"OH," she sneeeeers, "A NOOOOOOOBLEMAN'S SON. LIKE I DON'T KNOW HOW YOU NOOOOOOBLEMEN GET ALL RICH AND FANCY, STEALING FROM HELPLESS OLD WOMEN.... You never opened the door?" She sounds incredulous but not disbelieving. "You didn't sing the secret chant?" Startled, she sets you down on her stove, which is surprisingly warm and comfortable.
(Do let me know if Astris does something to disrupt or divert the following flow of action. He can, of course.)
"Well, then," she smiles toothily, and her smile might be even more horrible than her shrieking. "I'll take your offer, in exchange for shelter from the rain and to show your true quality. You are going to find whoever opened my door for you, gallant young hero that you are, and you will kill them for me. Like a fair lady's champion," she says sweetly (and this is more horrible still). "From one of your poems." She pauses and says, "Rain rain go away, come again and you're gonna pay." The rain stops. Picking you up, she says, "But you need a token of your lady's favor," she cackles. "Take it," she gestures to one of the iron spears and skulls, "and set it in your yard in a place of honor. And a goose," she insists, shooing you from the hut out into the sunshine, watching you with arms akimbo as you tuck one of the scrawny geese under your arm. It squawks its complaint and tries to escape but does not bite you.
"There," she says. Using other words, she tells you to have them dead and to return to her in the spring just before the third Grand Tribunal from now, that is, and the very end of a Great Cycle, giving you two full Cycles to deal with it, or deal with her.
It takes Astris a hideously long time to die, made worse by his growing awareness as his guts ooze out of him, that he guessed wrong.
The spell lapses before the end, and the agony sends Astris into oblivion.
Then Astris hears footsteps. "Took him long enough," a voice mutters.
You feel a hand grasp you, and you like how it feels, a man's sure grip upon you, indecently even shamefully intimate. You still like it though. It is Viraxis' hand, you realize.
Your consciousness is in the sword, and you feel how he holds you, testing your weight and balance. "Score?" asks another magus.
"He succeeded at the first two tasks," a precise voice says, to general agreement.
Viraxis says, "But he failed the test of skill. The third task won't change that, Quaesitor."
The magi talk among themselves for a while. There's a Bonisagus, a Merinita, a Quaesitor, Viraxis and the older Tremere who sent you to the room. It turns out that, aside from the archmagus challenge, Viraxis took the opportunity to also fulfill an initiation script on behalf of his Bonisagus mentor. Furthermore, Viraxis is not just meeting one archmagus challenge, but two.
As for your having succeeded twice and failed once, the non-Tremere think you were crazy for obeying, even slowly. But the older Tremere points out that disobeying would not be a failure of skill, but being very slow is: Astris spent a long time in the circle; he figured it out, but if lives depending on his skill in figuring it out, they'd have been lost. By Tremere standards, a failure. The Bonisagus argues about that, and the two Tremere agree that Astris is a fine young magus and did well "considering," has great potential blah blah, but "considering" is not enough, and Astris himself would probably agree. "He's an ambitious one," says Viraxis fondly, after they laugh about all the other apprentices challenging Viraxis to Certamen instead of using the sword. They talk more about skill, and about Astris' slow death. The very old Tremere says, "he did that deliberately, but that too was a failure of skill." The non-Tremere disagree, and think you were clever to make it slow to be rescued. Again, both Tremere disagree: The task was to slay everyone in the room, which isn't complete until everyone is dead, so 'If you are going to do something, do it.' (Quote is from House Doctrine.) The other two magi accede to the Tremere. Their House, their rules.
The Merinita--defeated in the challenge--is surprised that Viraxis was able to accomplish this without Faerie magics. 'This' means have you die yet still be around and in the sword. Viraxis says that it took a lot out of him, and it's not something to do every day.
Still... two out of three is a success; indeed, all Viraxis' filii scored two out of three. Viraxis kneels before the Bonisagus and hands you to him. The Bonisagus accepts you from Viraxis, and you like that every bit as much as Viraxis, even though his hand feels different. He starts to cast an Intellego spell, but the Quaesitor interrupts, "He's still protected by the Code. Isn't he?" And the Tremere agree. The Bonisagus hands you back to Viraxis.
"What now?"
Most of the rest of the season involves Viraxis going on a quest and killing stuff, and finally slaying a magus in Wizard's War. Using a very special sword that pierced all his defenses. That was the magus' archmagus challenge, to be defeated in Wizard's War. Said magus acknowledged defeat at the end, but Viraxis killed him. "A victorious Wizard's War ends only one way." It was an exciting season, and you helped, adding a little something extra every now and then, because the sword contained your skill and potential too, yet you didn't have much choice in it. You very much liked being the sword, slaying, having blood and guts wiped from your blade. By the end, you were no less intelligent yet were not quite thinking about or seeing the world as a person.
Toward the end of the season, you find yourself in Coeris back in your body--restored, both in body and in mind. But you remember....
"It doesn't have the powers it did, but I believe this is yours," says Viraxis. He hands you the sword. The sigils no longer glow.
Astris manages to back out. The next evening, he tries again...
And you get a GM "Are you sure(tm)?" Every single one of those AoRA is a stressful casting in a Dominion Aura, and you will need five castings for a boat that will cross the Channel. Astris is well aware that the situation is tense; what if he wakes up a sailor, or if someone walks by and sees him gesturing? You are now aware too, before I start rolling dice.
....
If you choose to continue with the plan and you don't botch, you find yourself in Normandy late afternoon the next day. This is about how long it would have taken to sail across regardless; the sailors obey you yet are terrified to sail by night, and do exactly as they'd do for a real authority: Look busy and try not to get lost at sea before the sun rises... and you pick up the story on the other side.
If you choose a different course that reduces the chance of a botch... you'll tell me about it.
If you choose to continue with the plan but botch.... we'll cross that Channel when we get to it.
Good point about the botching; although I should be invisible when the casting goes down, so I'm not worried about being seen. I'll sneak aboard as above, and quietly AoRA the captain. If there is a watchman, I'll give him one too. I stick near the boat to make sure they don't change watchmen on me. If they do, the new watchman gets an AoRA. Finally, once I'm visible again, I'll demand the captain. The AorA'd watchman should get him, and I'll trust that the Captain will overrule any sailors affected by the Gift. That should reduce the number of stress rolls to two or three at most.
"Well," I say after she stops shrieking but before the giving of skulls and goose, "I'll need to know if anything was stolen? How long were away, if it was only a few minutes the thief may sill be close. "
I am still away from my books, so I can't post any "advance the plot" posts, but I wanted to do a quick re-cap/make sure we are on the same page post.
Story 1 - The tourney, is ongoing. Depending on my botch or no-botch we will pick up in the Channel or in Normandy
Story 2 - the Grand Tribunal is done. I may write correspondence about it, but its otherwise over.
Story 3 - Baba Yaga. I'm still talking to her about who may have broken into her hut. I have about 15 years to find the bad guy, and kill him.
Story 4 - Tremere on Ice - Stories over. I'm NOT writing anyone about that event so I'm guessing its over.
Story 5 - Viraxis Archmage challenge - is over, or mostly over. I may write about this in the IC thread.
Story 6- Picklefish with the Elf. I got the impression this was wound up. Unless something else goes down I spend a lot of time with my sister and some time with the rest of the family as thy can stand me.
Story 7- My Familiar thread- I'm planning for the inevitible barbarian attack.
Does it seem to you that we are on the same page with each of these stories?
Thanks, this is helpful. I'll have updates waiting for you on Tuesday.
In Hastings or the Channel or Normandy. Or, for a particularly large botch, the Twilight Void! Mwahaha... No, I haven't rolled anything yet. But saying "mwahaha" is fun, regardless of what my ex-girlfriend thinks.
Yes. Correspondence is encouraged.
"Bad" is subjective. But yes. Two full Cycles of planning.
I recommend again, that you do. Wolf is appropriate for this (it's part of the meta-game purpose of his existence), or even your personal journal. No punishment for this, only benefits. For example, the covenfolk have already noticed Astris returning home bruised and muddy. But House Tremere does not yet appreciate that Astris is trying to prepare for the good fight, nor does Wolf or anyone else know about Astris' struggles whereby to offer support or assistance. Correspondence brings extra rewards.
nod Correspondence is good here too, even if it's with Viraxis. Only positives come of it, because I want correspondence.
Yes. Make the last post of what you want to happen, and I'll add any icing and xps.
Because what's life without a barbarian attack?
Indeed! Thank you for recapitulating. I believe that two stories (GT and Ice) have been formally closed, but not the others.
You need to become visible again, but I'll assume you cast something and that goes ok (that is, the dice are pretty median). There's a dicey moment when the sailors start getting loud, but a quick command to quiet things down works. There's a near-mutiny at one point, but you catch it in time....
...and then another at sunrise, when your spells fail and you're out on open water! You quash this too; spellcasting is much easier away from Hastings, but since everyone is awake you need to do it quickly, and on everyone. Your reliable Formulaic doesn't botch, but you are very tired. Between the uncomfortable boat ride and fatiguing casts, it is not a fun day....
...but you eventually find yourself across the Channel, and are able to leave the crew (if you want) just before sunset, when your spells will fail yet again.
Your choice where you land on shore, whether a town or in the middle of nowhere. And your choice about what happens next!
It's a giving of only one skull and iron spear, which is more than enough!
"Nothing was stolen," she says. "Except for the secret chant. I got here just in time," she points at you with a finger the size of your forearm. "They are gone now, but you will find them," she adds threateningly. "Now go! Unless you'd rather stay for dinner," she cackles. Do you hear her stomach rumble, or is that purely your imagination.
"Oh," she coos with nauseating sympathy. "But you're lost. That won't do. You can borrow my horse. He'll get you home." She pauses. "If you kill them all, you can have the horse. A beauty, isn't he. It's the least I can do, for a... Frenchian, did you say? For a brave and cunning Frenchian who kills thieves who would steal from helpless old women! But if you fail.... Now go!"
"Yes, yes!" he cries, and the little man shakes your hand earnestly. "You will see. There will be some bad luck--cannot be helped--but you will see that it would easily have been so much worse if not for my vigilance! I will not sleep, not one wink!"
Still away from my books, but I'll update some of the non-crunchy stories.
I had hoped to shape this week's plans a little better, but it's not looking good in terms of posting times. I'm moving house tomorrow and so will have limited internet for a while. I'm thinking I'll have gamey updates (like the barbarian horde) on Saturday or Sunday, while pure story updates may start rolling in today through the weekend.
"Alright, uhm, My Lady. I'll track down whoever stole your secret chant." I'll follow her lead here. If she doesn't take any immediate action and waits for me or make any more comments about "staying for dinner" or the like, then I'll clambor down from the hut and approach the horse. If she gives me a saddle and a saddle bag to carry the spear in, that would be nice. Otherwise, I'll try approach the horse, trying to hide the fact that I'm cringing expecting the horse to react to the Gift. If I can mount the horse, I'll have to hope that he's magical in some way, since I've probably never been able to ride a horse before. Again, I'll follow her lead, if she interacts with the horse first. Otherwise, I'll cling to its mane and try to hold on. I'll tell the horse "The lady says you know the way home, please take me there."
I will say my farewells to the little man and then return to my family's manor. Over the next few days, I'll wait for a time I can be alone with my sister. I'll do my best to make sure we are not spied upon 3 (2 Per + 1 Awareness). Plus I'll make sure we are someplace quiet and isolated. There and then I will tell my sister that I forsee some hard times ahead for the family. I can not say what kind of hard times, and will not disclose the source of my ill boding. I warn her that I cannot act directly, as my oath forbids me. However, wink I can act indirectly to avert harm and have done so. She, however, needs to do the simplest little things. She must carry two pickled herrings to a spot in the woods [I don't tell her about the little man, but give a location near where I met him] and leave them on a prominant rock, every other full moon. I'll tell her that it is of the utmost imporatance that she keep this secret and leaves the herring where they lay. She must not wait to see what happens to them. When she pries for more, I'll tell her that I my oath prevents me from allowing her in to the affairs of wizards, but that as odd as this behavior is, it is the best I can arrange to protect her within the bounds of my oaths. I also promise to learn more about what threat may be rising and that I will be there to protect her.
At least once before I teleport home, I tell her she must take the fish to the woods. I'll follow her invisibly (Personal veil of invisibility) that evening to make sure she delivers the fish and leaves as promised.
Beyond that, I try and avoid conflict with my family and have as normal of a time at home as I can. Which mostly means hanging around with my sister and trying to avoid the rest of my family. Over the rest of the season, my family and I have our fights, but I try hard to stay civil and accomodating. And I avoid meeting any of the local servants or neighbors, becoming invisible as necessary to keep hidden until I am ported back on the morning of the Spring season.
[OOC: I'm thinking that my sister may end up at the covenant as a companion/dependent. Especially if something does befall my family, I could take her as a "dependent" to replace the Black Sheep Flaw if I lost the rest of the family. I'm also really seeing her as having the "Immune to the Gift" virtue, and posibly even being Gifted herself, in which case she may end up as Astris's apprentice someday.]
Just checking in to let you know I'm all moved, with internet and book unpacked. I'll be updating all stories and correspondence in the next few days. I see that your computer is having issues as well. Best of luck.
I'll avoid towns, I'm a bit sour on them for now! I'll have the boat set down as close to the Tourney field as reasonable. Hopefully i was able to sleep some on the boat, since its coming up on night, which is my active time. Once on dry land, I'll head out for they Tourney area. If its more than a day's (...er... night's) walk, I'll use aura of Rightful Authority on peasants as needed for a bed and free meal. Assuming I have to cast during the early morning and sleep to the mid afternoon (any such peasant would have strict instructions to wake me if arrived while I was sleeping) (CS=14=11 Te Fo +1 Sta -1 Nocturnal +3 Method)
This will be my travel pattern (taking some food along with me from each peasant stop over) until I get to the area where the tourney will be held.
Once I'm at the tourney area, I'll have some fun things to do. In the meantime I'll pause to see if there are any unforeseen problems arriving to the Tourney area.
I noticed an issue here. For me to stay with Pilum Aquam requries a gift of 5p. Under the saga rules , I can't have it during this cycle's stories. So, why don't we decide that I'll arrange to visit PA next cycle, and this trip I go to just establish my "port point" in the Theben Tribunal? That way we still do the big fight coming up.
Assuming you agree:
I do take the guards with me through the Pylon, no reason to strand them in Greece.
I'm thinking a larger group is the way to go. A small group may be totally eliminated, a larger group is probably looked at as more of a target for raiding, but no one expects to kill/capture everyone. I'll look for a group of around 20 boats, and the full 5 guards. The guards have strict instructions to stay with me. They are my escorts, not the boats' escorts. "If trouble strikes, we fight. If it looks bad, WE ESCAPE."
Before we leave, I'll enchant the guards clothing with Moon duration Doublet of Impenetrable Silk. During vulnerable periods that take place at night, the guards and I will have Eyes of the Cat cast. During vulnerable periods, I'll wear my leather armor (also enchanted) and stand with three (visible) guards. Two additional guard will be standing nearby cloaked with a (poorly named) touch-range version of Personal Veil of Invisibility.