Paper Tiger
Date : 07-30-2005
Season/Year : Spring 790
Storyguide : Paul
Cast
- Albus Pernicie
- Inrisor
- Francois
- Raymond
Writeup
After the Fight
The Bonisagus is dead. Others are injured, unconscious or dead. They have to make it to the town or the convenant site. Perhaps a small fight where the Magi can strut their stuff (some forest animals attack/watch). Only a couple of grogs are available here.
Do they bury their dead? Do they go through town? Who does the talking? Who all goes?
[Threatened but did not kill Meg; Scared the townfolk]
The Covenant Site - A first look
Seems a very run down, but on further inspection, though overgrown, it is in good shape. Quite sturdy.
[They have just seen it]
Site is overgrown, but in terrific shape (too good really). There is no question that the growth is not natural. Center of growth seems to be the granary.
The rest of the site contains two buildings that would be suitable for craftsmen’s housing and workshops, two buildings suitable for barracks, the main house (which is quite large), and a large stone barn. On the hill overlooking the covenant is a watchtower, which is difficult to see from beyond the valley the covenant site is in, but offers an excellent view of all the lands around from its roof
A Tangle of Vines
Inspecting the granary reveals a massive number of vines which have come up through the floor. There is enough room around the vines to get down into the “tunnel” they have created. The tunnel is tight, awkward, and a little dim. The vines and their roots range from tiny tendrils to about as thick as a man’s wrist.
If they go any distance down the “tunnel”, torches will cease to give enough light. This is clearly a mystical effect, and some Creo Ignem will allow sufficient light to see by. As they continue down the passage, the roots thicken in general, and some become as thick as a man’s thigh. The tunnel is larger here, but travel is difficult (as it would be in a heavily overgrown forest with a lot of downed trees in the undergrowth).
Eventually the area opens up to a high domed “cavern” composed of the vines. There is an exit screened by smaller vines and actual plant growth (different than the root system they have followed here). Moving the hanging vines and plants will show another passage that looks like it is a hallway in a building, but made of living roots.
At the end of the passage is a door of living wood/roots. There are symbols inscribed on its face, but they are hard to read in the darkness. There is the body (thoroughly decayed) of a man next to the door with vines growing all around and through it. It looks as though he fell in a forest and the plants grew up around him. As they examine the door, a Vine Man comes up the passage behind them and attacks. The Vine Men are still attached to the vines in the area (kind of an umbilicus). If the umbilicus is cut or the Vine Man is killed, a two new Vine Men are generated from the Vines in the immediate area. In this area, Creo spells have 5 points added to their penetration.
Vine Man
- FM 20
- Str 2
- Stm 3
- Dex 1
- Qik 1
- Int 1
- Per 1
- Com n/a
- Prs n/a
- Init +3
- Atk +10
- Def +5
- Dam +5
- Soak +3
- Body at 4
Think of them as living wood. Fire doesn’t destroy immediately, but does do extra damage (+3), lightning likewise (+5). Sharp implements work well (axe +2, others normal).
The symbols on the door can be read if light is held at the correct angle (the shadows fall to fill in blanks and such). It is written in Latin and says “Swear you will not free the prisoner and you may enter.”
Captive
Introduction of Jon Lane. He is trapped in a cell that has a single band of iron (subtle, Per/Aware/Scan 9+ to notice) around the bottom. He wants to be freed.
Creo and Herbam sources are causing the oddities. 1 pawn of each can be gotten.
They can determine how to stop the growth (crystal touching the sap, plus the glow from the crystal). They are in a regionne, and will maybe need help to get out (Jon Lane can help).
Escape
No evident egress. Jon can help. Pop out at tower top.
Meeting with the Abbot
Tony’s character meets Raymond (they know each other). Tony’s character was attached to the Bonisagus, and had a vision after he left. He hot-footed it down to see if he could save him. Raymond was summoned by the abbot. The abbot sees them in the church and greets Raymond. There is a funeral going on. The body is lying in state, but people are being kept at a little distance for the moment. The Abbot speaks to them and gives them some details and introduces his Prior, Varetious.
Examination of the body shows what a mess the fellow is, and why the Abbot is concerned. If it is men, they are terrible. If it is a beast, it is worse. The abbot asks Raymond (and maybe his friend?) to look into the matter. Varetious is not thrilled, but acquieses to the abbot’s will.
Charles will tell them that Klaus and the brothers (Bertrand and Francois) were arguing about money. The brothers wanted a greater share because they were doing all the work.
Investigating a Death
Klaus
They can talk to Klaus. He is an influential man in town. He will rebuff any accusation and make light of the argument. He seems like a man who has something to hide. (The truth is he has suspicions as to what is really happening. He was not in favor of expanding the mill, but the brothers were insistent.) He will tell them that they are better looking into Bertrand’s relationship with his brother.
Bertrand
He is not as broken up over Bertrand’s death as one might expect. He has paid his respects and is getting on with life. He and his brother did not always get along. He is planning to go back to work at the mill immediately.
He will say that they should ask Charles. Charles apparently left the alehouse with his brother that night. Charles kill him? Don’t be rediculous. Charles could barely tie his on shoes on his best days, let alone after a few ales.
Charles is not at home. If they (randomly) choose to search his house, they can find the hidden stash of items. They are just in a well protected place, and do not seem odd other than they are richer than the man can afford.
A Messy Death
They have retired to the alehouse to talk things over. While they puzzle over who might be at fault, and begin quibbling over who killed who, they hear some screams (it is later that afternoon). The screams come from the direction of the mill.
A quick trip there will reveal Francois, dead. The markings on his body are very similar. A Per/Aware/Scan roll of 9+ will reveal a scent that seems familiar. It was present in the chapel where Bertrand was laid out. People previously attributed it to incense, but it is much stronger here.
Trackers can find prints, but no prints from something that killed him. A really good track roll (12+) will show some odd prints (3 toes, large, splayed feet, somewhat heavy).
A Third Attempt
That evening, an attempt is made on Klaus. He runs to the church. He is pursued by a shadowy creature. They can try to fight it. It is tough and hard to hurt. When Raymond hits it, it disappears. Klaus describes what he saw and experienced. He is terrified, and reveals what he suspects. He does not know who is responsible, but he suspects the old gods and their holy place are at the root. Klaus has the same smell about him that was (maybe) noticed earlier (if not, they will definitely notice it now). Klaus is still a target.
They will need help. Tony has a vision that indicates the magi are here.
Figuring out How to Trap the Tiger
The magi arrive. Charles is reported missing (didn’t show at breakfast). As they try to find Charles (assuming they do), they can search his place more thoroughly. It will reveal evidence that Charles is behind the actions. It is too late, though, as Charles was caught by the creature (had too much smell still on him). The scent in his home is unmistakable (the same as the odd smell on the corpses) and is the same smell on Klaus. It becomes clear the smell is not easy to clear, so Klaus is still in danger. Charles body is found outside the village in a little woodcutters glen. The cutter found him when he went out to cut wood in the morning.
Klaus hears of Charles death and wants sanctuary at the abbey. The abbot asks Raymond (to ask the magi) to solve the problem, since he really doesn’t want to try to protect Klaus from the creature, but cannot refuse sanctuary.
If the magi are reluctant, the abbot will remind them (through Raymond) of their debt.
They now need to figure out how to trap the beast. An obvious way is to use the scent (plenty of it about) to lure it. If they do, and the magi are present with parmas up, the beast can sense the parma of the magi, and just will not show up (though those sensitive to supernatural things might get a bit of tingling. A search of the area will reveal the odd 3 toed tracks. Klaus will offer advice (beast preys on fears, uses them to kill; accouterments are mystic and might allow the culprit to be seen for what he is) if he is consulted at all (and even if he is not if they flail too much; it is his life after all!). The beast master cannot sense Raymond’s protection (not good at sniffing divine).
Denoument
The basic trick is the magi have to operate without parmas (a tricky proposition), and have to figure out how to see the beasts creator. In a fight with mystical support, the beast can be slain.
Shadow Monster
- MM 5
- Always attacks first, does damage past soak equal to 15 – Int of target. Big, spooky looking tiger thing
Beast Master
- MM 20
- Shadow monster, hiding and surprise are his only real powers. Weird looking (3 eyes, purple bumpy skin, 3 fingers, 3 toes).
The Story
Klaus Miller – Owns the mill. Has men (Bertrand and Francois) who run it. The mill has been around for a while (the last 10 years or so), but recently was enlarged. The field above it was flooded to provide more power to drive bigger mill stones (it has been in operation for a year or so). Klaus is fairly wealthy, and has gained more wealth from the operation of the mill.
Bertrand – First victim. Works for Klaus. Killed at the edge of Prades, on the path that leads to the mill. Though the abbot has let people believe it is the work of bandits or ruffians, simple examination of the body belies that. He is cut in patterns of 5 strokes, more consistent with an animal than of a man. But the size of the animal would be unbelievable. The abbot has contacted Raymond to aid in solving this problem.
Francois – Second victim. Killed at the mill. He is not as broken up over Bertrand’s death as one might expect. He and his brother did not always get along. He is a potential suspect until he shows up dead as well.
Charles of Prades – The Villian. He is a worshipper of the old gods. He is not very well to do by appearances. He does odd work for the abbey, getting by on what they can give him. However, he has a few oddly expensive looking items hidden in his home : a silver chalice, a gold colored plate (not real gold) with some odd looking stones set in it, a fine dagger. He uses one of the stones, the chalice, and an incantation to draw the beast and identify its next target. He creates a potion or salve using the special tools the High Priest has given him. He rubs the salve on the victim or near where the victim will be alone. The head priest of his religion has indicated that he must put a stop to the mill and the flooding of the field as it is a holy (mystic) spot. He was given the tools to aid him with this task. All three items are mystical, though the salve is not (it just smells good to the Beast). They are not Hermetic in nature (duh!).
Abbot Boniface – Runs the abbey at St. Martin. He is quite old, balding (a few whisps on the sides), and a kind man. He has little experience of the world, and relies on his friend, Raymond Hirsch for many of these tasks. The death has come to his attention, and he has hidden the fact of its oddity. He has contacted Raymond to help with the matter.
Prior Veritious – Second in command to Boniface. He has a pinched face and a perpetually sour look to him. He is in his middle thirties, and is a man of faith. He is jealous of Raymond’s position and relationship with the abbot. He knows Raymond is a man of faith, but believes that he spends his time inappropriately.
The Beast – A three eyed, three fingered, purplish horror. It cannot be seen by mundane eyes, but the possession of the stone allows its true form to be seen. It is powerful in magic that is comparable, roughly, to Imaginem and Mentem. It causes the Beast to appear to the victim as a huge, shadowy tiger which stalks and then rends them. The gashes, though not real, manifest on their body. Hard to catch, very scary, but easy to kill once caught.
Pipin (called Pipin the Great because of his size)
- Characteristics : Int –2, Per –1, Com –1, Str +3, Sta +2, Dex +2, Qik +1
- Size : +1
- Age : 15
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws : Large, Berserk, Short Attention Span, Wrathful
- Personality Traits : Angry +3, Brave +3, Obedient -2
- Reputations : None
Combat:
- Pole Axe: Init +2, Attack +13, Defense +7, Damage +14
- Kick: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 6 (Metal reinforced leather)
Abilities:
- Great Weapons 5 (PoleAxe)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (insults)
- Survival 3 (hills)
Equipment: Pole Axe, Full metal reinforced leather, camp gear
Encumbrance: 0 (3)
Gervaise
- Characteristics : Int 0, Per +2, Com –3, Str +3, Sta 0, Dex +2, Qik +1
- Size : -1
- Age : 21
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws : Puissant Hunting, Affinity with Hunting, Missing Ear, Small Frame
- Personality Traits : Quiet +3, Curious +2, Obedient -2
- Reputations : None
Combat:
- Spear: Init +4, Attack +11, Defense +8, Damage +10
- Dagger: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 4 (Metal reinforced leather)
Abilities:
- Great Weapon 5 (Spear)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (compliments)
- Survival 3 (hills)
- Hunting 7 (tracking) (+2)
Equipment: Spear, DaggerFull metal reinforced leather, camp gear
Encumbrance: 1 (7)
Bernard
- Characteristics : Int –2, Per –1, Com –1, Str +3, Sta +2, Dex +2, Qik +1
- Size : 0
- Age : 18
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws :
- Personality Traits : Brave +2
- Reputations : None
Combat:
- Mace: Init +2, Attack +11, Defense +7, Damage +11
- Dagger: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 6 (Metal reinforced leather)
Abilities:
- Single Weapon 5 (Mace)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (insults)
Equipment: Mace, Full metal reinforced leather, camp gear
Encumbrance: 0 (3)
Louis
- Characteristics : Int –2, Per –1, Com –1, Str +3, Sta +2, Dex +2, Qik +1
- Size : 0
- Age : 18
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws :
- Personality Traits : Brave +2
- Reputations : None
Combat:
- Mace: Init +2, Attack +11, Defense +7, Damage +11
- Dagger: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 6 (Metal reinforced leather)
Abilities:
- Single Weapon 5 (Mace)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (insults)
Equipment: Mace, Full metal reinforced leather, camp gear
Encumbrance: 0 (3)
Constantine
- Characteristics : Int –2, Per –1, Com –1, Str +3, Sta +2, Dex +2, Qik +1
- Size : 0
- Age : 18
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws :
- Personality Traits : Brave +2
- Reputations : None
Combat:
- Mace: Init +2, Attack +11, Defense +7, Damage +11
- Dagger: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 6 (Metal reinforced leather)
Abilities:
- Single Weapon 5 (Mace)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (insults)
Equipment: Mace, Full metal reinforced leather, camp gear
Encumbrance: 0 (3)
Rampal
- Characteristics : Int –2, Per –1, Com –1, Str +3, Sta +2, Dex +2, Qik +1
- Size : 0
- Age : 18
- Decrepitude : 0
- Warping Score : 0
- Virtues and Flaws :
- Personality Traits : Brave +2
- Reputations : None
Combat:
- Mace: Init +2, Attack +11, Defense +7, Damage +11
- Dagger: Init +0, Attack +6, Defense +4, Damage +6
- Soak: 6 (Metal reinforced leather)
Abilities:
- Single Weapon 5 (Mace)
- Athletics 3 (running)
- Awareness 3 (in combat)
- Brawl 3 (kicking)
- Occitan 5 (insults)
Equipment: Mace, Full metal reinforced leather, camp gear
Encumbrance: 0 (3)
Names
The Bonisagus – Garrick of Rhone
Abbot Boniface
Prior Veritious
Lore
No lore for this game
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