[ArM: BtB] IC: In Which We Begin

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Korgan0
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Post by Korgan0 »

20 January 1219. Winter. Three Lakes covenant

"From what I understand, this will not be an easy land to tame. I have no doubt that these Volkvhy are numerous and enjoy a great deal of mundane support, whereas we will be far away from our sodales and those friendly to the order. These Cumans will most likely seek to raid us, as will any other barbarian tribe, and it would be even trivial for us to antagonize a local princeling, or some such. For us to sacrifice power and growth in the name of fairness seems somewhat... foolish."
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Post by Laertes »

20 January 1219. Winter. Three Lakes covenant.
Mask_De_H wrote:Percival helped himself to the hearty spread, more interested in the food and drink than the divvying up of vis. The talk of Ruthenian hedge magicians piques his attention.

"I would like to know the inroads the Hundred Caves covenant has made withe these hedge magicians. More allies to the Order are always welcome."
Athanasia moves to block Etrusco from taking this as an excuse to rant, but it's too late. He begins to expound upon the Bjornaer rivalries between the Harmonists of Hundred Caves and the Wilderists of Pripet Maior, and how Hundred Caves has fallen under investigation several times for spreading Hermetic knowledge among those who have not sworn the Oath.

"They would have been fools to teach them the Parma," he concludes, "but during our investigation we found that they have taught them to use vis more widely than they could before, and have provided them with enchanted items that they could not themselves make. Who knows what they have received in return? They do not tell us and they are not required to. Pripet Maior accuses them of every possible treason. If they have indeed taught the Parma to the Volkhvy and hidden it from our investigations then the other covenants will - indeed must - unite to destroy them. As a magus I fear the worst, but as a Quaesitor I know that they have the right to conduct their affairs free of scrying. It is a difficult balance."

"It is well to ally with the local hedge magi," rumbles Ahmed Caush, "but it must be an alliance like brothers. The elder leads, the younger obeys. I am an Ongunar like many who have not sworn to the Code of Hermes, but I do not forget my place or they theirs. I do not teach them what is not theirs to know."

Etrusco opens his mouth to interject but is interrupted by the sudden appearance of a beautiful young man beside him, who literally teleports into place, steals a delectable piece of pork, devours it and then vanishes again. He blushes. "My familiar. I thought he knew better than to adopt human form around company, but cats are not accustomed to obeying instructions."
Last edited by Laertes on Wed Jul 02, 2014 5:07 pm, edited 2 times in total.
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Leetkeis
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Post by Leetkeis »

14 February 1219. Winter. Orsha Portage.

Unable to find a spell suitable to the situation, Orsen searches his mind for a creature able to support such an attack.
Magic Lore: 1d10 +2(Magic Lore: Creatures) +3(Intelligence) = (0+5) = 5 (botch dice 8, 9, 3, 8)
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Post by Laertes »

14 February 1219. Winter. Orsha Portage.

Camille shoots two wolves, who yelp in pain, the crystal darts tearing holes in their hides and drawing blood.
Off the top of his head, Orsen can't think of what it is. There's the nagging feeling that he knows but can't recall it.
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Post by Laertes »

14 February 1219. Winter. Orsha Portage.

Vergil spurs his horse and rides back into the fleeing people, spontaneously casting a Pilum of Fire at one of the wolves.
Casting total Sta 1 + Creo 10 + aura 1 + die roll 4 = 16 vs 20, so pass with fatigue loss.

Wolf takes die roll of 6 + 15 damage, soak roll of 7 + 3 = 11 damage, which is an incapacitating wound.
Free from the control spell urging them on, and faced with a sustained magical barrage and a truly enormous bear, the surviving wolves flee back into the forest. Everyone breathes a sigh of relief. On the other side, however, come screams as your fleeing grogs come into contact with one of the flanking groups.

Whatever the thing controlling them is, it lurks in the woods just out of sight.

Aes looks around, unsure of where to lead her squad - to pursue, or into the woods to help the others.

Turn 3 begins.
Last edited by Laertes on Fri Jul 04, 2014 7:13 am, edited 2 times in total.
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Post by Korgan0 »

Petrus will walk his mule over to one of the corpses, dismount, and cast Touch of Active Magics.
casting total +2 sta +8 intellego +13 vim +8 roll +1 aura = 32, pass
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Post by Laertes »

There are two incapacitatingly injured wolves, probably not alive for much longer. One was crushed by a big rock that fell on it and one was burned horribly by a pilum of fire. There are no spells currently active on them (possibly because Nidratr dispelled them.)
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Post by Leetkeis »

14 February 1219. Winter. Orsha Portage.

Orsen, hearing the screams, breaks from his contemplation and rushes towards the fleeing grogs, ready to defend.
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momothefiddler
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Post by momothefiddler »

Camille dashes toward the sound, trying to rapidly fire off a couple spells with a "Get away!" as the attackers come into view.
Impromptu Interment ReTe 15
Casting Total: 1d10 +11(Rego) +11(Terram) +1(Stamina) +1(Mastery) +1(Aura) -10(Fast-Casting) = 1d10+15 = 15 0; 1 Fatigue lost
Casting Speed: 1d10 +0(Quickness) +5(Finesse) = 1d10+5 = 14
Aiming Roll: 1d10 +1(Perception) +5(Finesse) +6(Size) = 1d10+12 = 19
Casting Total 2: 1d10 +11(Rego) +11(Terram) +1(Stamina) +1(Mastery) +1(Aura) -10(Fast-Casting) = 1d10+15 = 20
Casting Speed 2: 1d10 +0(Quickness) +5(Finesse) -6(Fast-Casting 2)= 1d10-1 = 4
Aiming Roll 2: 1d10 +1(Perception) +5(Finesse) +6(Size) = 1d10+12 = 12

Botch chance on first cast and second aim, botch dice: 1 botch for cast, 0 for aim.
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Post by Laertes »

Leetkeis wrote:14 February 1219. Winter. Orsha Portage.

Orsen, hearing the screams, breaks from his contemplation and rushes towards the fleeing grogs, ready to defend.
Orsen rushes into the woods, his vast size knocking the dense-packed trees aside. Fleeing grogs scatter from him. The wolves here growl and bare their teeth but don't advance on him; the control spell on them hasn't been disabled but it was never a particularly powerful effect, and certainly isn't going to compel them to stand their ground against a bear the size of a barn.

Camille spins around and casts a spell, aiming wildly. Unfortunately, she mispronounces a word and the spell goes off as R: Touch. The ground under her feet suddenly leaps into the air, propelling her with it. For a moment she has an exceptional view of the entire caravan, and then she starts to descend again.
momothefiddler, in a moment Camille is going to land very hard and possibly break bones. If this doesn't suit you, please fast-cast a spell and make a Concentration roll with an Ease factor of 12. Alternatively, another PC can do something to help her land more softly.
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Post by Korgan0 »

Petrus will cast windborne boulder at a place within arms reach of Camille's apex, bring it slowly towards the ground, and yell "grab on!"

[again, I'm on break, so could you please make the rolls, Laertes?]
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Post by Mask_De_H »

Vergil gallantly gallops forth into the forest, in search of the ringleader of the wolves.
1d10+2 (Awareness) +1 (Perception)=11
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Post by Laertes »

Korgan0 wrote:Petrus will cast windborne boulder at a place within arms reach of Camille's apex, bring it slowly towards the ground, and yell "grab on!"
So I had a long think last night about whether to allow this. Windborne boulder moves the rock quickly enough to injure, after all; can it be used to move it slower as well?

Then after I logged off, I decided to stop being silly and say yes to it because it's a creative use of a spell and this is the sort of thing that I want to encourage.

Roll of 16 vs ease factor 15. Spell goes off perfectly. Camille may make an Dexterity roll at a trivial difficulty (ease factor 3) to grab on.

Edited because I didn't see his Rego of 4.
Vergil gallantly gallops forth into the forest, in search of the ringleader of the wolves.
The ringleader is in fact retreating at that very moment, its ambush having been foiled. However, seeing a horseman chase it gives it the chance to be a little spiteful and make itself feel better. It turns to face him, growling, a huge grey wolf with smouldering eyes and terrifying fangs. Then in an instant there are five of them instead of just one, all identical, moving in perfect harmony.

At this point Orsen remembers what's been almost on the tip of his tongue. Wolf of virtue. Magic Might 10-20. Has a terrifying howl, can control other wolves, and can divide itself into a whole pack and then fight with perfect synchronicity. Two to four pawns of Animal vis found in its corpse. Often sought after by Rego Animal magi for a familiar due to its intelligence.
Last edited by Laertes on Sun Jul 06, 2014 5:46 pm, edited 1 time in total.
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Post by momothefiddler »

Despite being baffled by this turn of events, Camille manages to think quickly enough to grab on.
1d10-1(Dexterity)=7
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Post by Laertes »

The rock guides Camille safely to the ground. It's been an exciting few seconds.
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Post by Laertes »

14 February 1219. Winter. Orsha Portage.

The wolves growl and bare their teeth at Orsen, not daring to attack but not retreating yet. This does, however, distract them from attacking the fleeing grogs.

Meanwhile, the Wolf of Virtue and his four copies leap towards Vergil and the one shield grog who was brave enough to follow him.

Camille, Nidratr and Petrus are all still amongst the wagons. Current Vergil is visible to them but the Wolf isn't; it will become visible at the point where it enters hand to hand combat.
Prak, you still have your Turn 3 action; I wanted to move the action along. Since you're not in hand to hand combat or anything, there's no harm in you taking two actions in sequence now.

Mask, the Wolf of Virtue will enter hand to hand combat at the end of the turn, so you have your turn's action. Due to how fast a Wolf of Virtue is, fastcasting isn't going to cut it here unless you roll extremely well. (Ease factor 14 on your Quickness + Finesse roll.)
Turn 4 begins.
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Post by Laertes »

20 January 1219. Winter. Three Lakes covenant.

The conversation eventually comes around to matters of where people are going to settle. As if on cue, Athanasia takes out a map.

"Every so often someone comes to us and asks us to set up a covenant somewhere. We usually ignore them, but this time it gives us some nice opportunities for you. The two best leads are from the Teutonic Knights in Livonia and the Prince of Pereyeslavl in Ruthenia." She stabs an elegant finger at the map in each place. "House Tremere carries out periodic exploration and magical mapping, but due to the size of the Novgorod Tribunal our efforts aren't anything close to complete. Nonetheless, there are suitable sites near both places.

"The one down in Ruthenia is in the midst of nowhere, on the southern edge of the forest steppe and the beginning of the open grassy steppe. Our notes indicate that there's a good Magic aura and a Herbam vis source; I can give you exact descriptions of the place and some directions later. The other one is in the dense forests by the banks of the Dvina river; there's an Aquam/Ignem source in a hot spring that's got a decent aura."

Ahmed Caush takes over in his deep bass rumble. "They are both a long way from help. A Redcap can visit you once a year at first, perhaps more often later when you are more established. We will give you seed money and some initial vis and books to help you, but you will need to fend for yourselves.

"I will tell you this now: We in the Novgorod Tribunal take care of our own business. We interpret the Code in a way that works for us out here. Do not seek to conquer the lands around you and do not become princes yourselves... but if a prince thinks that you are his subjects or tries to compel you to pay tribute, then you make an example of that prince. It is not fitting for a Hermetic magus to kneel, and we will support you in this."

You can see Maximus smiling broadly at the thought of that. Athanasia continues. "The next Tribunal meeting is in summer of 1221, here in Three Lakes. Attendance is not compulsory, of course, but there will be trading and sports and we'll discuss any problems that people have experienced."

Constantinos Julianos leans forward at this point. "What is the Novgorod Tribunal's view on vote proxying?"

Etrusco laughs. "We are not in the Rhine Tribunal*. You may proxy your vote but it must be accompanied by a handwritten note to that effect. A new handwritten note."

Constantinos grins and sits back, sipping his wine. The Quaesitors look around, waiting other questions. Maximus poses one.

"Hedge magi. What is the official policy?"

Athanasia sighs at that. "The official policy is that they are a local matter. Should you wish to attempt to recruit them to the Order you may do so, but you must then take the responsibility to train them. Should you wish to war against them you may do so. Most of us don't really bother with them either way; the Tribunal is large enough that the Join or Die policy isn't really applied."

Hesperata looks at the five of you as she speaks next. "Which site sounds better to you? If it's all the same we'd like the Livonian one with Aquam and Ignem vis."
* The Rhine Tribunal is notorious for the system of proxying the votes of retired, disappeared and dead magi to the living magi of their covenants. It's a horrendously corrupt system but it gives the powerful old covenants enough votes that they can resist any effort to change it.
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Post by Laertes »

25 March 1220. New Years Day. Winter. Seventeen days east of Kiev.

It's still cold but the snow is definitely beginning to melt, and as it does so the ground is softening from hard frost into a horrible muddy slush. When you passed through the village the inhabitants were still snug and warm within their wooden kremlin; once the sentries were adequately assured that you weren't raiders and weren't planning to stay in their village, they let you pass through and across the stream. Everyone is tired, morale is close to rock bottom, and the only thing that serves to lift the spirits is the sight of the wolfskin hats that the berserkers are wearing.

An hour on the other side of the village, you come to the site they told you about. A gentle hemispherical valley, like a greek amphitheatre but kilometres across, gradually slopes down in an almost perfectly semicircular pattern. At the bottom a small pool gathers, still iced over, with a brook flowing out of it towards the stream at the village. The east side of the massive natural amphitheatre is thickly forested; the trees are dense enough that no snow lies on the carpet of leaf mulch below them. To the north and east is the brow and gentle slope of a large flat hill; to the west the hill narrows and falls away to the stream valley where the village is, and to the south is the open steppe speckled here and there with small woods.

If the semicircular valley was an amphitheatre, then right where the Imperial Box would be is a mound rising from the slope, almost to the level of the brow of the hill behind it. The mound is round and flat topped but fairly steep sided for the steppe grasslands: a horse could walk up it but running up the side would tire it. The flat top is perhaps two hundred yards across.

This certainly looks like the site that was mentioned. Once you crossed into the amphitheatre valley you could feel the distinctive prickle of a magic aura; this rises as you approach the pond or climb the mound. Mapping it out more fully with Intellego Vim magic might be a good thing to do.

The grogs look askance at you at the revelation that this patch of snow-covered steppe, looking about as bleak as any other, is going to be your new home. Then the steward starts barking orders and out of sheer weariness more than anything else, people obey. Tents start going up, the ice on the pond is broken to provide fresh water, and several grogs with axes head towards the small forest to fetch firewood.

"This place asshole cold the devil's as is as. Fuck magi themselves [EDITED] three all the in can." grumbles one of the Bulgars in the bits of French he's picked up during the march. A Norman corrects his grammar, grinning at the crudeness but too tired to laugh.

One of the grogs returns from the wood, attempting to communicate by speaking slowly and loudly. "BY - TREES - IS - CAVE. CAVE - SMELL - OF - OF - what the fuck is the French word for a bear? BAD - THING. I'm not going anywhere near a hibernating bear, it'll fucking kill all of us. You can chop your own fucking firewood." She stalks away angrily, while Nidratr translates it from Norse into Latin for the benefit of the other magi.
Last edited by Laertes on Tue Jul 08, 2014 6:22 pm, edited 2 times in total.
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Post by momothefiddler »

14 February 1219. Winter. Orsha Portage.

Camille notes that the grogs are comparatively safe and trusts Orsen to take care of himself - the even more massive size than usual makes him seem even more capable than usual.

Vergil, however, is off alone, and apparently there's something of interest there. She stays where she is, but watches Vergil, braced to react to whatever happens.
I don't know if "readying an action" is a thing, or delaying initiative down past the bottom to loop around to the top or... whatever. Point is, she'll be shouting impromptu interments as soon as possible.
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Post by momothefiddler »

20 January 1219. Winter. Three Lakes covenant.

"I don't know about everyone else," Camilla ventures, "but that sounds fine to me so far. More open space and not next to a river make for easier construction and more options."
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Post by Leetkeis »

14 February 1219. Winter. Orsha Portage.

Orsen steps forward letting out a ferocious growl and swiped the air with his enormous paw.
Intimidate: 1d10 +1(Presence) +5(Brawl) = 8+6 = 14
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Post by Laertes »

The wolves back off, but keep a watch from further in the trees... there's something holding them there, making them aggressive and unwilling to flee, but it's not strong enough to make them suicidal. Fortunately it's prevented attacks on the covenfolk.
I don't know if "readying an action" is a thing, or delaying initiative down past the bottom to loop around to the top or... whatever. Point is, she'll be shouting impromptu interments as soon as possible.
Yeah, you can do that.

Mask, Prak, Korgan0; you guys are up.
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Post by momothefiddler »

25 March 1220. New Years Day. Winter. Seventeen days east of Kiev.

Camille nudges Orsen. "Your brothers! See if you can persuade them to leave or something."

Then she heads off, wandering around the site, looking for a good spot to start construction. When she finds one, she starts chanting loudly and gesturing widely - unusual for her.

With a grinding, burbling grumble, the ground under her hand oozes to one side as stone from underneath flows upward and solidifies into the shape of a... well, you might call it a house if you didn't care about minor things like perfectly straight walls. Or ceilings.

She takes a short rest before placing her hand on the... structure... and continuing with the second phase. This time the stone, already here, moves and shapes itself into a cozy house, complete with a doorway and fireplace/hearth/chimney. It'll need doors and shutters and paneling and beds and all those nice-to-have-made-out-of-something-other-than-stone things, but it'll keep the wind and snow off and it definitely beats a wagon or the ground.

She stands back and admires her work, then trudges over to Percival. "Can you let them know they can unpack into there and get settled? I'll get started on one for us. Oh, and ask Ariel to check it over just in case?"

She then repeats the process to make a temporary living space for the mages.
The Changeable Tower ReTe(Mu) 25, Finesse Ease Factor: 9 (Average Task) + 3(<= 1 Month's Labor) + 3 (Rego) = 15

Attempt 1
Casting Total: 1d10 +6(Muto) +11(Terram) +1(Stamina) +1(Mastery) +3(Aura) +1(Loud Words) +1(Exaggerated Gestures) = 1d10+24 = 24: No botch dice (1 calm -1 mastery), 1 level of fatigue taken -> two minutes' rest.
Finesse Roll: 1d10 +1(Perception) +5(Finesse) +1(Mastery) = 1d10+7 = 9: Failure

Attempt 2
Casting Total: 1d10 +6(Muto) +11(Terram) +1(Stamina) +1(Mastery) +3(Aura) +1(Loud Words) +1(Exaggerated Gestures) = 1d10+24 = 27: Success
Finesse Roll: 1d10 +1(Perception) +5(Finesse) +1(Mastery) = 1d10+7 = 15: Success
Attempt 1
Casting Total: 1d10 +6(Muto) +11(Terram) +1(Stamina) +1(Mastery) +3(Aura) +1(Loud Words) +1(Exaggerated Gestures) = 1d10+24 = 27: Success
Finesse Roll: 1d10 +1(Perception) +5(Finesse) +1(Mastery) = 1d10+7 = 8: Failure

Attempt 2
Casting Total: 1d10 +6(Muto) +11(Terram) +1(Stamina) +1(Mastery) +3(Aura) +1(Loud Words) +1(Exaggerated Gestures) = 1d10+24 = 28: Success
Finesse Roll: 1d10 +1(Perception) +5(Finesse) +1(Mastery) = 1d10+7 = 14: Failure

Attempt 3
Casting Total: 1d10 +6(Muto) +11(Terram) +1(Stamina) +1(Mastery) +3(Aura) +1(Loud Words) +1(Exaggerated Gestures) = 1d10+24 = 27: Success
Finesse Roll: 1d10 +1(Perception) +5(Finesse) +1(Mastery) = 1d10+7 = 16: Success
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Post by Prak »

(Well, I have internet at home again, yay, so things should be easier now).

14 February 1219. Winter. Orsha Portage.
Seeing that the wolves have not retreated after the spell was broken, Nidratr resigns himself to killing in defense. He's not fond of killing animals needlessly, and prefers to avoid these situations when possible. However, it is not possible now.

It might, however, still be possible to shake the wolves' morale by targeting their driver. Nidratr slips into his heartbeast form and leaps onto the shoulder of the shield grog accompanying Vergil


"One group down, two to go." Nidratr mutters to themself, turning on their heels and casting again:

Spont Cast PeVi (Dispel most powerful effect on as many wolves as possible, number of targets more important than magnitude), again, using grand gestures and a loud voice

1d10+18=28/2=14.

Voice, Group, Increase number targets as much as possible and still be able to dispel the level of effect I dispelled last time.
Last edited by Prak on Wed Jul 09, 2014 2:24 am, edited 1 time in total.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Korgan0 »

14 February 1219. Winter. Orsha Portage.

Seeing Percival's horse come to a stop and whinny nervously, and Percival himself staring at something, Petrus will shout "Percival! Is aught the matter?" Percival will also ready an action to windborne boulder whatever might come out.
Pre-emptive casting total is 21, with a roll of 9 and modifier of 12
25 March 1220. New Years Day. Winter. Seventeen days east of Kiev

"Orsen, perhaps that would be an excellent use for your talents. Camille, how much... precision can you exert when making one of those buildings? I have some very interesting ideas for my laboratory. Bonisagus himself suggests a pendecagon as a highly auspicious shape for a laboratory, given the correspondence to the fifteen arts, and I've always wanted to have my living quarters integrated in. Various safety features could be melded directly into the stone, and oh, the room I could have! I must say, most magi would be willing to be Marched in exchange for this kind of possible detail in laboratory construction. And, I suppose, you could raise crenellated walls and so on. Uh, in the meantime, I'd be happy to scout out the aura and look for any vis sources. Once we have our quarters and the lay of the land, perhaps it would be prudent to finalize internal organization and, if we have the vis, even lay in an Aegis. I believe a feast is customary, as well."
with a non-fatiguing spontaneous casting total of 26 within the aura, I can trivially cast spells to detect a magic aura and detect the presence of vis, both at sight range, so i guess i'll do that.
20 January 1219. Winter. Three Lakes covenant.

Petrus will smile obsequiously. "I believe the Herbam site sounds just fine. If I'm honest, I'd prefer to stay away from the Knights."
Last edited by Korgan0 on Wed Jul 09, 2014 4:02 am, edited 1 time in total.
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