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Here And There Part II

Date :
Season/Year : Winter 798
Storyguide : Hugh

Cast

  • Filius Ignis
  • Albus Pernicie
  • Francois
  • Des
  • Adrian

Writeup

Here.. and There Part II Fire… and Earth At the end of the last game it was just moments after dusk, Parma’s had been recast, Filius, Francois, and Dez are in the field to the south west of the city with the Fortress of Solitude having just dissipated. Albus and an uninjured sailor with a cuirgy skill of 2 are on the heights to the north of the fort having seen the mist start to dissipate from the valley. First actions: The mist surrounding the valley dissipates enough that Albus can see the tips of the towers, it then begins to thicken. If Albus wishes he can cast his castle destroying spell at least three times before the mist obscures the castle again. As the castle proper has a mosque with several potent Imam’s in it the spell will not be able to destroy the castle (barring super heroic penetration scores). After about fifteen minutes a bright light will shine from the heavens onto each of the groups of players. Parma’s are not assaulted by this as this is a divine effect. As they move the light moves on them obviously marking their locations. Keen eyes can see that there is also a light shining on the super secret shepherds hut. During the night they will be attacked by more hedgewizardry and guards. During the ruckus’ the bulk of the ships will try and make a break for it and escape as they wish to have as much of the ships get away as possible. The troops however will stay on to fight it out. The best option here is to attack the town and citadel directly, as the more time spent wandering around will allow the natives to be more clever and to concentrate their forces against one group or the other. Vignette Four: The Citadel There are two forts, one on each end of the island at each of the major harbors. The Mages and most of the best troops are at the north end of the island, the bulk of the fleet and the mundane soldiers are at the fort at the southern end of the island, with Filius and Albus they should be easy to defeat.   The North Fort   Four Mages: Mouis Machmoud Yousef Zaffair   Two Imams Abdulla Bin Moustaffa   8 Very Good Guards Init -1, Atk +17, Def +15, Dam +8, Soak +9   48 Guards Init -1, Atk +12, Def +10, Dam +7, Soak +6 Init -2, Atk +8, Def +6, Dam +6   100’s of Sailors and Marines down on the ships and around the harbor   Inside the Fort   Cunning Traps and Stuff   Illusions, Room Based confusion effects, glamours and so on to get the companions to kill their own mages and so on.   Miracles: Parma like effects on the soldiers and Mages. Blights and such like, real wrath of god type stuff!   What Happened: The players resume where they left off with the whimsies, a Fairy Regio is discovered and some time is spent getting everyone back out. Adrian is captured by the Moors and held in the tower and everyone takes more damage. Eventually the fleet and the army get away in the night and the group attacks the fort the next morning fighting their way in past the few rear guards left behind. They find Adrian inside a booby trapped cell that they manage to negate and free their friend, they find a passage that leads to a hidden cove where they assume the last of the Moors boarded ship for their get away. They spend the time they need to heal the worst off of the companions clearing the rest of the Moors from the island and during that process they find an Intellego Vis source on the island.

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