capt. Wolfgang looks at Dom then turns and answers Plome "Well it might be a little odd if the King knew we were magi and not a mercenary company. The king does not know we are magi just as he does not realize that the bandits that he hired us to track down are also magi. Which brings me to one of the things we wanted to talk to you about. What do you know of the Covenant of Horsingas and more specifically of a magi named Whitburth?" *****Phlome Mage mercenaries and mage bandits. Nifty. "I am not originally from this area, so perhaps my knowledge is limited, but I have no knowledge of House Horsingas, much less Whitburth. "The closest thing we met to bandits was a group of Normans 'protecting' villages up the river a ways. " "Who is this Whitburth, anyway? What is he doing to warrent the Black Company involment?" GM Note: Do mages really say "nifty"? Dom/Sithec************************* Dom ponders for a moment, and says: "I seem to recall that clan Horsingas is not well thought of by the rest of the Hermetic mages; beyond that, I know little about them. As far as the fellow you mentioned, I don't believe I've ever heard of him." GM************* "Well I doubt that Horsingas is the Normans you encoutered." Says Wolfgang "Horsingas is a covenant of Saxons who have been raiding from Scotland into England and attacking Norman Strongholds here in Scotland. This is of course in violation of the code. To make it even worse the magi are openly using magic in thier battles with normans. Normally this kind of thing would fall under the juristiction of House Quesitor but thats where the next problem comes. Whitburth, who is female by the way, IS the quesitor representative for Scotland. Not only is she a member of Horsingas she seems to be blatanly ingonoring her covenants violation of the code. Normally, this would all come up in Tribunal but I fear that since Whitburth is the only Quesitor in Scotland that she has threatend to invalidate any Tribunal that brought charges against her or Horsingas." Zephram begins to speak now. "The Black Company has a reputation for being able to deal with supernatural threats. (He Smiles.) The King of England has no idea what is going on here but news of Saxons raiders that use magic has reached the ears of the Scottish King. We were brought here to put a stop to these raids, however we did not know that the raiders were Magi util we arrived. The Red Cap for this region contacted us and informed us that the raiders were actully a covenant of magi named horsingas." "We can go in an indrscriminately destroy a bunch of rouge saxon hedge wizards but a group of rouge Magi is a completely different problem." says Arinmour. Zephram now chimes in "We need a wizards march to be declared against horsingas or at least on order from House Quaesitor to apprhend Whitburth." "Aye, so ye see our problem, so when Zephram saw ye in the street today, we wanted to talk with ye and find out the situation directly from some scottish magi." (Arinmour) Zephram turns to Phlmoe, "By the by,Which covenant do you belong to?" (BTW Dom it looks like the wolf may have left with Sithec.) NOTE : Wow! Check out that plot! :) Phlome******************************* Phlome looks at Zephram, "Hmm, I thought I had mentioned it already, but I have just joined Covenant Negrath. We are attempting to bring it into a new Spring. Phlome looks at the other mages for a moment before continuing, "It does, however, seem that I do have some news to bear on the Whitburth issue after all. She's is no longer the only Quaesitor in Scotland. "One by the name of Hellious has joined Negrath as well. I dont know much about him, nor am I sure how much help he'll be. He seems to have had some burr up his butt since I met him. But I think he just has something against my house. "Hell, Im not even sure what he's doing now. He dissappeared about the time we left the covenant, and Im not sure where he went. I wonder if his personal agenda, and that of that giant he hangs out with isn't it the best interest of our convenant. Phlome grins, "Ill bet ol Whitburth will be pleased to know he's here though. This could be a fun time to be around" Dom/Sithec*************************** /* Hey, Ryan, I was under the impression that my wolf was outside the city waiting for us to come back out again? */ Domongart says: "I believe it would be in the best interest of our covenant to support the wizard march. It sounds as if the Horsingas covenant is blatently breaking all of the rules. Since we are trying to raise the awareness of our covenant, it would be good for our reputation for us to help restore order. That, and of course, the fact that its our obligation." Dom smirks. GM Interlude Wizard's March*********************** Okay this has come up so I'm going to explain Wizard Marches. A wizards march can be declared against a wizard (or covanant) that has broken the code. The wizard march must be declared and voted on at a tribunal and approved by Queasitor. What it basically means is that the wizard or covenant no longer has the protection of the Order of Hermes. Any wizard can now idscrimitaley kill wizard marched magi or raid the wizard marched covenant for its vis and magic items. The Wizard's March itself carries no punishment but rarely does a wizard marched mage survive very long. There are exceptions the Dahaman Allaidah, a powerful magi from long ago, has survived three wizard marches. He is rumored to still live in Scotland BTW. Turn 44 Vis Group GM********************* Milnan, The pitfalls look like they were made recentlty and in fact there are no tracks whatsoever around them. The grogs have no more ideas than you do. (The only grog with any kind of tracking ability went with the other group.) You head back to the camp to meet Solomon with more questions than answers. Solomon, Milnan and the other grogs arrive back at camp. Briana, Your spell succeeds with no cost in fatigue.) One of the voices screams as if in pain. "AHHHH! The music! It is pain!" Large stones then rain down from the trees and strike you. Arthur ducks, rolls, and manages to escape harm. "Bloody Redcaps!", screams your grog as he deflects a rock headed for Briana's head. His bravery costs him however, as rock strikes him in the forhead. (He suffers two wounds.) The Clan grogs are also pelted with stones and a few of them suffer wounds. "Of Course!" Arthur shouts in Sudden Relization. (Redcaps are evil Fairies that ambush travellers. They are called redcaps because the drop stones on peoples heads and then dip thier hats in the Blood. They must have been attracted to this area by the srong Faire Aura created by the Unicorn.) As your are about to prepare a respnse for the viscious little fairies you can hear thier trilling laughter trail off in the distance. (I guess they decided not to tanlge with a magi.) Briana/Arthur********************** Briana attempts to cast Chirurgeons Healing Touch (+3 Bonus) on the wounded (how many are wounded by the way?). What does corporem vis add to the spell? GM******************************* Besides your shield grog two of the other grgos are wounded. Vis will either add +5 to your casting roll for each point spent or you can spend 2 vis to make the healing permanent.(I recommned that.) Briana************************** I spend two vis to make the healing perm on my shield grog. Also on the other grogs. Solomon******************** Ok, lets go to were they were killed and watch out for the pit traps. ( THat is if Milnan tells me a bout them.) Milnan***************** Milnan goes with Soloman to where the grogs were killed and tells him of the pitfalls. Turn 44 Covenant Group GM****************************** The stag head seems to ponder what you've said for a moment and then continues. "Norway , Eh, never known any mages from there. Well its up to all the magi if you can join or not, but I asumme they'll let ye in. Just one word of caution, STAY OUT OF THE BASEMENT, thats my labs and no one is allowed in, understand!" After this outburst his demeanor seems to change (well the stags does anyway) "What house are ye from anyway? I hope yer not from one o them hedge wizard houses, we got to many of them already." GM Note: Okay missing some Emails here *shrug* Hellious***********************8 "Well my freind. My fellow residents will be in town for a day or so more preparing provisions. I was about to head that way to take care of a few matters of my own. If youd like to acompany me, I would be honored. Or you are more than welcome to stay here." <> " I shall be heading out in the morning, Im sure you are tired after your journey. I am going to skip dinner and grab a few biscuits to tide me over as I am quite tired. if you need anything ask any of the grogs. I shall give them the word that you will be joining us here." <> ##Ill draw a map of the courtyard and castle this weekend guys## Skurk/Kjempe************************ Skurk replies: " I would be honored to accompany you on your business to town. I shall meet with you and your company in the morrow in the courtyard." He then returns to quarters. He awaits Kjempe and informs him of the early departure. Kjempe makes all ready. And the next morning both get up early and wait in the courtyard. Grond/Hellious********************8 Grond goes to the courtyard and looks through the grogs for a suitable Sheild. Once he finds one he pulls him aside. "You there, you go with Hellious and Grond to other magic peoples castle. You be Gronds walking buddy, get your things and come with grond. If another magic man starts to talk funny you stand in front of hellious while I bash...OK....no more talk you get your things you stay in castle with grond and hellious....we leave in moring." Grond doesnt let the grog get a word in he runs off to find some supplys for journey. Hellious goes to the library to talk with Arsinious. "Master, forgive my intrusion at this late hour but I have a few Questions. I go to make my precense known with the Quesitor of the realm and was wondering what you can tell me about her and her covenent." After talking with the Librarian Hellious goes to his chambers and takes a short nap. In the morning he meets Crinders and his companions in the courtyard. "are you ready my freind? Being new to the area myself I dont know the dangers of the area and suggest you take with you a suitable Sheild grog for the journey. We have a few here trainined just for such and you are welcome to enlist one. I am sure there will be no objections to your application so let me prematurly welcome you to ourcoven. <> Turn 45 Town Group "Meeting with the Black Company" GM************************ Robert raises one eyebrow in a Spock-like fashion at the mention of Hellious's name. "Hellious Creed?! The Demon hunter! Hardly my first choice for a quesitor to take on Whitburth." Zephram rolls his eyes at Robert and says "Any information that you could pass on to us that has to do with Whitburth or Horsingas would be greatly appreciated and possibly rewarding for your covenant." "In any case we will be attending the next Tribunal meeting and confront this Whitburth ourselves, so I hope to have your support." Wolfgang then says "Well now that we have that out of the way, please tell us more about your covenant, you said that you are atempting to bring it into a new spring, are you here in EdinBurough to this end?" Phlome ******************************** Phlome looks at Robert, "Well, Hellious wouldn't be my first choice for anything, but he's all we got right now it seems. But I suspect you can count on our support against Whitburth at the Tribunal, although we will have to bring it up before the rest of the mages at Negrath before a final decision is rendered. "Anyway, as far as the covenant, we are trying to bring it back to Spring. And we're in town getting foodstuffs and attempting to bring in some new grogs. "At least three old mages are still at the covenant, and in addition to myself, Dom, and Hellious, Brianna of Merinita, and Soloman of Tytalus have also joined. "To my knowledge, you are the only other convenant that knows we're here. So, if you so meet a Redcap, send them our way so that we can get put back in the loop. It would really suck for us to miss the Tribunal for lack of notification." GM Note: "Really suck?.....Phlome is obviously failing his speak Latin" GM*********************** The best way to get into contact with the Redcap for your tribunal wold be to come to the tribunal meeting and contact him there. He will be just as excited to meet you and you will him." Zephram says. "Hmmm You are looking for grogs eh, maybe we can help each other then. Sgt Kemper, the man who brought you in, is a fine soldier who has served with me for many years. He is, however, reaching the time when he can no longer serve on the field of battle. I know that he realizes this but he will not say anything to me or anyone else. I do feel however, that he would be quite happy to serve as a grog seargeant for say a covenant trying to move into a new spring. (He smiles.) This would be a great favor to me also because I would then feel that he was at a place where he would be useful. The man has been a warrior so long that if I simply mustered him out , he would soon fade away and die. So what do you say?" Phlome************************* That sounds like a fine idea. Have Sgt. Kemper come to the Drunken Unicorn, where we are staying, in the morning. He can speak with the man who has been handling all the actual recruiting. "We will inform you of any information we come across relating to Whitburth, and trust you will do the same. I am sure Hellious will be most interesting in all of this. "If the Black Company ever finds itself near Negrath, you must stop by, so that we can feast together. "If our business is done here, however, I would like to get back to the inn and get a bath before it gets to late." Phlome turns toward Dom, "Is there anything else, you think?" is anything else?" Domongart******************************* "You are obviously a good leader to think of your men so highly. We would be glad to provide this man with a new purpose in life, and of course we can only benefit from his experience and abilities. It looks as if our covenant has made its first friend. Let us hope that this is only the beginning of our contact with each other." After we leave the castle and are sufficiently out of earshot, Dom says: "While I believe that there is only kinship and goodwill involved in the gift of a veteran seargent to our covenant, I think we would do well to keep an eye on him for a while to assure that he bears us no ill will, either personally or from the Black Company." Turn 45 Vis Group "Let's go hook up with some dead guys." GM ************************** You set out for the spot where the grogs were killed acommpnaied by two of the grogs from CLan MacGruagach. Milnan is able to find and point out serveral more of the odd pitfalls and you easily avoid them. You reach the spot where the grogs were slain by the unicorn. Solomon begins preparing to contact the dead when one of the grogs says.. "Magus,Look..." And there it is standing not 100 yards away....the unicorn. Even from here you can feel its aura radiating. It is an impressive site. It is very large, much larger than any horse you have seen. It ia also very beuatiful till you notice the sharp canine teeth and the wild gleaming look in its eye. Solomon feels a magical attack hit his Parma hard, but to no avail. Milnan is frozen in place by the awe,wonder, and fear of the unicorn. Solomon's shield grog stands fast and moves to protect Solomon. The other grog from your covenant begins to slowly back away from the unicorn. The first grugachan grog stands fast. The second screams bloody murder, turns and runs rit into one of the pitfalls. (Wonder no longer if they are meant for you or the unicorn.) The unicorn makes a sound that is almost like a laugh and then turns and begins to gallop away. The unicorn gallops away toward the south. As soon as it is out of sight its fear-magic wears off. Someone might want to check on the grog tht fell in the pitfall. GM (To Briana) **************************************8 You manage to heal all the grogs who are wounded. In the process you spend 6 Corporem Vis and take 1 level of fatigue. Arthur and the unwounded grogs search the area but can find no trace of the Red Caps Faireis. Milnan*************************** Milnan watches until the unicorn is out of sight, and then turns quickly to Solomon. "Magus, Im going after it. I will leave a clear trail so there should be no problem following after me." Milnan then looks at the grog nearest to him, "Go check on that guy that ran into the pit. He may yet live." With that, Milnan trots off in the direction towards which the Unicorn disappeared. Briana******************** I rest for half an hour while arthur and others look for unicorn ( they won't go out of shouting distance). Solomon************** Solomon tells his sheild grog to help get the man out. He then waits until he is out and follow Milnan. I will also lend milnan some parma Magica. DO I lose mine or can I cover him with mine? Turn 46 "Which way did he go....Which way did he go" GM **************************** Milnan, You begin to track the Unicorn and then realize that it has not moved that far off. It looks at you and then begins to gallop away again. You can keep up with it on foot but you will be moving pretty far from solomon and the grogs. Arthur, You and the Grogs begin to track the Unicorn and believe you are getting fairly close when you see Solomon and his grogs attempting to get one of the grogs out of a pitfall. Brianna, You recover from your fatigue. Solomon , You are supervising the removal of one of the grogs from a pit when you see Arthur and his grogs. They appear to be tracking the unicorn. Milnan********************************** Milnan watches the unicorn for a while, and finally elects to not chase it by himself. He will wait where he is until someone else catches up with him, and hope that the unicorn does not go to far. Turn 46 Town Group Back to the Inn GM********************************* The members of the Black Company bid you farewell. Srgt. Kemper seems to be happy with his new position. He says he would like to go over how your grogs are organized but that can wait till in the morning. He'll meet you at the Inn in the morning. You travel back to the Inn with your grogs and Sithec. They seem to be a little tipsy which is pretty typical of what happens when grogs of two covenants get together. The Inn is empty when you return as you have rented out the entire space for your party. The Innkeeper greets you and asks if you would like a refreshment before bed? In the meantime remember you have a few things to follow up on There are at least three stonemasons coming by in the morning. The warriors that Santiago hired will be coming by as well as any other warriors who may have heard you were hiring. The food merchant will be coming by to negotiate a price and delivery schedule. You need to arrange for transportation and payment of the glassware that phlome purchased for the labs. Phlome******************************** To Sgt. Kemper, Phlome says, "I'm not to sure how the grogs are currently organized. Your best bet would be to wait til we return to the covenant, and then report to Milnan. He will hopefully have had a chance to get them organized by the time we return. In the meantime, Santiago may be able to give you some information." Back at the inn, Phlome takes a bath, and then retires for the night. He will attempt to bargain with the food merchant in the morning. Turn 46 Vis Group "Funny meeting you here." GM**************************** Milnan You head back to the area where Solomon and the Grogs are to find that Arthur and his grogs have found your group. He must have been tracking the unicorn as well. Solomon With much grunting an sweating and swering you and the grogs are able to get the other grog out of the pitfall. He's not dead but he doesn't look so good. Arthur You have come upon Solomon and his grogs who are rescuing one of the MacGrugach grogs from a pitfall. About the same time you stroll up so does Milnan. Brianna Arthur signals to you that he has found the other group. Solomon******************************** This is going to be much tougher than expected. Brianna do you have any spells that would work to trap the unicorn. Most of mine are not going to do us any good here. I don't think we can just outright beat the crap out of it so the next probaly thing is to get it to fall into one of its pitfalls or make a new one. Milnan******************************** As Solomon finishes speaking, Milnan walks up. "I doan think that we should force it into a pitfall. That may kill it, an' that's the last thing we want to do. And it would prolly notice us digging a new hole anyway, and stay away from it. I still think that mayhaps we could force it into some water somewhere, perhaps drive it back with fire, " Milnan winks at Solomon as he says this, " and once in the water, it would be more easily captured" Milnan looks at Arthur and jerks his head, "he went thataway, go git him." Briana******************************** Briana says, "Well, I have an idea. I don't know if it will work, however. Ever heard the phrase "Music calms the savage beast." Arthur and I have some talent in the ways of music. While Arthur plays his lute, I shall sing. Hope it works. Please make no aggressive move towards the unicorn unless it appears that the song is not working. Does this sound good to all of you?" Milnan******************************** Milnan looks quizzically at Briana for a moment. "Hmm, yeah, maybe. If'n he plays the lute better than he fights, it may hav a chance. The unicorn was just over there a short bit ago. I somehow doubt that he has gone to far. I can track 'im down pretty quick when you're ready" Briana/Arthur*************************** Arhtur and Briana smile delightedly at Milnan. Arthur looks to Briana, who nods at him. Arthur takes out his lute and heads in the direction that the unicorn was last spotted. Briana says "Please stay back unless it looks as if the plan is not going to work." She heads after Arthur. Arthur would like to track the unicorn. (2 Track (Woods), +4 Way of Woods). Briana cast Notes of a Delightful Sound MuIm10(Bonus +3). As soon as they see the unicorn, Arthur will start playing the lute and Briana will begin singing a lullaby. Turn 46 Covenant Group "Let's Go!" GM*********************************** Hellious Arsineous tells you that he has a map of where there covenant once was but that it was somewhat destroyed by the normans to too long ago. He says that from what he has heard of raids in that area though they can't be too far from where thier covenant originally was. He warns you to be careful the magi from Horsingas are very dangerous. They have already broken the code on a number of occasions and the only thing that is preventing a wizards march on thier covenant is the fact that whitburth is well was the only Quesitor in Scotland. Skurk Almost like magic when Hellious suggests a sheild grog four grogs show up. The oldest one says "Pardon Magi, I am Kelan, I was left in charge of the grogs. These two will be your shield grogs." He indicates two of the grogs he brought with him. He then turns to the third. "Michael will go with you also as your guide. He is not as good a trakcer as Robert but he does know the Scottish Landscape. Good Journey Magi." Hellious************************************************8 Hellious "well skurk It appears that this journey may be indeed turn out to be an adventure.....are you still wishing to go?" Hellious smiles slyly Grond "Im ready any good fight is a fight...no wait....any fight is good to fight...no....BAH lets go Grond is ready." Hellious hands the map to the guide and gathers his things to leave Skurk************************** Skurk answers: " I have pledged you my help, so obviously we shall follow your lead. Nothing the mundane world has to offer can ever deter us." He then motions to Kjempe, who picks up their bags and stands waiting, staring into the distance, totally unimpressed by anything said. ## Just in case, an inventory of Skurk's and Kjempe's things:## They are carrying one backpack two blankets, their usual armaments, some food from the previous night, any rope they may have found(, their clothes). ## Sorry about the Grogs, they _are_ a good idea ## Turn 47 Town Group GM***************************** Phlome and Domongart awake the next morning to find Santiago discussing employment with some Mercenary types. In addition to the ones you talked to yesterday 5 more average warriors have shown up wanting employment. As you wade your way past your "new" grogs the food merchant Dom spoke to yesterday comes in and waves to Dom. Phlome*************************** Phlome looks at the assembled mercenaries for a moment and smiles. He then turns toward the food merchant, "Dom, if you'd like, I can handle these negotiations, and perhaps you can deal with the mason when they arrive. I've some small skill in this area that may help." Phlome then strides up to the food merchant with his hand outstretched. "Good morning, sir. Dom has other business to attend this morning, so you get to deal with me." Phlome smiles and pushes some hair back from his face. His hair is dripping wet, and seems to have no hope of drying anytime soon. Phlome guides the man to the nearest table and sits down. Turn 47 Vis Group "WHOOMP There it is!" GM********************************** Arthur begins to track the Unicorn with Briana and Milnan following behind. Solomon and the grogs follow behind a little further so the wounded grog can keep up. As you top a rise you see the Unicorn or rather it sees you. Its far more than you expected. It is quite large much larger than any normal horse. Its very beutiful but its eyes betray its evil nature. An overwhelming urge to flee washes over Arthur but he swallows his fear stands his ground and begins to play the lute. Brianna feels strong magic pushing against her Parma Magica but it holds. (You successfully cast a spell on Arthur.) Briana's sheild grog begins to cower but does not flee. (He is at -2 for the next hour.) Milnan steels himself against the fear and resits the unicorns power yet again. Thankfully all the Grogs were out of range as was Solomon. Milnan*********************** Milnan tenses at the sight of the unicorn, but keeps his sword lowered. He speaks quietly towards Briana, "Aye missy, best ye start singing soon, and well. I'd rather me and the beast run each other through than stand here and let 'im mock me like he is." Milnan shivers slightly but returns the unicorn's gaze. Briana/Arthur****************** Arthur visibly swells. Briana starts to sing a Lullaby. Solomon************************* Just waiting for there singing to be done Turn 47 Covenant Group "Into the Woods....errr Swamp" GM******************** Well Hellious,Grond, Skurk, Kjempe and Three grogs all set off towards southern Scotland and the elusive covenant of Horsingas. The first thing you encounter is the large swamp which surrounds the covenant. Its nasty, dirty, and makes travel really hard. You guide says it will take longer than a day to travel through the swamp. He asks if you would rather stay the nite in the swamp or press on thorugh the night reaching the edge of the swamp sometime after nightfall. Skurk/Kjempe**************************************** Skurk turns to Helllious and says, "Unless we plan to fire up a beacon for everyone to see, running through the swamp in the dark seems to me to be a suicide mission. I think, we are forced to make camp at night." Kjempe just keeps scanning the swamp with short glances at all but Skurk. Nervously he fiddles with his quarterstaff. Turn 48 Town Group "Siddown an Shuddup" GM************************************** Santiago You are attempting to keep the mercs altogether and answer there questions as well as keep them out of the way since the Magi are going to be conducting interviews for the stonemasons shortly. It is becoming more and more difficult though as they keep pelting you with questions like: "Oi, when do we leave?" "How much disit pay again?" (For the ninth time) "Do you give us weapons?" "Do we get paid more if we have our own weapons?" "Where we goin?" Srgt. Kemper moves and front of you and pushes them all back so you can speak. "Back ye dogs!" Phlome You sit down and begin to discuss terms with the merchant. He gives you a strange look at first but then settles into his "deal-making" mode. "What I need to know is the particulars. Do ye want me to deliver the supplies or do ye want to come pick them up yourself? Also how often should I have a shipment ready? Cost more if I deliver and of course the more often I have to deliver the more its gonna cost." Dom Dom seems to be stunned by the sheer mass of people in the room. Santiago************************************* Santiago says " Gentlemen this is Srgt. Kemper." Now we are living tommorrow, you get paid the same wether you have your own weapons or not if you don't have some we will supply soome for you. Now if you would all just relax I'll buy you an ale. Phlome*************************************** Particulars, eh? Well, let's see, we will be needing you to bring supplies to us once a year for starters. I think that we would like to get them as soon as weather allows in the Spring of each year. We'll be needing supplies for about fifty people this year. With that amount increasing with each year. "Mostly, we'll be wanting horses, cattle, sheep, goats, and chickens. As well as a good supply of grains. If you can get any of the livestock to us in a pregnant state for a Spring birth, that would be preferrable, and worth a bonus to you. "And we may need you to bring special shipments with you as well. I have several pieces of delicate glassware that need to be brought with you first shipment, which, I might add, we would like as soon as possible. The items are all being packaged for shipment now. You will be paid extra for getting them to us, but you will also be responible for anything that does not make it, or gets broken. "Does that answer all of your 'particulars', then, so we can get to the real business at hand? Or do you need to know more?" Phlome stares at the man across from him, and waits. Domongart*************************** /*** BEGIN OUT OF GAME COMMENT Um, I was thinking more along the lines of monthly deliveries of perishable foods (bread, meat, jerked meat, vegetables, fruit). That makes a little more sense to me, since we don't really have anybody who can take care of a herd of cattle, etc. If we want to go that route, then we don't need a delivery person, we need to hire a rancher and probably a farmer as well. /*** END OUT OF GAME COMMENT Domongart sits at a table a few feet away, nervously fingering his necklace. Sithec stands next to him, munching on a slightly stale hunk of bread. GM********************************* I apologize if I have not mentioned this before. Your covenant is about a month away from Edinbourgh so monthly deliveries would not be possible since the round trip from Edinburough to the covenant would take to long. Added to that is the problem that people only really travel in spring and summer. (Normal people that is, magi go traipsing around in the snow all the time.) A rancher and farmer are not a bad idea at all. Your grogs are pretty self sufucient and can easliy perform ranching and farming duties. However that kinda distracts them from being grogs. Also you going to have to deal with the swmap on any deliveries. (Ever try and get a cow to walk through knee-deep water? Well me either but I would assume they wouldn't be real happy about it.) Domongart************************************ /*** Hmmm, its possible I wouldn't have even persued the delivery guy had I realized that. Although I don't know why I didn't think of it, I mean it took our characters forever to get here. Maybe we can pretend he's a cattle rancher instead of a grocer? I'm at a loss. ***/ GM****************************** Maybe what you should do is try and get enough food to take with you from him to keep the covenant going for a bit and also get some deliveries of cows,chickens,and grain. Hiring a farmer or rancher or rather recruiting one is very good idea though. (I Like your C-style comments btw) :) Turn 48 Vis Group "A song to soothe the Savage Beast (I Hope. I hope.) " GM********************** The unicorn appears to be taken aback by the singing, like its something it hasn't heard in a long time. It shakes its head then looks directly at Brianna with its evil eyes..... It shakes and lowers its head like it going to charge then raises its head back up and paws at the ground where it is. For now it seems the unicorn is remaining where it is. Arthur/Briana************************ Arthur continues to play the lute. Briana continues singing, staring directly into the eyes of the unicorn. She tilts her head to the side and puts on her most calming, peaceful face. She places her right hand out in front of her and begins to walk, very slowly, toward the unicorn. Arthur is at her side. Solomon***************************** Solomon will be ready with a spell just in case this goes bad. Turn 48 Covenant Group "Phew!" GM************************* You continue travelling thorugh the swamp for some time and your guide signals you to stop when you find a suitably large dry patch to camp on. You think to yourself that the swamp must be a pretty good defense for the covenant as you are tired, wet, and mosquito bitten and can't even imagine how someone could march through that to seige the covenant. Your guide says "There be many tings in dis swmap thatr unatural we should post gaurds." Grond/Hellious******************* Grond "Me take first watch, No baddies get past grond without getting smashed good." Hellious pulls out his sack and makes a spot for him to rest for the night Skurk/Kjempe********************* Skurk turns to Kjempe and says, "Vi behoever vaktmaen!" - "Jag tar andra vakten", replies Kjempe and goes about preparing his sleeping place and soon falls asleep. Skurk tells the others, that Kjempe will take second watch. Skurk prepares his bed right in the middle of camp. After eating he goes to sleep. Turn 49 Town Group - Hiring People GM************************* A cheer goes up as Santiago buys a round for the warriors. The new grogs immeadialty begin socializing with your current grogs. The merchant looks at Phlome. "That I think we kin do. It is too late in the year for a caravan this year, but I kin arrange fer some porters and a few items to take with ye. I'll make ready a carvan to start out next spring. Also I needs to send one o me men with ye or you needs to sned a guide down next spring so I kin find this place. I need payment in full for what ye want now and half in adavance for next years caravan. The other half of course payable when the good are delivered. Give me the name of any other merchants that you are dealing with and I can arrange to bring thier goods as well." He then takes out a small peice of paper and writes a number on it. "This is my price" You at the paper it is very expensive but probably a fair price for what you are asking. As all this is going on a large man with flamng red hair walks in. "Somon ere need a stonemason?! " He Shouts. Phlome******************************** As the mercenaries and grogs cheer the free early morning drinks, Phlome looks over and hollars at Santiago, "Hey, bring a couple over here. I'm thirsty." He then eyes the paper in from of him before turning back to the merchant. "Aye. For this price, I expect good stock. It would be best for you to send a man with us on this first trip up. I'd rather not waste time next Spring for our man to find you and then you back to us. I do not wish to haggle over payment. But, I will not pay in full for this year's shipment up front. No more than three-quarters today, and the rest on arrival. Plus, of course, half for next year's deliveries." Without waiting for him to speak, Phlome takes the paper and write the name of the glassblower on it. "This man has several crates that need to come with you." Phlome nods toward the newly arrived red-head as he continues speaking, "We are also going to be taking at least one stonemason back with us. If he has any large equipment, it will also need to be transported. "I know you probably have some arrangments to make, but you may want to stay around and have breakfast, and perhaps talk with whomever we hire." Phlome looks around him for a moment, then smirks. "If SOMEONE doesn't get me something to drink right now, some of you may not be making it out of the Inn, much less back to the covenant..." As he finishes speaking, small ice scicles form on Phlome's face as all the water in his hair freezes completely solid. Turn 49 Vis Group "Stay on Target......" GM************************* Brianna and Arthur begin to approach the unicorn. As it sees them approach it begins bucking and kicking like a stallion being broken. The unicorn is struggling as if tring to get away. Arthur and Brianna both manage to keep singing and playing. A few more feet and you will be close to the unicorn but the way its kicking and flailing that could be dangerous. Solomon********************** Solomon is still ready to throw a fireball if something goes wrong. Milnan********************** Milnan watches the unicorn for a moment from a distance, and begins to work his way around to the other side of beast from Brianna and Arthur. Turn 49 Covenant Group "Uh oh" GM*************************** You bed down for the night taking watch in shifts. Nothing untoward happens in the night other than you are plauged my hordes of mosquitoes and the swamp becomes very noisy at night. You awake the next day and travel for a what seems like an enternity and emerge from the swamp about noon. YOu stop for a moment to rest and then look up to realize that a group of highlanders have quickly but quietly surrounded you. The do not have thier weapons drawn. The say nothing. Skurk/Kjempe****************************** Since Skurk doesn't expect the HIgjhlanders to speak Latin and Skurk doesn't speak Gaelic, Skurk looks questioningly at his guide indicating for him to step forward and address the Highlanders. Meanwhile he readies himself mentally for battle. Kjempe grips his quarterstaff more tightly taking appraisal of his possible enemies. Hellious/Grond************************8 Hellious stand bold and tall as he scans the group looking for an apparant leader. After sizing up a suitable looking warrior he then addresses him in his best "wise mage" voice "Greetings freinds....I am Hellious of (Castlenamethatiforgot) How may my companions and I be of service to you?" helious bows recpectably Grond steps forward of the group and swings his great axe from behind his back into the air with a forward circle then a straight arc into the ground..The speed and ease at witch he does so lets all around know his great familiarty with his chosen weapon. he locks eyes with the closest opponant then relaxes his self into a forward ready stance with his hands on the shaft of the blade.Grond then closes his eyes and seems to go into a slight trance as he gets a feel for everyones position...He then opens his eyes and gives a toothy grin..... hellious' Sheild Grog takes position behind hellious to give him suitable cover from behind. though he does not draw his weapon. Turn 50 Town Group - Still Hiring People GM*********************************** The wench quickly brings Phlome a pitcher of wine and a cup. (She knows he drink that much anyway.) The merchant truns to Phlome and says "Meet me at the merchants guild before sunset today and we will draw up the necessary contracts and have them notorized by the guild. Good Day." He gets up and begins to leave. The large man who just walked in walks directly up to the table where Santiago is sitting. "You look like yer in charge here ,you want to hire a stonemason er what?" An average looking man who you first took to be a grog walks up to Dom. (He speaks with a very pronounced Enlgish accent) "Uhm yes excuse me I am also a stone mason are you one of the persons hiring fo rthe job?" Santiago********************************** Santiago says " BOth of you come and sit down over here so we can talk about price. Phlome************************************** Phlome smiles broadly at the serving wench as he takes a large drink straight from the pitcher. "Aye, I will be there as soon as we have finished our business with the masons. You may stay and have a drink here with me now if you wish, and we could go to the merchants guild together in a bit. Ill be staying at least til this rather small pitcher is empty, and there's no sense in me drinking alone, eh?" Phlome proffers the cup first towards the merchant, the towards anyone else that looks like they might be up for a drink. Dom/Sithec*********************************** Dom looks startled, and wordlessly directs the prospective stonemason to Santiago's table. Sithec accepts Phlome's offer, belching loudly after downing his cup. Turn 50 Vis Group "Gotcha!" GM******************************* Briana continues to sing as Arthur plays his song. Milnan begins to work his way around to the side of the unicorn. Brianna's shield grog stands in front of Briana and Arthur. Solomon prepares to cast a spell if things go bad. All of a sudden the Unicorn lets out a shrill cry and its eyes flash red. You hear the sounds of little feet running as if coming from under the ground and tiny clawed hands shoot up from the dirt around Briana and Arthur. "Now we shall see if the Half-Breed bleeds fey or Human!" a shrill voice says. Solomon******************************* Okay instead of casting the fireball, I want to use one pawn of ignem vis and cast a creo ignem that makes tendrils of flame rap around the hands. Briana/Arthur************************ Briana and Arthur try to remain singing to hold the unicorn in place. Milnan*********************** Milnan raises his sword to his shoulder and points it towards the unicorn. He then speaks in a loud voice, "I shall run the unicorn through if either of the faires are touched..." Milnan takes a step towards the unicorn. Turn 50 Covenant Group "Now that's an Axe!" GM******************************** Some of the highlanders standback at Grond's display. One of the Highlanders steps forward and says (In Gaelic) "Who are ye? And where do ye come from? Only Evil lives in that swamp." The other highlanders place thier hands on thier weapons but do not draw them. They all keep a wary eye on Grond. Skurk/Kjempe***************** Neither Kjempe nor Skurk understand the goings-on, therefore Kjempe stands in front of Skurk, while Skurk tells the Grogs to translate the problem. Skurk also orders the grogs to form a protective circle around him and Hellious. Grond/Hellious********************** Helious utters a sharp command to Grond at witch grond places his axe back into its sheath. "We are the residents of the castle located in the swamp and i assure you, there is no ill intentions here...We have just moved in and plan on restoring our new home as soon as we can..therefore we are off for provisions. Are you gentlmen in search of something out here? If so prehaps we can be of assistance?" Hellious steps out from the protective circle and stands next to grond... Grond relaxes a bit and frowns a bit muttering something about never a good fight when yer ready for it. Turn 51 Town Group - Stonemasons GM************************************** The first Stonemason looks Phlome up and down then looks at Santiago then looks back at Phlome and promptly sits down at the table with Santiago. "Hullo,my Good Man, what kin the Masons guild do fer ye?" The other man sits down quietly at the table with Santiago. The first stonemasons gives him a sneer. The merchant (Whose name is Thaddeus McGrath) has a drink with Phlome and then says he will meet you at the merchants guild at Noon. Srgt Kemper kicks a few grogs in the ass who are getting to rowdy then a light bulb seems to come on over his head. "All right all you worthless sons o whores git outside so I kin see what I have to work with!" Srgt. Kemper begins urging the grogs outside. Santiago******************************************** Sazntiago looks grufly at the men through his one eye and says " All I have to say is we have a castle in need of repairs, which one of you has better credentials and can do the job for a good price?" Phlome*********************************************** Phlome bids 'good-day' to Thaddeus and drains the small bit of liquid left in his mug, then gets up from the table and approaches the large mason. "It is very impolite to stare." "I think I shall go outside and join Kemper and the new guys. Maybe they'll let me play..." Phlome refills his mug before heading outside. Turn 51 Covenant Group "How nice for you...." GM**************************************** The leader who spoke before seems taken aback by Hellious's friendly gretting. (Almost as if he was exspecting you to be barley disguised deamon or something.) "Well, that is interesting indeed. pardon m'Lord we meant no intrusion. We are but simple hunters out looking for game. What brings you out of yer swamp then?" One of the grogs Leans over to Skurk and whispers "Hunters?" (They really don't look like hunters to any of you.) Hellious********************************** Hellious nods his head in understanding "ahhh hunters yes of course...and we are simple fruit gatherers, My companion here uses his great Axe to chop at the hard to reach twigs for ease in gathering. My men here use there spears for the same effect. And what is it exactly that your "hunting" party hopes to catch?...if you dont mind my asking." Hellious uses his best "wise sage" look as he stares into the leaders eyes Skurk*********************************** Kjempe looks for an opening in the "hunters" in case of escape. Skurk still has no clue as to what is being said, and suggests to Hellious "Unless these are the hounds of the covenant we seek, we should just get on our way. They shall state their business or let us pass." Turn 52 Vis Group "Charge!" GM***************************** Milnan prepares to run the unicorn through with his greatsword. The unicorn while held in place by the Fey music is not helpless. He gives Milnan his now famous "stare" and Milna feels the fear wash over him. Milnan swallows his fear and holds his ground but cannot seem to make his feet move toward the unicorn. Briana's sheiled grog turns and hacks at one of the hands but doesn't sem to deter it very much. Solomon's shiled grog moves to protect him while staying out of the way of any potential spells. The Clan MacGruagach grogs scream a horrid Gaelic battle cry and rush toward the hands. A clawed hand barely misses Briana leg. Another clawed hand attempts to grab her but she deftly steps on it. A clawed hand swipes at Arthurs leg and nearly takes it off. Arthur manages to stay on his feet and keep signing despite the pain. (Arthur has taken 2 wounds) Another clawed hand takes swing at Arthur but luckily it misses. Seeing that Arthur is in more touble than Briana he aims his spell that direction. (Creo 8 + Ignem 8 + Int 4 + vis 5 + die roll 9) = 34 yeilding a 17th level fire spell. This easily pushes through the small faires Magical might. The fairie screeches as it hands are burned but it does not withdraw. Solomon takes a level of fatigue. Milnan************************************* If he's not paralysed, Milnan will attempt to advance on the unicorn. If he can't go that way because of the fear, he will instead head towards the pixie fairy hands and help Arthur and Brianna. Solomon*************************** I burn him again Briana/Arthur********************** Briana continues to sing heading closer to the unicorn with her hand outstretched, wanting to remove the unicorns horn. She is quite displeased with the unicorn and its fairy friends. Her song changes from a standard lullaby to a deeply sad ballad of the horrible death of a beautiful unicorn who threatened the lives of a fairy princess and her entourage. Arthur, although wounded, follows Briana, still playing his lute. Turn 52 Town Group - Talking with Stonemasons GM************************************ The first Stonemason says "I am a master builder of the Masons Guild, i dinno what cre-din-tals ayre but that shud be nuff fer anney wun. Where is dis caslte that needs repairin? How bad off is it?' The other man looks at the first and says "I sir have been trained at both the crafters guild and the stonecutters guild. I am not a Mason as our fine friend here but that is a matter of personal choice. But yes please give us some more details on the job." He returns the sneer the first man gave him when he sat down. Phlome follows the grogs outside to the stable area. Srgt Kemper noticing that you are following turns and says "Ifn you want to spar you vest change out o them robes they'll wiegh ya down." Phlome********************************* Phlome nods to Kemper. "Right you are. I'll be right back." Phlome then runs inside to change into clothes more suited to sparring. When he gets back in the Inn, he looks at Santiago for a moment, and then whispers in his ear (as a good advisor should ;-)) "if you can't decide who'd best, we can take them both, and have them prove themselves at the keep and retain the one we like best" He then runs upstairs to change. Santiago*********************************** THe castle is an old castle of Roman Architecture. I tell them the name of it, I can't remeber the name. It is rather large and we need a crumbled tower rebuilt and the old one dragged out of the courtyard. It will take quite a while to do the rebuilding and you will be paid well fed well and have a place to stay. Turn 53 Town Group "You want us to go where?" GM ************************* As Solomon speaks of your covenant and what repairs need to be made the first stonemasons face grows grim looking. He looks at Phlome as he passes,then at Dom, and then at Santiago. "That does not sound like a job I would be interested in doing."(His cokney-scottish accent vanishes with the wind.) He gets up and heads for the door. the other stonemason looks at the first and says "Bah! Masons what're they know anyway. I would be glad to take the job just to get away from these blasted masons for a while. With you permission and If I have the job I would like to bring my family along. If this is an old Roman Castle then in is sure to be in the highlands and the repairs you describe will take some time. Speaking of reapiars is there an ample supply of stone nearby?" Phlome comes back down the stairs and heads outside to spar with the grogs. Phlome********************************************** When Phlome gets outside, he watches the proceedings for a few moments, and then turns to one of the new grogs, "Someone lend me a sword. I wish to play, too." Santiago********************** SAntiago looks at the man and says your family is welcome there. As for the stone I am not sure? ( IS there some stone nearby oh great G.M.) Domongart**************** I doubt it. We live in a swamp! Maybe an area we can turn into a quarry within a couple of days travel? Phlome************* /ooc But there is a lot of stone lying around where the castle has fallen in. Not all of it is good of course, but probably enough to give the mason something to work with for the winter til we can get a quarry, or new stone brought to us. Turn 53 Vis Group "Lousy Stinkin Little Fairies! They killed Fritz!" GM***************************** Milnan shakes off his fear of the unicorn and advances toward it. The beast rears up and Milnan and delivers and solid blow with one of its hooves to Milnan's chest. Milnan falls to the ground the wind knocked out of him. (Milnan suffes one wound and has some hoof shaped damage to his armor now.) Briana's shield grog attacks the creatures. But just as he swings the goblin leaps out the the ground now fully exposed. They are small, about 4 ft tall with purplish skin. They have clawed hands and jutted crooked teeth. Definatley a goblin of some kind. The Clan MacGruagach grogs enage the goblins that are attacking Arthur. One of them deftly chops a hand off one of the goblins forcing it back underground. The other nimbly aviods being hit and claws one of the in the leg. The other goblin attacking Brianna leaps from the ground and attempts to take Briannas throat out with one of its viscious claws. Briana Dodges at the last second but not before the golbin rakes its claws down her arm. (Briana suffes one wound.) Briana and Arthur keeps thier song going, but Briana can tell that Arhur is tiring and the Unicorn is Begining to resist its power. The goblin who just attacked you is blocking your way to the Unicorn. Solomon lauches a whirling gout of flame at the goblin that clawed Briana. (I had you change targets because the Mac Grugach grogs are now in the way of your original target.) (Creo 8 + Ignem 8 + Int 4 + vis 5 + die roll 8) = 33 yeilding a 16th level fire spell. The flames envelop the goblin who yelps in pain but he only looks singed. From behind you you hear chanting and suddenly the goblin fighting Briana screams as the color drains from his eyes. He screams and falls to the ground. You turn to see Feargus and his group of grogs not far behind Solomon. "Quickly grab its horn!" He shouts. Briana/Arthur************************************ Since my goblin fell to the ground can I walk over him and grab the horn? If so, Briana does that? Arthur and Briana, of course, would continue their song. Milnan*************************** Milnan leaves his sword on the ground as he gets up. Instead of closing with, or trying to attack the unicorn, Milnan gets out his rope, and will try to rope the beast. Solomon************************ Okay this time I just Ball of Abysmal flame the goblin. Turn 53 Covenant Group "Hunters" GM************************************ The leader says in response to Hellious's comment about fruit gatherers.... "Uhm yes I see, ifn you cud kep yer "fruit gathering" close to yer swamp we most grateful. Our moot is just east o'here bout half day ifn you wish to trade in the future." (You look over the hunters and think thart maybe some of the young clan warriors might like to be grogs.) "Pardon fer the intrusion mi'lords." They begin to move away. Skurk/Kjempe*********************** Well, the situation seems to be resolved. Let's move on," says Skurk. Kjempe tries to discern where the rogues are retreating to. As a general rule Kjempe will tend to scan tree tops and bushes for signs of ambush. Turn 54 Town Group "Stone Stone everywhere but not a drop to drink" GM********************************** The mason listens intenly to your discussion about the stone and then says. "Well I'm sure we can find some stone somewhere. The original builders of the caslte got some didn't they? With your permission I'll begin hiring Labourers and Stonecutters to aid me unless you haev hired them already." Outside the Inn... Srgt. Kemper looks at Phlome and says "Magus we normally spar with spear and shield but if you wish to use a sword I have a few sparring blades here. Do you fence? If so I may not have a blade that light" Phlome************************* No, no, Sergeant. One of you sparring blades will work just fine for me. Thanks." Phlome picks out a blade and takes a few practice swings with it. "This one will do fine. I'm ready." Turn 54 Vis Group "Get that HORN!" GM****************************** The Mac Grugach Grogs make short work of the goblins around Arthur , but the strain has become to much for Arthur and his playing falters and he drops his instrament. (Arthur failed his stamina roll and suffers a level of fatigue. He can start playing again next turn.) Briana still singing prays she can keep the unicorn in place for a few more seconds. The unicorn is bucking and kicking widly now. Solomon cuts loose with a BoAF. The goblin now hit with the full force of a fire spell goes up like a torch and falls screaming to the ground. Milnan attempts to lasso the unicorn. He manges to entanlge one of its legs in his rope. The unicorn kicks and Milan, not realizing the power of the unicorn, goes sailing through the air. (Suffering 1 wound.) However, this is the distraction Brianna needed, with the unicorn occupied by Milnan she leaps up a deftly grabs the Unicorns horn. It comes off suprsingly easy. The unicorn stops suddenly and the fire sems to drain from its eyes. The unicorn now appears to be quite docile much like a normal horse. It shakes itself loose from the rope and trots off. "You've done it!" Shouts Feargus GM: BOAF = Ball of Abysmall Flame Milnan*********************************** Milnan watches the unicorn leave before picking himself up from the ground. He then retrieves his sword and his rope. "I thik this is cause fer celbratin'. I know I can sure use a drink. Anyone with me?" Solomon************************************* I am ready with another fireball if any more goblins come out. Turn 54 Covenant Group "Now where did they all go?" The "hunters" move off and you continue on your journey. You arrive at a small village not far from your covenant about nightfall. Your guide says they have an Inn here and suggests you stay the night. You move into town only to discover that it is completely deserted. As you begin to wonder where the poeple might have gone one of the grogs points toward a small hill. "Der dey er...oin dat ill. Over der." You see now in the fading light that it looks like the entire town has gathered aroung the base of a small hill on the edge of town with a few people standing on top of the hill. Skurk/Kjempe****************************** Skurk turns to Hellious and says, "Magus Hellious, I suggest we have an inconspicuous look. I shall send Kjempe forth to assess the situation at the hill and report to us." If Hellious complies, Kjempe will try to sneak up on the villagers(leaving everything but his quarterstaff behind) and take a careful look. Then he will return and report. Hellious/Grond***************************** Hellious nods his head welcoming the break to get back to his studys Grond however frowns at the idea of sitting idle untill he spots a boar sized creature lurking off into the swamp and decides its time to eat. he pulls out his axe and slowly starts to lurk into the swamp to collect his "lunch" Turn 55 Town Group "Is everybody Inn?" GM****************** The Mason runs of to hire laborours and make his preparations for the journey. Phlome begins to spar with a few of the grogs. You get a good idea which of them are good with swords and which are not. Srgt. Kemper is very impressed you didn't hurt yourself. What are the rest of you doing? Phlome************************ After sparring with the mercs for a while, Phlome prepares to go meet the food merchant to make final arrangements. He also needs to make arrangemeents for the lab equipment to be transported. Santiago************************************ Santiago orders another ale, looks for cute barmaids and looks to one of his trusted advisors on what to do next. Turn 55 Vis Group "There's a small matter of ownership." GM***************************************** No more Goblins come popping out of the ground. In fact as the Unicorn trots off the area as a whole becomes more swamp-like and less Fae-like. The pit traps that were everywhere before are now gone. (Things like this often happen in very Magical Areas. Some magi call them Regios because the magic is so strong it actully changes the landscape.) "Well Done!" Says Feargus as he and his group of Grogs walk up. "Please let us tend to the Wounded and return to camp and rest for a while, we still have one small matter to attend to." Arthur is Wounded with 2 wounds. Briana and Milnan both have a level of Fatigue. Solomon has 3 levels of Fatigue. (As a side note Brianna and Solomon both realize that what is left of the goblins will contain some amount of Vis.) Briana******************************** Briana attempts to cast Gather Essence of Beast (MuVim15) on the Goblins nearest her. Solomon**************************** Solmon looks at Brianna and says I have no way to extract the vis. Milnan***************************** Milnan gathers his gear and waits for all the mages to begin heading back to camp. Briana*************************** Briana casts the spell on all of the Goblins, then. Turn 56 Town Group "Goodbye Edinburgh" GM************************** Phlome goes and makes arrangements with the Food Merchant and to have the Lab Equipment Transported. The craftsman returns later that day with his family, two labourers, and a stonecutter. Santiago spends the day Wenching much to his delite. If there is nothing else you need to take care of you can begin the trip back in the morning. (Which might not be a bad idea if Santiago isn't planning on marrying the innkeepers daughter.) Phlome******************************* Phlome is ready to leave. Before actually heading out, he'll make sure all his personal wineskins are full. He also grabs a handful of dirt from outside the gates of the city. Santiago*************************** Lets go. Dom/Sithec************************* Dom and Sithec are ready to go. Once they get outside the city, they wait for the Wolf to catch up. Turn 56 Vis Group "I'm not Dead....just very badly burned." GM********************************** You all head back to camp and rest for the remainder of the day. (Did anyone heal Arthur?) After everyone has rested Feargus turns to your group and says "Well If your ready we can decide which of us gets the horn this year?" Milnan******************************* Milnan is just going to sit back and drink some wine and watch while the mages decide ownership. Solomon**************************** Solomon looks up and says "How many pawns of vis is it? Solomon looks at Brianna and says " you better gheal arthur because I can't. He then looks at the other mages and says who will I be dueling Certemen with? Turn 56 Covenant Group "It's kinda dead here." GM*************************** Hellious and Skurk spy a building that appears to be the local tavern and figure that's as good a place as any to wait for Kjempe. Grond begins wanderng around looking for something substansial to eat. Even Gronds slow mind can coprehend thuogh....this village is ding there are hardly any farm animals around and the crops appear to be withering from a strange disease. Kjempe makes his way up the hill. When he reaches the top he realizes its a graveyard. A large mob appears to be facing down one man who stands betwen them and a particular grave. "Its that Damn Satan spawn that you allowed to be buried here that's cuasin our crops to wither and animals to die!" shouts the Man at the Head of the Mob. Kjempe now realizes that the man facing down the mob is the Local priest. He shouts back.. "Belazarus was an honorable christian man that fact that he was a magus makes no difference! Better he is buried here in holy ground than in that damnable swamp with the hell spawned shapechangers! Now go home and pray for your crops that is the road to salvaltion not the desecration of the fnal resting place of a good christian soul!" With these strong words the vilagers seem to back down. Kjempe thinks he should probably tell Skurk about this right away! Kjempe/Skurk**************** Kjempe immediately retreats from his outlook and hurries back to Skurk. "De har samlats där uppe på kyrkogården. En magiker som kallas Belazarus är begravat där. Byborna tror att han är ansvarig för deras olycke. Prästen hindra de från att skända gravet," he tells Skurk, who has taken a seat in the tavern. Skurk leisurely turns around to Hellious," It seems we have arrived at a rather inappropriate time. The decay we have witnessed here is ascribed to another magus." Offhandedly he remarks, while Hellious $(insert action) "Do you know of any shapeshifters in the swamp?" Turn 57 Vis Group "I challenge Thee!" GM********************************** Feargus stands up. "Very well for the right to the Vis stored in the Unicorns horn, I challenge you to Certamen!" "I name Intelligo. What is your challange Solomon of Tytalus?" Solomon********************************* (Pardon me but by my actions and what I said I challenged them and get to pick technique) That is how the law is written. THat is why I made the challenge. GM*********************************** Feargus raises one eyebrow, shrugs and says "Very well Solomon name you challenge." Solomon***************************** Solomon say's I choose Rego. Milnan******************************* Milnan is going to do nothing but watch during the certamen. Briana/Arthur************************** Briana and Arthur do nothing unless they are needed. Briana casts Chirurgeons Healing Touch on Arthur adding a point of Corporem Vis to make it permanant. Turn 57 Town Group "On my Orders!...Lower Lances!...CHARGE!" GM******************************************** The next mornin you set off from Edinburough. As soon as you are outside the area of the city Dom's wofl rejoins the party. Yiu are now leading quite a sizeable group what with the new grogs , the mason, hs family, and the labourers he hired. You are making slower progess and Srgt. Kemer has been sending out scouts to make sure the oad ahead is clear. Just as you are readying to leave on the third morning one of your scouts comes runnig up panting and ut of breath.. "Seargent, magi,.......Men in armor...horses....up the road....they are preparing to do battle...." Phlome****************************************** "I suspect they may want our winter provisions for themselves," Phlome says. "Though perhaps they are after something else?" Phlome turns to the scout before continuing, "Are you sure that they where preparing to engage us in battle, and not some other target?" He thinks a moment then turns to Sgt. Kemper. "Have the soldiers make ready for battle. It looks like the quiet life of the covenant may be a bit longer in coming for you than we thought sergeant..." GM********************************************* The scout says " No...(Huff)...Two groups...(Puff)..fighting each other..." Santiago*************************************** Santiago gets a sly smile and say's "Lets go see who wins." Turn 58 Vis Group "Ready..Set...Think!" GM************************ Feargus says "Wonderful! We shall battle Certamen in its most purest form by using our minds! I choose Mentem! Let us begin." Game notes: Certamen Combat is Form + Tchnique + Int + Certamen Skill Solomon has Rego(9) + Mentem (7) + Int (4) + Certamen (5) For a total of 25. Feargus has Rego (8) + Mentem (14) + Int (4) + Certamen (3) For a Total of 29. Solomon and Feargus kneel and face each other as they enter the Certamen trance. After a moment two glowing blue beings that are appear in the air between them. Feargus's warrior appears to be an ancient Celtic warrior while Solomons appears to be... well it looks like Santiago but not quite. Both of the magical combatants appear to be studying the other with Deadly intent as if each magical warrior is trying to figure a way to deliver a killing blow to his opponent without he himself being hit. Dice rolling time......Solomon gets a 6+25 = 31 Feargus gets an 8+29 = 37 Feargus wins by 6. Feargus chooses to use his win to weaken Solomon Roll to weaken = 6 + Int 4 + Certamen 3 = 13 Roll to resist = Certamen 5 + Stm 0 = 5 Die Rolls Feargus 3+ 13 = 16 Solomon (Rolls a 1 then a seven which doubles to 14) 14+5 = 19 Solomon suffers no Fatigue. The Celt comes in with a quick blow but the Spainard whirls away before the attack lands. Both combatants begin to study one another again. Second Round Solomon gets a 9 + 26 = 35 Feargus gets a 2 + 29 = 31 Solomon wins by 4! Do you wish to try and weaken your opponent or save your points to add to your next roll? The spainard sees an opening...... Solomon***********************************8 Save for next roll. Turn 58 Town Group "Did he just...aw geez... " GM***************************************** You top the next hill to see quite on odd sight. Lined up on one side of a field is the English Patrol you encountered on your way to Edinburough. The horsemen are lined with thier Lances in the air. The footmen are behind them in formation and the archers are behind them preparing to fire a volley. On the other side of the field is indeed an odd site. A ragtag group of horsemen with patchwork armor and spears instead of lances are lined up facing the English Knights. Behind them is a Motley crew of what would otherwise appear to you as Bandits. Behind them is a group of Crossbowmen, which almost certainly puts the group in the realm of Bandits as no True Engishman would touch a Crossbow. But next to the Crossbowmen is the strangest sight of all. A large man in glistening steel plate mail sits atop the most brilliant and beautiful white charger you have ever seen. The English Captain shouts "Surrender now or we will run you down! Your ratty horsemen cannot stand against our Heavy Horse." The magi get a funny feeling like someone is about to use magic. You can almost see the the strange knight smile as he lowers his sword and his horsemen begin to surge forward. In a response as quick as lightning the English Horsemen lower there lances and charge. As they do the crossbowmen fire into the the English knights. As the bolts stream toward thier targets they burst into flame. At alomst the same instant the earth beneath the english bowmen explodes! Srt Kemper turns to the Magi and says "Magi! That man on the white is Edwin of Horsingas! The outlaw mage that the Black Company is searching for!" Phlome*********************************** As he sees the crossbolts burst into flame, Phlome is overcome by a (probably misguided) sense of fair play and attempts to counter. Phlome attempts to create a thin wall of water in front of the bolts. Just enough to douse them as they pass through. Santiago****************** Santiago says " Sgt. Kemper ready the men for combat", then with a grin says " just in case." Dom/Sithec***************** Sithec draws his greatsword and moves his horse in front of Domongart's. He looks toward Santiago. Domongart grabs his necklace and readies a spell. Turn 58 Covenant Group "Not very Friendly eh?" GM***************************** As you are sitting there discussing the situation the innkeeper walks up. "Whait in Laird God's name do ye want here? Haven't ye caused enough trouble without eatin and drinkn us outta house and home?! (He pauses for a moment.) Weel don't jus sit there wat do ye want?" Skurk/Kjempe*********************** ## I was originally waiting for Hellious to some talking as Skurk does not speak English and also is not a member of the covenant. What is Josh up to? ## Skurk does not understand the innkeep but notices the impolite tone of voice. He motions one of the grogs over who has shown some capability speaking Latin. "Order some wine for me! Then ask him why everything looks so dreary and decayed!" Turn 59 Vis Group "GO Solomon!" GM************************* The spainish warrior makes a fient but then draws back making a note of how the Celt defended himself. Starting this round Solomon has 25+4 = 29 pts and Feargus has 29. Dice rolls: Solomon gets a 1 then a 5 for a 10. Feargus rolls a 0 but does not botch Solomon gets a 39 and Feargus gets a 29. Solomon is up by 10. The spainiard makes another quick fient and the Celt oversteps his defense. Do you wish to press you advantage or weaken you opponent? Solomon*********************** Weaken him. GM**************************************** The spainard sees his opening and moves in for the strike. Weaken opponent : Int 4 + Certamen 5 + Ponts 10 + Die roll 2 = 21 Resistance: Stm -1 + Certamen 3 + die roll 9 = 11 Solomon wins by 10! Feargus suffers Two Levels of Fatigue and is at -1 for further combat. The spainard blade darts in and deals a quick slash on the Celt. Feargus does not relent so Ceratamen continues. Solomon 25 + 0 (Oh no!)= 25 Feargus 29 -1 + 8 = 36 (Ouch!) Okay at this time I remind you that you can use a confidence point to reroll the Zero. I haven't rolled to see if you Botched yet. All Characters have 3 confidence points. If you use one and succed you get it back now otherwise you get it back at the end of the adventure. Do you want to use a confidence point? Solomon***************** Hell yeah I want to use one. GM****************************************************** Solomon wisely elects to use his confidence point. Feargus 29 -1 + 8 = 36 Solomon 25 + 6 = 31 Feargus wins by 5 and attempts to weaken Solomon. Feargus:Int 4 + Certamen 3 + 5 + die roll 4 = 16 Solomon: Stm 0 + Certamen 5 + Die roll 6 = 11 Solomon suffers one level of Fatigue. (No minus yet) The celt sees and opening and swings his axe but it only delivers a glancing blow. Solomon 25 + 6 = 31 Feargus 28 + 3 = 31 Both warriors withdraw a few steps and study thier opponent. Solomon 25 + 5 = 30 Feargus 28 + 7 = 35 Feargus wins by 5 and will again try to weaken Solomon. Feargus:Int 4 + Certamen 3 + 5 + die roll 3 = 15 Solomon: Stm 0 + Certamen 5 + Die roll 12 = 17 Solomon resists the attempt! The celt tries a quick fient but it is blocked by the spanish duelist. Solomon 25 + 9 = 34 Feargus 28 + 3 = 31 You have won by 3 do you wish to weaken or press your advantage? Solomon************* Press the Advantage GM******************************** The duelist considers his opponent for a minute and sees a way to gain the advantage. Solomon 25 + 3 + 6 = 34 Feargus 28 + 8 = 36 The deulist makes a quick move to slide his rapier underneath the Celts guard but the Celt sees the move and gives the Spaniard a quick elbow to the face. Feargus chooses to press the advantage. Solomon 25 + 8 = 33 Feargus 28 + 2 + 0 (No Botch though) = 30 Solomon wins by 3. Solomon's warrior reverses and dances away from the Celt's brutal attack leaving the Spaniard in a good position for a counteratack. (I'm just assuming you wat to press the advantage here since you did the last time.) Solomon 25 + 3 + 14 = 42 (!) Feargus 28 + 4 = 32 Solomon has won by 10. Hmmm...Press the advantage or attempt to weaken? GM********************************* Solomon has won by 10 and will attempt to weaken. Weaken = Certamen 5 + Int 4 + Points 10 + die roll 8 = 27 Resist = Stm -1 + Certamen 3 + Die Roll 5 = 7 Feargus takes 4 levels of Fatigue. The Spaniard doges left then fients right the Celt sees his opening but its a trap as the Celt brings his axe back for a crushing blow the Duelist reverses his thurst and imbeds his rapier in the Celts heart. The image of the Celt Disappears as Feargus passes out. Solomon has won the Certamen! By tradition you may now cast a spell on Feargus if you wish. Solomon******************************************* Solomon looks down at the fallen mage but, does not cast a spell on him. He motions for Ferguses men to come get him and take him somewhere to rest and Solomon does the same. Turn 59 Town Group "Fastest Water Spell in the West" GM************************************** Phlome believeing he is faster than a flying crossbow bolt attempts to fast-cast a spell to defend the horsemen from the flaming arrows. Phlome : Creo 7 + Aquam 12 + Aptitude 4 + Int 4 = 27 + die roll 6 = 33 33/2 = 16.5 =17 a 17th Level Water Spell Now a Finnese roll to see if he can get it in place in time..... Finesse 3 + Quik 1 + Die Roll 3 = 7 ....barley Quite a Sizable Wall of water appears in front of the english just in time for the crosbow bolts fly right into it. The wall is large enough that the bolts are doused as well as halted. The man on the horse turns and looks at your group now with obvious fury. He then turns and cast a spell directly at the horsemen. The first 2 horsemen scream as do their horses as their armor suddenly becomes red hot. The horses stumble and the English charge is broken. The man on the horse (now reaveled as the mage) shouts "Charge on men!" The horsemen apparently being a slight more experience than they look make a course correct to avoid the wall of water and bear down on the English. Santiago************************************ Santiago looks at Sgt. Kemper and say's exactly why was this man wanted by the black company? Domongart*********************************** I answered my own question. I can only multicast a mastered spell. Ok, so I cast "Invocation of Weariness" on one of the mage's horseman. Next round, unless something significant happens to change the current course of events, I cast "Thief of the Stolen Breath" on another horseman. Phlome***************************************** Surmising that it is harder to attack that which cannot be seen, Phlome is going to try to turn his newly formed waterwall into as much fog as he can. (Muto Aquam, Aurum req?) Turn 59 Town Group "Orders Sire!" GM********************* Srgt. Kemper begins barkig order at the grogs. "You with spears out in front! Shields Down spears up! I don't want any horsemen to come bearing down on us! The rest of you behind them and ready yer bows if you have them! Move it now! Like we drilled! Move it! Shield Grogs protect your Magi!" He then turns to Santiago and says " Well I'm not really up on Magi law sire but I dinnae think its a good idea for a magi to be attacking English patrols....well that and King William (The King of Scotland btw) has hired the Black Company to track him down. Seems the English are a might irritated that he keeps attacking their patrols and wants William to Do someting about it. Oh pardon me for a moment sire." "Shore up that line! Me 90 year old Granmama could hold a spear bettn you louts!" He runs up to where the spearman are getting into position. Dom launches a spell at the Bandit Horsemen. Invocation of Weariness : 11 + Die roll 6 = 17 No probelm the spell is cast with no Fatigue. As Domongart incants the spell one of the Riders appears shaken and breaks off his charge. Phlome attempts to turn his wall of Water into Fog. Muto 4 + Aurum 4 + Aptitude 4 + Int 4 + Die Roll 5 = 21/2 = 10.5 (Oddly enough you keep fractions....) (BTW Phlome now has 2 levels of Fatigue and is at -1 for further actions) The wall of Water drops to the ground with a lerge splash but a fog beins to well up from the spot where the wall fell. Then the inevitable happens the Bandit horsemen crash down upon the English horsemen. They are not as weak as the Bandits expected but the charge still has the desired effect. Half of the Enlgish Horsemen crash to the ground dead or wounded. The others draw thier swords and close in to do battle with the Bandits. Just as the English footmen and Archers are beginning to recover you hear. "Footmen! Charge!" As the Warrior-Mage shouts these words you can see that he incants a spell that seems to increase his men's ferocity. As he sees the fog begin to well up and your Grogs being arranged in a defensive position the mage shouts (In latin) "I don't who you are but you will regret the day you interfered with Edwin of Hexham!" He motions with his sword and the crossbowmen begin to withdraw into the woods behind them. Srgt. Kemper turns toward Santiago and the Magi. "ORDERS SIRE!" Santiago************************** Santiago says " Take him out, we don't need him attacking us from behind later on and besides it will put us in the good graces of the king and the Black company. Phlome**************************** Phlome turns to Santiago, "No, leave the mage alone. He is a matter for magi to deal with. If you wish for battle, I'll move the fog below, and you can engage the bandits." In the meantime, Phlome maintains the fog. Turn 59 Vis Group "Victory!" GM********************************* The grogs move feargus somewhere he can recover. Nectah looks at you and says "Ah Well, better luck next year I suppose, don't use the stuff much myself but I love coming on these little journeys." The MacGruagach grogs begin to break camp and prepare for the journey home. Feargus wakes up after a few minutes still looking very haggard. "I congragulate you Solomon on a Certamen well won. I hope to challenge you again next year." Solomon***************************** Solomon says " I look foward to it as well." Milnan******************************* After begins packing his things for the journey home. Turn 59 Covenant Group "We don't take any sass from no Innkeeper" GM*************************************** One of the Grogs stands up and raises a mailed fist like he is about the strike the innkeeper. He then yells somthing in Gaelic. The innkeeper wilts says something in Gaelic to the grog and scurries off. The grog frowns after he hears what the innkeep has to say. "Magi, your wine will be arriving shortly. The innkeeper says that our covenant has cursed his village and that is why the village is so run down. I know of no curses placed on this village. I did hear a story once from one of the older grogs about a magi from our covenant and this village, but I do not remember how it went. I am sure that Master Arsineious (GM NOTE:The covenat libarian) would know the story though." Turn 60 Town Group "Maybe we'll just wait this one out" GM************************** Srgt. Kemper looks at Santiago then looks at Phlome and then back to Santiago and frowns. "I would recommend against sending the men into an open melee. They are more valuable for protecting us. I don't like the idea of dem horsemen comein chargin up this hill. My advice would be either wait and see how the battle plays out or to have our archers to engage Edwin of whatname with a volley of arrows." (Just a side note here this is NOT me the gm speaking through a npc telling you what I think you should do. Srgt. Kemper is a qualified soldier and is giving his advice to his commanders. He will however follow whatever orders you give him. Personally I'd fry the bastard! *Evil Grin*) The fog below begins to well up and spread out but its not as thick as you would have hoped. It partially obscures what is going on below but you can still make out the battle. (Phlome you can stop concetrating the spell is over.) Dom continues his onslaught with "Thief of the Stolen Breath" Whoops roled a zero but no botch. You still rolled high enough to cast it without fatigue though. One of the bandit horsemen suddenly gasps for air and begins widly choking and coughing. He manages to maintain control of his mount but and English footmen takes advantage of the distraction and ends his suffering with a quick slice to the stomach. (Ewww Midevil battles are not pretty kids.) Phlome**************************** I'm wondering what's the current situation around the battle. There is a fog obscuring the horsemen. Have all of the crossbowmen withdrawn out of site? Did Edwin the Mage go into the trees? Are his footmen still charging into the fray? I got confused when he had some withdraw, and the others attack, just looking for clarification on who is where now... GM********************************** Okay here goes.... The Bandit Horsemen have charged into the English horsemen and killed half of them. The remaining English horsemen have begun to melee with the Bandit Horsemen at close quarters. The English longbowmen and footmen look to have suffered from a casting of "The Earth's Carbuncle". The ground beneath thier feet exploded. This killed a few and knocked all the others to the ground. The english longbowmen and and footmen have since regained thier footing and charged into the fray with the horsemen. The bandit Footmen have charged toward the "big fight" now going on. As they charged Edwin cast some kind of spell on them that seemed to increased thier combat lust. This entire battle is partailly being obscured by the fog created by Phlome. The bandit crossbowmen have withdraw into the woods behind them and are now out of sight. Edwin of Hexham is on the edge of the woods but still in sight. Your Grogs are arrayed in front of you in a protective line with spearmen in front, footmen behind them, and archers behind them. Just as an aside thier appear to be about 30-40 bandits (Including crossbowmen) and about 20 English left alive. I'd have to check to make sure but I beleive you have about 15 grogs with you. Santiago**************************** SAntiago looks to Phlome and Dom and says " Well what do you all think, capture him now while we have english here to help a little or wait until he attacks us later and has more men?" Phlome********************************** Phlome turns to Santiago and Kemper. "We are still outnumbered even if we join the English. And we cannot afford to lose any men. Use the archers and try to give aid from here. Sgt., if you see a clear opening, take it. Otherwise, use our men sparingly." "Maybe we can try something else." Phlome then looks across to the other mage and shouts, "Provoco temet, Edwin de Hexham, punga Certamen!" Dom/Sithec******************************** Domongart attempts to cast a "Control Horse" spell on the enemy mage's horse, spending a fatigue level if necessary. If successful, he tries to get the horse to run toward our party and dump the mage when he gets there. Sithec flips the bandits off. Phlome*********************************** Phlome clarifies his challenge somewhat... "Provoco temet, Edwin de Hexham, punga Certamen. Seligo Aquam!" (this loosely translates to 'I challenge you, Edwin, to Certamen. I choose Aquam.' - and more exactly translates to something like "I call forth you, Edwin down from Hexham, the battle certamen. I choose water." Turn 60 Vis Group Unless your characters have more to say/do with the MacGruagach mages you pack up and head home. Congrats! Your group has completed thier first adventure. All charectars (Arthur,Briana,Milan,Solomon) receive 10 xp. You can spend xp to raise a skill or master a spell. It costs the level you are going to to raise a skill i.e. Level 3 to level 4 costs 4. Level 3 to level 5 costs 4+5 = 9 To master a spell you must pay the spell level/5 ie a level 30 spell costs 6 xp to master. Let me know how you're spending the xp or send me updated charecter sheets. Turn 61 Town Group "WTF? The HORSE has parma?" GM************************** Edwin seems to ignore Phloes challenge completly. Dom attempts to cast control horse on Edwin's mount. Rego 5 + Animal 6 + Int 2 + Die Roll 8 = 21 /2 = 10.5 Dom takes a level of fatigue. There is a slight shimmer and the spell dies as it strikes the horse's Parma Magica. The horse has a Parma? Uh Oh...... Edwin turns four shades of purple. "You will all pay for this attack on my familiar!" The horse looks po'd. "Fall Back! " shouts Edwin The Bandits break and run from the combat as if they have been routed. The surviving English begin to give chase. Srgt. Kemper shouts "No! No! You fools!" But its too late the English don't realize that again they have fallen into Edwin's trap. The bandits have drawn the English into a perfect position. A perfect position to cut to pieces by the crossbowmen hiding in the trees. Horses and men scream as they are cut down by the bolts. The few surviving English turn and rout the other way. Edwin looks at your group and shouts. "We WILL meet again!" Phlome************************* In a non-lethal effort to prevent Edwin from escaping, Phlome attempts a spont spell to turn the ground on which his horse is standing into a thick mud. Muto Terram. Aquam req. Turn 61 Vis Group GM************************* You arrive back at the covenant with little problems. Even as you step through the gate you are bombarded by questions from the Covenfolk and remaining grogs. Did you get the magic? What happened? Are you hurt? (Some of the Grogs and Arthur are obviously wounded) One of the older grogs runs up to the Magi and says.. "Magi, Magi, Anthoer mage came to the covenat not long after you left he and Hellious took 3 Grogs and left a few days ago to make contact with another covenant." Milnan********************** As soon as some of the grogs are within range, Milnan tell them to get the injured somewhere they can rest and recouperate. "As for me, bring me plenty of wine, and I will recount the whole journey for you all. Learn of how we vanquished the dreaded stoor worm, and bested the mighty unicorn. "Quickly with that wine!" Milnan is not interested in the new mage, figuring that is business of the other mages, and he is, at the moment, a great deal more concerned with getting drunk, and telling his tale. Milnan will first make sure the tower is clean and livable. He will also attempt to take firm command of the grogs as their military leader. After the tower is ready, Milnan will turn to training of the grogs, and getting them into combat form. He will also use them to start cleaning up the courtyard. Removing the rubble of the collapsed tower, and maybe getting some of the animals moved out. When not with the grogs, Milnan will explore the main keep, as much as he can. And anything he finds that might be useful, he'll take back to the tower for Phlome to inspect. Otherwise, every evening, he'll probably drink heartily with the grogs. Solomon********************* Solomon takes the vis that was collected and puts it in the labratory. THen goes to his sanctum to read and eat. Turn 62 Town Group "Sometimes you get the Bear sometimes the Bear gets you" GM************* The English Soldiers have just been cut to pieces by Edwin the Mage-Knight's crossbowmen. Dom attempted to cast a 'Control Horse' spell on Edwins mount but it was resited by the horses parma. The horse being Edwin's familiar. Edwin is now very pissed but seems uninterested in fighting you at this time. He begins to withdraw. At this point Phlome casts a spell that chages the earth beneath the horses feet to mud. The horse quickly becomes mired. Srgt. Kemper turns to Phlome and shouts "What are you doing!?!" Edwin looks very angry yet somehow satisfied as three Earths Carbunkles explode beneath your feet..... Grogs, horses,carts, and magi go everywhere. You aren't hurt to badly but everyone is knocked off thier feet. Everyone takes a wound from the explosion. You can no longer see what Edwin and his grogs are doing as you are in the Carbunkle crater. (oh and YES he did just break the code) GM Note: The Code Of Hermes Santiago******************** Santiago looks to his trusted advisors as what to do next. (Since they know the code.) Phlome******************************** Phlome gets up as quickly as he can, and begins looking immediately for Edwin. His hair appears to be suddenly drenched with water. "I did want him alive, now I don't care". "Someone check the carts, and see if anything is broken or lost." October 13th 1999 was the last message for the game. I hope you all had as much fun as I did. I will try and post a Wrap-up on the Webpage soon. If you have any comments email me at rymoore@hotmail.com Ryan Moore "GM" Eric "Phlome/Milan" Bill "Domongart/Sithec" Stacey "Briana/Arthur" Grady "Solomon/Santiago" Josh "Hellious Grond" Christopher "Skurk/Kjempe"