Back To Games
Back To Games
Paint Your Talisman
Date :
Season/Year : Fall 796
Storyguide : Hugh
Cast
- Filius Ignis
- Albus Pernicie
- Francois
- Adrian
- Raymond
Writeup
Paint Your Talisman (the Musical)
Cast:
Albus
Filius
Mentos
Raymond
Francois
Plot:
The is a new power awakening in the Med. Muslim pirates based off of the Baleric Islands and supported by the Emir’s in North Africa have started what will be their tradition from this point on, unless they are stopped. This is intended to be a recurring issue not a one off adventure.
Baron Karl:
Requires help defending his lands against both these new raiders and the standard infiltrations of the Basques. He is also a vassal of one of the “Anti-Stephan Du Boyne” faction some. He sends his son to ask for the help of the Covenant.
The Bishop of Perpignan:
Requires help defending the city against these pirates.
Salty Pete knows has information galore.
Flambeau has secret instructions for Albus, Mentos, and for Filius too.
The Bad Guys:
Emir Tariq Abdul Wahar
The owner of Algiers and a supporter of the pirate fleets. His goals are to keep the “jihad” rolling along and to profit mightily from doing so.
Rehman:
The head of a “sorcerers guild” also headquartered in Algiers. He is an ally of Emir Wahar and has sent some of his minions along to help out against the Franks.
Muqtar “the Pirate Emir” Abu
The mundane leader of the pirates, a wise and salty foe who uses his magical supporters wisely and well to ensure that the Franks have no chance at resistance.
Hakmed
The magical leader of the pirates.
Jaffar
The magical assistant to Hakmed.
Mouis
Another magical assistant to Hakmed.
Mentos
You were given four letters to deliver to Calor Novus, three of them are written by Flambeau (one for you to open before you get there, one for Albus and one for Filius) and one for Inrisor written by his parens.
Father Raymond
He’s still blind and has a young catamite to lead him around. The catamite is named Marcel and is the bastard son of a Count who lives to the south of Paris. In addition to his seeing eye bastard Raymond has become quite the celebrity and has attracted a band of 6 hangers on/ fanatic’s/ followers that act as his body guards and basically refuse to leave him alone. Stats need to be provided. After having the same odd “wandering feet” feeling for the past few days he decides that it’s time for him to return to Calor Novus though he doesn’t know why. Father Raymond and his entourage arrive en masse contemporaneously with Mentos, Baron Karl’s son Henri, and Prior Verditious.
The Plea
Baron Karl has sent his oldest son (yes he has three children, two sons, one daughter none of which actually live with him and his wife as they’re fostered out to various other nobles in safer and more politically advantageous locations) Henri to the covenant to ask for help. He arrives with a man at arms.
The story is that they have received word from refugee’s, coastal traders, and the “government” that there is a large fleet of ships (as vast as the ocean itself, as numerous as the stars in the sky, blood thirsty and utterly merciless) sailing along the Frankish coast generally from say Genoa counterclockwise towards Perpignan killing, slaving and looting as they go. They are Musselmen by in large though there are some Christians amongst them and the coastal dwellers need help if they’re to survive.
His father has told him that he is to come to the covenant and request in the strongest possible terms that the magi (specifically Filius) fulfill their pledges of alliance and help him out.
The Plea from the Bishop
Same type of thing only from the bishop and more kindly worded as he doesn’t have anything to hold over their heads other than their immortal souls. Sent via Prior Verditious via the Abbot.
Information
The following bits of information can be gained via scuttlebutt prior to the first encounter with the bad guys.
The fleet is at least twenty ships
They have yet to fight anything other than confused local defenses as they can pick and choose when they land so they always have tactical surprise
They are racially a mix of black moors, arabs, and Caucasian Christians
They are a scourge sent by god to chastise the proud Franks
They call down the fires of heaven on their enemies
They have broken the walls of many strong holds in a single night
If they are resisted they leave no survivors
They carry off everyone as slaves and send them away on separate ships
Routing and Refugee’s
As the players approach the coast they will encounter what first appears to be a dribble of refugee’s but gradually grows into what appears to be the country side emptying out. Intermixed with the refugees will be various and sundry nobles, knights, and other persons of importance. Names such as Raoul, Hercule, Nikolas, Jean, and Armand. Basically everyone has panicked and perhaps can be talked into helping resist the invaders if only they had a hero or five to lead them into glorious battle!
If they get help they can use them and having help almost never will hurt.
First Encounter With The Bad Guys
It’s night on the coast, a think fog rolls in making sight and sounds difficult and confusing (magical effect to concentrate the whether but the fog et al are natural). During the night a group of scouts is located either sneaking into the camp or sneaking around nearby. There is a fight with the limited visibility hindering the good guys, Vision of Heats Light reduces the penalties but it’s still hard to see very far even with it on as the air is so heavy. As the last bad guy dies or what ever an obvious magical signal is generated that takes off from him and climbs into the sky like a pop bottle rocket. This serves to warn the Bad Guys that the mages are out to get them.
Second Encounter with the Bad Guys
The BGs are of course concerned about the presence of any magically aided enemies that may be fighting against them, especially those that are known to be violent like the Calor Novans. So the first step is to learn as much about them as possible. This will be attempted by sending efreet or djin to spy on them and learn as much about them as possible. The Efreet will try and hide in camp fires and the like to spy but can be spotted during their infiltration attempts.
The Rest of the Game
The Bad Guys will then play the game the way that seems best, attempting to rely on cunning, sudden attacks, ambushes, traps, and so on risking their mundanes rather than their magicians but concentrating on hurting the mages (once they know who they are) at all times.
The talisman is in the pile of loot on the ship of Muqtar or on his person as he’s the knd of guy that likes them bobbles so he does.
Bad Guys Spells and Abilities – Abilities etc, Deleted
Muqtar “the Pirate Emir” Abu
KIA by Filius
Hakmed
Still alive
Jaffar
Still alive
Mouis
Friend of the Earth
Recruited by Filius et al and currently living at the Covenant
Mentos,
Now that you have nearly arrived at Calor Novus you will know your instructions.
Do what ever Albus asks you, no matter how odd.
His words are mine.
Flambeau
Albus,
Mentos has sworn his loyalty to our house, test him in general and in specific ask him for a listing of the magic items that he has been entrusted with and also ask the use of his “one league stride” magic item. Report to me what he does leaving aside nothing of interest.
I am pleased that you have yet to lose your home a second time, and remember always that you are the face of our House down there. Be sure to act like it.
Flambeau
My Dear Filius,
I am glad to hear that all is once again well with you and that you have made such outstanding progress in the heavy work to which you are committed. Remember that, though Albus may have the title, you are the face of our House down there and that makes me sleep well.
Oh yes, one more thing, I’m testing Albus (to see if he can follow instructions) and Mentos (to see if he’s true to his oath’s) and I want your to report to me exactly what you see them do. It was well to see you again, watch out for assassin’s, and keep up the good work.
Flambeau
Father Raymonds NPC’s
Marcel The Catamite
Int 1 Virtues
Per 1 Educated
Str 0 Gossip
Sta 0 Privileged Upbringing
Pre 1
Com 1 Flaws
Dex 0 Humble
Qik 0 Clumsy
Obese
Soak 3
Init 2 Church Lore 3
Atk 5 Speak Latin 4
Def 5 Read Latin 3
Dam 2 Speak Frankish 5
Great Weapon (Staff) 1
Folk Ken (Priests) 4
Carouse (Finding Food) 3
“Guys”
Soak 4
Init 2
Atk 6
Def 6
Dam 3
Great Weapon (Staff) 3
“Guys”
Str 2, Sta 2, Dex 1, Quik 1
Short Sword and Shield: 5
Thrown Weapons (javelin): 4
Awareness (Alertness) 3
Stealth (Sneaking) 2
Init: 2
Atk: 10
Def: 10
Dam: 7
Javelin
Init: 1
Atk: 7
Def: 5
Dam: 7
“Heavy Guys” Soak 7
“Light Guys” Soak 4
Lore
no lore yet
Back To Games