Session 3

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, aestas
A.D. 1236, summer
7 Aulus 2, Aestas
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas · Vitria
Apprentices
Ysabelo discipulus Aulus
Esyllt discipula Geoffrey
Sigrun discipula Magni
Hermetic Status
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart

« Session 2 | Nova Semitae Saga Journal | Session 4 »

Summer 1220 Season

Meanwhile, back at the covenant, the magi and covenfolk who didn't go to Ireland, found themselves busy nonetheless.

Vis Collection

There was the ever-present issue of collecting vis for the covenant, and the magi who remained at the covenant were once again tasked with collecting it so as to be familiar with all the covenant's vis sources.

The first was the collection of 4 pawns of Aquam vis in an underwater lab that belonged to Maribus, a former member of the covenant. His lab was located on the floor of the river at the join of the River Severn and Vyrnwy. Magni, having the better Rego and Vim abilities, volunteered to go down. He used a Creo Auram spell to generate a continuous flow of air around him, and asked Veloxia (who was absolutely not going underwater) to hold onto the rope and pull him out when he had retrieved it. The lab was water-filled with Maribus' vis-gathering apparatus still gathering its vis. The water-based vis had to be transferred carefully into new containers, which Magni did with spontaneous Rego Vim spellcasting.

The second vis source was to collect Imaginem vis at an annual music contest conducted by a local faerie countess with whom the covenant had established peaceful relations. During the contest, musicians entertain the mostly-faerie crowd and the resulting laughter, sighs, sobs, and tears, are collected by the magi (using Rego Imaginem). The covenant has historically brought a grog to sing or perform -- grogs with Enchanting Music and/or Free Expression are especially prized due to their ability to elicit more extreme emotions (which results in more potential vis).

Geoffrey and Veloxia went as representatives of the covenant, bringing with them Mildegod the Singer, a local Jewish girl with a beautiful, if sad, demeanour, as well as Sir Daniele and his squire, Louis. Geoffrey also brought his sister and his lover, Angharad of Powys Padog. In preparation, Geoffrey insisted Mildegod be dressed in finery suitable to the occasion, but used the Autocrat to arrange for it rather than have it come from him directly. As a result, Mildegod has developed a local reputation for having a secret admirer, and gotten the attention of Yentl, the local matchmaker who is now determined to find out if he is a good jewish boy to get married to.

The contest was in a faerie forest some 5 miles away, and the party was led by Gentle, Aulus faerie mount who originally came from the court. They attracted a great deal of attention, being newcomers, particularly Louis, whose faerie blood and Venus' Blessing attracted the attention of multiple ladies of the court. Sir Daniele's Curse of Venus also attracted attention, but in the form of an old hag and very good-looking, but very male, elven courtier. In time, the countess arrived and invited the musicians who wanted to perform to do so. Brownies handed out large leaves on which a number appeared to indicate the order one was to go. Mildegod was scheduled to go 8th, and Louis surprised people (and his admirers) by entering as well, but going last. Many of the entrants were faeries or the odd human (mundane), some of whom did decently, and some not. Mildegod's Enchanting Music of her tale of woe brought tears, but Louis' rousing song of love made the audience weak at the knees -- particularly the ladies -- and was acclaimed the winner, with Mildegod as the runner-up.

Mildegod received a small cask of some sort of faerie beverage as her prize, while Louis was granted a mount from the countess' stable, as she felt that the winner of her countess should have a steed suitable to his station. As they left the forest, he was presented with Aeolus, a faerie steed which has much more the appearance of a warhorse, and who has a distinct personality of his own. (Stats to come.)

Viking Raiders

As the Flambeau Tournament approached, Obscurus Ignis and Magni found themselves in need of vis in order to pay the Redcaps their fee to use the Mercere Portal network to get to Val Negra, the historic Domus Magna for the House. Obscurus hears a rumour of 'ghosts' that re-enact a Viking raid every 100 years in a village not too far away in Wales (Llanrhaeadr-ym-Mochnant). He convinces Magni to accompany him, and they take a number of grogs with them to see if they can find out what these 'ghosts' are up to. In truth, they are hoping to slay some of them, acquire some vis, and possibly gain the goodwill of the village. Accompanying them is a new grog, Gwyndolyn of Shrewsbury, as well as Louis the Squire, and Sir Jusef.

They meet a tinker along the way, who accompanies them to the village, and when they get there they find that the village has been beefing up its defenses in expectation of some kind of raid or battle. Sir Jusef immediately seeks out the local priest in order to have Confession done (he hasn't had it done since he left Poland 18 months prior!) and eventually the entire party finds out that the Viking raids are expected and are not considered 'ghostly' at all. Sir Jusef offers their help of the party which the priest is not at all disinclined to accept, given that they are well-armed and the village is not.

Gwendolyn's sharp eyes spot numerous things around the village with which to help with the defenses. Numerous pits are dug, covered with fishing nets and covered with brush, particularly around the Church where most of the villagers will be taking shelter, and at bridges. Pitch is found and used in the pits to be ready to set on fire by an archer with a brazier and pitch in the church tower. The church is further defended by hauling weights above the door, reinforcing the windows and doors, and buckets of water prepared within the church.

Over at the mill, the magi realize that the abundance of flour can be made useful as a primitive explosive, and set several barrels in defense of the mill. They choose the mill as their stand, given that the church and its ground are considerably more painful for magic than the rest of the village. Rounding out their defenses are several fishing nets dipped in pitch ready to light hapless victims as they struggle to free themselves from the nets.

At the appointed time, the "Vikings" arrive, coming first from the north, unexpectedly. Some two dozen Vikings beach their longboat and begin moving around to loot and pillage the nearest buildings. The covenant's group first fire a few arrows with a handful of villagers who didn't make it into the church. Several prepared defenses are tripped, leaving the Vikings in pits, some of whom are quickly set on fire and disabled, while others are attacked and dismembered. Magni, once buffed up with magic, charges solo into a group of them and prevents a half-dozen from getting away by a well-placed Curse of the Rotting Wood which disassembles the back of the longship, causing it to sink and killing the fleeing Vikings.

Meanwhile, at the church, a larger ship with some 50 Vikings, is laying siege and setting fire to the parsonage. The covenant members run to assist, but their preparations have trapped nearly half the Vikings in pits, which are set on fire. Once the covenant reinforcements arrive, the battle tides turn as the Vikings prove less effective against the skills of the magi and their retainers. Only a dozen or so get away.

The magi are quick to collect the remains of the "Vikings" who look as if they are already melting. All told, some 13 pawns of Corpus vis are collected, which are split evenly between the Flambeau, with the remainder going to the covenant. The villagers are quite grateful for the assistance, and now have a tale of formidable warriors whose skilled defense saved the village.

Flambeau Tournament

As August 8, 1220 approached, both Magni and Obscurus Ignis prepare to head to Val Negra, the historic domus magna of House Flambeau, where the Flambeau tournament will be held. They pay their pawn of Corpus vis each to the Redcaps, who allow them use of the Mercere portal network to quickly arrive at Val Negra. There, they meet up with their respective parens, as well as many members of House Flambeau who appeared to compete.

Both Magni and Obscurus Ignis enter the Junior Certamen contest, intended for newly Gauntleted magi. In a field of 8 competitors, both of them make it past the first round, but find themselves facing each other in round 2. Obscurus Ignis wins the round, facing Henry of Flambeau, a former covenantmate of Magni's. Obscurus Ignis handily wins the final round, taking the championship title and earning himself some Flambeau Acclaim in the process.

There are several other events which the Flambeau carry out, but the only other event that Magni participates in is the Wizard's Melee. He enters solo, which amuses and impresses any number of Flambeau magi, even though he loses his round. This is because the Wizard's Melee is usually done with a team of grogs to defend you, which he had none. Still, the sheer gumption of entering means he earns a small among of honor.

Experience Points

PCs who went to the mid-summer faerie musical contest (Geoffrey, Veloxia, Sir Daniele, Louis, and Mildegod) gained 2 Adventure xp in Faerie Lore, Etiquette, Intrigue, or a performance skill if they performed.

PCs who went to Llanrhaeadr-ym-Mochnant (Gwendolyn, Obscurus Ignis, Magni, Sir Jusef, and Louis) and saved the village from the re-enactment of the Viking raiders gained 4 Adventure xp, which can go into social skills (if used), Area Lore, combat skills, any Arts used, or any spells used (to Master).

Reputation Gains

Mildegod receives 5 xp (or level 1) Reputation of Has Secret Admirer, specialization is Local/Covenant, due to Geoffrey's secret gift of a new dress

Louis the Squire receives 5 xp (or level 1) Reputation as Romantic Knight, specialization is Local Faeries, due to both his actions in court, and for winning the music contest this year

Obscurus Ignis receives 6 xp (or level 1) in House Flambeau Acclaim Reputation as Flambeau Tournament Certamen Winner, specialization Hermetic, for entering in, and winning, the Junior Certamen Contest.

Magni receives 3 xp in House Flambeau Acclaim Reputation as Flambeau Tournament Participant, specialization Hermetic, for entering in the Junior Certamen contest, and also for having the gumption to enter solo into the Wizard's Melee.