Studying. Details on Labwork history -page.
A Redcap, Caligula, joins the covenant and is placed on a season's trial period.
Father Laurentius joins the covenant.
Shopping trip went terribly wrong, as did the thieving one too. On the way
back we met two shapechangers (?), who asked for a sanctuary. They were
brought into the covenant.
The shapeshifters, man and wife cursed to dwell as wolf (the man during days)
and hawk (the woman during nights), so they could not ever see each other
in human form. The powerful curse had been cast with the aid of Stone of
Loki, a standing stone rumoured to have been created by the norse god Loki
himself. The norse vitki who had cursed the poor couple had been in love
with the same woman. Magi kill the vitki during a "day that is not day,
night that is not night" (an eclipse) and thereby remove the curse. The
couple settles in the covenant. (Ever seen the movie "Ladyhawke"?)
The magical aura of the covenant starts to decrease; this wakes up the
powerful dragon beneath the earth of Calf. Quake, the dragon of four
elements, realizes that her offspring have been enslaved by norse vitkir
using the power of Loki's Stone. Unwilling to take the lives of his
children personally, Quake proposes a deal: if magi kill his children,
he will get rid of the norse vitkir. The magi slay the children (air and
earth, fire and water were already dead). Quake Flies away to destroy the
vitkir, but the power of Loki's Stone is too great for the old dragon,
who is also enslaved.
The characters travel back to the Loki's Stone, defeating a band of Gallowglasses,
mercenaries hired to guard it. Bearnard uses 9 pawns of vis and casts a
spontaneos Perdo Terram spell of level 42, breaking the stone into shards.
Only Seumas realizes that the Stone is cracked, and starts to beat it with
his battleaxe, and is soon joined by Kif and Ewan.
Quake approaches with two vitkir on his back, breathes fire on the three grogs,
and Kif becomes incapacitated. Tomas casts a spell, and a big treebranch
starts to push the stone, eventually breaking it to pieces. Quake is freed
and characters return to their covenant.
The tribunal comes, and magi travel to Crun Clach covenant with their custos.
Tribunal rules, that magi are allowed to search for Varina's last remains
and that young magi are allowed to build a covenant at the northern parts
of Isle of Man. The magi of Insula Maledictus oppose this, but the votes
are cruel against them.
Returning from the tribunal, the magi receive news from the covenfolk. A hunter
grog had been killed by a red arrow. The wound was just a small scratch,
but the man lost his desire of living. Thanks to the Whispers Through
the Black Gate magi know this. The death of the grog becomes an issue,
over which Profanus, Bearnard and Caligula get into fight. Council is
called and Profanus and Caligula engage in certámen, in which
Caligula emerges as the victor.
We also received strange visitors, again. A band of byzantine warriors and
seamen arrived to the Calf of Man, offering their services as veteran
mercenaries and seafarers. Strangely enough, we accept them into our
society. Like always.
Tomas comes out of his sanctum, wondering about missing dagger, that should've been
in our treasury. None of the magi had taken it, or the hundred silver
coins that were missing as well. After coming up with a guarding plan,
it is discovered that the thief was the Demon of Greed we had
bumped into earlier. It dies in the hands of Kif. The dagger is not
recovered and the demon's stash not found.
The people of the Insula Maledictus start to feel strangely tired, as if
someone or something was draining their life force. If there's nothing
better to do, they just sleep till noon and generally don't do the
things they are supposed to do. After all, fall is a busy time for
the peasants.
A ship arrives at the dock, bringing a merchant and his servant to Calf.
The merchant introduces himself as Amaryllis and his short, ugly servant
as Nob. He is granted a place to sleep in exchange for a glance at his
wares. A band of grogs sets out on a hunting trip, and Kif, Ewan, Hector
and Juliette join them. The trip is enormous success, they catch 3 deers
and an old man, who is dying with a red arrow in his side. His wounds
being tied, the man is quickly brought to the Calf of Man. He looks
like a monk with a frock, begging bowl and a crucifix, but does not
belong to any brotherhood. Father Laurentius' actions save the man from
his inevitable demise, and he can be questioned.
The man, Ephram, tells about his quest to follow his teacher, Josef. Even
the well-traveled Father Laurentius hasn't heard of this strange mentor.
Back on the Isle of Man, Ewan, Kif and Juliette lie in guard, waiting
for the strange murderers to show up. They don't. In the morning, they
try to find tracks, and are successful. They find two sets of tracks,
small bootprints and large bare feet with claws. The clawed bigfoot did
leave tracks at the earlier site too.
Ephram has almost lost his memory, but remembers that he was a band of devout
christians, following Josef. He also recalls the shooting incident,
altough vaguely. He remembers a beast, and a small boy, who traveled
with him. Characters recognize the boy as the son of Fearghus and
Alma, who lived in Bruinn.
Determined to find out the truth about the theft and the strange murder,
magi roll up their sleeves and get to work. Profanus casts the
Inexorable Search from the book in our library, using the arrow
as arcane connection. The owner is found in the village of Bruinn,
but the map burned. The characters set out to Bruinn, but find nothing.
On the way back, the ship carrying Ewan, Profanus, Juliette, Nora and
Angus, suddenly disintegrated to pieces. The boards just came loose and
water flowed through them. Even in their heavy armors, they were able
to swim until saved with another boat from ashore.
We agreed that this was the worst session of all times. We just couldn't do
anything reasonable, we didn't see the clues the storyguide dropped in
front of us and generally couldn't get anything done. We all hope to
achieve more in the next session.
(I don't remember much of this, but I'll try to come up with something)
We dispatched the demon causing the laziness, discovered the smith's apprentice
who had made a deal with a demon, got the key to open a portal at the
crossroad, took Ephram there. We questioned the boy, found out about
his dark secrets and that he had been in an abandoned monastery near
the west coast - a place the Isle of Man has plenty of. Packing ourselves
in a boat, we set out to find this place.
On second or third real try we found it. It was quite heavily guarded.
Dispatching the guards was not a real problem, but entering the
monastery gave us another problem. Our old friend, a demon named
Eskarus, was holding the upstairs. There was the classic
pentagram on the floor, and in the middle of it the other end of
the staff. Short discussion with the demon made him send his pet,
the Demon of Wrath, earlier known as Izarn of Bruinn (see
above and in people and
places). After some hack'n'slash, both of them were dead, and the
staff waiting for its taker.
Bearnard and Juliette had failed in it before, but Nelly was able to get her
hands on it. It caused a Dominion aura of 3 to its holder, so she did
not want to hold it for long.
During this session, Caligula botched a spell (Lifting the Dangling
Puppet) on Kif, who was doomed to concentrate on staying on the
ground the next month or fly away like smoke (see spell description
in ArM4).
Collecting the other end of the broken staff, we headed home. Profanus cut
a few corpses open, taking 5 human hearts as foci to his spells;
the infernal activity in the area would be enough to conceal our tracks.
We took the liberty of releasing the other ship to our use, tying it
to our ship and taking it home with us.
At home, we had to rest a bit to recover from our wounds and fatigue. We
presented the halves of the broken staff to Ephram, who was very
interested in them, and wanted to continue his pilgrimage. He settled
for a day's delay, so we took him to the crossroad a day later. There
he struck the staff to the ground, and suddenly we were all standing
in a Dominion regio, with Aura of 5.
This was not a very nice thing for Profanus or Nelly, who don't like the
Dominion as much as a normal magus does. Ephram sat down by the staff,
and for once, we were able to squeeze some real answers from him. When
asked about Varina, he answered mystically "Imekää jerkkuanne hemot,
mul on galaksin isoin kulli. Taidatte olla paskin peliporukka ikinä.
Varmaan mä teille mitään kerron ".
The latest addition to our troupe, Amaryllix, did actually understand a bit
about Ehpram's mindless chatter, and told the rest of us that we needed
to head for the Highlands. We packed our bags and started the journey.
Bearnard took care of the winds and we arrived in Fort William. We paid
a big sum of silver pennies to a local farmer and were allowed to rest
in his barn. Nelly and Profanus, our two sissies, wanted - of course -
better commodition, but since the rest of us did not allow them to have
it, they had to settle for the barn as well.
Amaryllix visited his contacts, followed by invisible Juliette and Caligula
(we didn't quite trust him), and after filling our bags for food and
miscellaneous utilities, headed for the highest point in highlands, Ben
Nevis (1343 m). It was quite easy to find, but the bad weather
and difficult terrain hindered our travel. Bearnard took care of the
weather and we were able to reach the mountain quite easily.
Climbing to the top of the mountain we discovered a spring. We didn't have
enough time to search for anything, when suddenly Nelly and Ewan found
themselves in a faerie regio, talking to a gatekeeper beside a portal
to Arcana. He required a strange payment for each person passing
through the portal; for Nelly the price was four small rocks and two
twigs, for Ewan 30 moons of sobriety (too much for a person with a
compulsion: drinking).
The gatekeeper, Noggin, let others enter the regio as well. If outside was
too foggy to see the sun, here the sky was clear and sun shone. We
waited to the dusk, thinking of the possible courses of action, and
when the sun set, we didn't notice anything out of ordinary. We were
still thinking of entering Arcana, but after discussing Varina with
the gatekeeper, we decided to wait another day to see if we'd notice
anything during another sunset. And we did. Near another hill, there
were two flashes of light, just when the last rays of the sun died
out.
Nelly created a map, Bearnard took a close look at it, casted nightvision,
and flew to the new mountain. He could then lead the others there with
flashes of light. others followed later, on foot. The new mountain was
a roughly 20 by 20 paces big chunk of rock, 20 paces high. Nothing was
found near the bottom nor on top of it, until Kif saw some flashes of
a structure on top of it - another regio.
Using ropes, Lifting the Dangling Puppet and climbing skill, we
hoisted everybody up. On top of the rock we were once again clueless.
Suddenly Kif disappeared, entering the regio. He found a tower of
stone, without any doors or openings, and heard some movement on
top of it.
Outside we realized it was another regio. Profanus wasted 5 of our 6
vim vis casting a spontaneous Glimpse Through the Magic
Veil. We all held rope in our hands and were able to enter the
new regio except Amaryllix, who decided to botch. Profanus had to
get him in later. Luckily he did not fail his concentration.
In the evening, the monsters - two large (Size +2) owls - left to hunt
food. With us on the doorstep, only the other one left and the other
stayed around to guard the top of the tower. We forged a plan: first
invisible Juliette and Bearnard scouted the tower. There was a nest
and the other owl was sitting in it. Returning down, we made another
plan. We hoisted Nob and Juliette, both silent and invisible (Perdo
Imáginem works) and Bearnard flew in invisible. Bearnard
cast a Pilum of Fire, followed by attacks from Juliette and
Nob. The owl died quickly, since Juliette's blade was coated with
poison (+10 dmg) from Caligula.
The other owl returned, saw its partner dead and attacked the only visible
people near the tower, the ones below. It died too. We harvested the
vis and some feathers (valuable merchandise as well as foci to
Wings of the Soaring Wind) and lifted the troupe to the top of
the tower. Below the owl's nest we found a hatch. The time was running
late, so we had to stop here. Varina's treasures are at our fingertips,
but there are perils down the tower we didn't have time to face yet.
And yes, Kif still levitates.
Intellégo Terram spells did not reveal anything but rock below our
feet, as did not Intellégo Corpus spells either. Glimpse
Through the Mystic Veil and Varina's regio key let us all - except
Nora - through the sealed hatch.
The hatch concealed a room in the round tower, with 6 pillars, a few
bookcases, a fireplace and a pile of books and scrolls in the middle.
Our valiant sensor-grog, Kif, was sent in to investigate, with a rope
around his waist (altough ankle and neck were suggested, too) in case
of emergency. Scouting expedition revealed nothing unusual, so the
rope was tied to the chamber below and the hatch above. Then we
descended. Greedy magi immediately went for the books and scrolls, but
the minute the pile in the middle was touched, a horrible scream was
heard from the ceiling. There, perched on top of the pillars, were 6
man-sized statues, who just awakened to see the graverobbers in action.
They came for us, jumping down on the magi. A few of us were unnlucky
enough to get caught under them, pinned on the floor with a few
hundred pounds of stone on them.
A fight ensued, naturally. It was not a pretty sight, since most of the
grogs rely on edged weapons instead of crushing ones. Kif had an axe,
and therefore an advantage. Nora was left out and could not get into
the regio, leaving Nelly alone. Other grogs protected their masters
as well as they could.
Combat was not going well. Both Juliette and Profanus were bitten by the
beasts, and Nelly and Bearnard were only barely able to escape from
under the stone men. After a while it became clear that the gargoyles
were a bit too much for us to handle. Our grogs fought valiantly, but
it was not enough. This cost Juliette her life. She did not go down
alone; Bearnard's spell turned one of the statues to rubble. Profanus
and Bearnard flew onto top of a pillar, but one of the statues was
climbing up as well, since Caligula, its target, had become invisible.
A few more spontaneous spells did nothing but cause loss of fatigue
for the casters.
Down below things were bad. Kif had luckily gotten some damage through -
being the only one of us. The statues had it better: Juliette was
dead, two of the critters were attacking Ewan and one Nelly. Without
armor she fell, incapacitated, and her attacked moved on to Ewan.
Spontaneous Hands of the Grasping Earth immobilized one of
the gargoyles, but again they had more luck: Ewan too fell
incapacitated.
Things were looking grim. Caligula made Kif and the fallen ones invisible
in the hope of getting them still saved. Spontaneous Rego Terram
spell from Bearnard took control of one of the gargoyles, and caused
it to attack its colleagues. After a while of fruitless combat, we
decided that it was time to fall back. Statues had lost one of their
numbers, we three. Concentration botch with Bearnard speeded the
process a bit, and confidence points were burned.
Licking our wounds upstairs we managed to awaken Ewan and Nelly. Realising
there could be vis in the remains of the sole dead gargoyle, Kif was
sent to get it up, invisible. (Again Kif, why? He still levitates
freely, so he earns his food with it.) Burning horrible amounts of
Terram and Vim vis (4 + 5 * 3 pawns, Tomas would've killed us if he
were there) Bearnard managed to destroy the statues and avoid botching
(3 pawns of vis and an aura of 3 means at least 7 botch die - SG ruled,
that double botch would mean twilight) with Kif going down to fetch
the remains - new vis to burn.
The melee in the middle of the old and brittle scrolls and books resulted
naturally in destruction of the majority of them. Although drawn to
the library of books, we had bigger fish to fry: Varina's other goods.
Again we found a portal to a new level of the regio, and Kif managed to
get in first, finding himself in a dark stairway. Profanus was quick to
follow, managed to create light and found himself in the mother lode,
the grave with a large sarcophagus. (Looks of terror appeared on the
faces of everyone else of the troupe - see Varina's letter and Profanus'
sheet)
Luckily the rest of us got down there and Profanus controlled himself, and
instead of groping the corpse he searched some of the chests lying
around. After a while of paranoid searching and looking around in the
fear of more gargoyles appearing, we managed to carry the equipment
upstairs. We took them all the way, back to the real world.
Some of us were very eager to go back and search the sarcophagus, but some
of us were in too bad condition or just exhausted and their
self-confidence taken. We decided to flee to fight for another day, to
come back after the equipment was safe. Hauling the chests back to the
shore, we rented a ship and returned to our covenant.
Looting the chests and exploring the books convinced even the most cynical
of us that the trip was worth taking. Our library is now amazingly vast,
filled with expensive (and priceless) books and worth envying from most
covenants. One thing remained to do: inform the tribunal of our success;
we wanted the fame and figured that if we inform others of our findings
and provide them with proof, they would stop searching for the grave. If
we chose to return to the sarcophagus, it would still be there.