Chapter 8 - Drake Hunting

Kallista will work on a song, a charm for a bone hag... During which she'll ask some innocuous questions.

"Whats the place called where the hag lives?"

"Is she called something other than bone hag?"

Partially for lyrics as well as different categories for the charm itself.

[color=darkred]"Wait... hmmm... excuse me," the really giant man sitting nearby raises his hand and clears his throat.

[color=darkred]"So we are now going to hunt a hag and her ogre offspring, but not only that, we're doing it with the aid of Herren-surge?" He looks at them a moment then, each of the drakes and Kallista.

"This is fantastic!" Txatxu says then opening up a broad smile.

[color=darkred]"I've never heard of Herren-surge such as you, mind," he says to the drakes. [color=darkred]"I'd think you are shadows of Sugaar instead," Txatxu smiles still, trying to gauge their reactions.

[color=darkred]"At any rate, the hag does seem like a nasty opponent," he nods then, scratching his beard.

Maurice says, "She doesn't give out her name--if you can learn it you may have power over her. People who meet her only do it once.

"The name of the hill? Of her cottage?" He looks to the other drakes.

Venkath is silent. Simon says, "Bone Hill."

At some point, if the planning session starts to devolve into logistics, Venkath divides the drake's share of the spoils in what looks like a 40:30:30 division of the bones. At no point are both he and Maurice eating; one of the two is always with the magi. Usually Maurice.

[color=red]"Befriending a drake was Kallista's idea. As she is looking for a familiar, it seemed a great goal and a worth prize for the contest. Now we have the chance to befriend several. Kallista isn't the one extending her plan, though, that's a little more mutual."

[color=red]"I appreciate your advice. I will be protecting the entire group with my Parma Magica. I would hope that would be strong enough to protect them from direct magical threats. I think the physical threat will be greater. With three drakes, two of your best grogs, and Ezio - who seems to be quite a fine shot - accompanying us, we should be somewhat safer from physical threats. However, we'll still be careful in our planning and try to avoid the pitfalls of pride."

Afterwards Valentino will remount and he and Graziella will ride back to the group. Then they'll look into setting up a campsite of their own for the night. Some more planning can be done over dinner.

How many rolls, and how would you like me to make them?

In the interest of speed and resolution I'm perfectly trusting of you to make them. If you like you can PM me the instructions on how you would like rolls done. Does this board have a diceroller?

Many people use an off-site roller, but I don't mind rolling at home. Just tell me how many spirits you are scrounging for and I will come up with results.

Well it really depends, but we need a number anyway. Lets just go with twelve and say that was how many areas/regions he divided the valley into.

I will come up with something interesting by this evening :wink:

Okay, I rolled twelve dice and no zeroes. I even rerolled them all just to be a dick*, and still not a single botch. The only 0's rolled followed a roll of 1. So Ludo has a range of roll totals from 2 to 20, plus his base Summoning Score.
So I am going to make the following presumptions...
• The whole process took you all afternoon, and it is sunset by the time you finish.
• You won't always get a spirit as powerful as your total would allow. You are casting your net for what is regional, and you grab what you can get. It is a magical area, so you manage to find something in each of your twelve zones.
• I am using the Clock for convienence. You are at the center, Noon is due North. The covenant is to the east of where you are at 3 o'clock. This is what you find in each zone...
1 o'clock - S'sslakk the earh spirit, who appears like a serpent of rock that swins in earth (like an AD&D "Earth Wierd"). You may remember him from before, it gave you directions in exchange for burning the miner's cabin. This time it tells you that it can lead you to a great treasure buried in a cave if you do him the favor of murdering a village of farmers and miners that cause him such pain and suffering.
2 o'clock - unintelligent animal spirit (a rabbit)
3 o'clock - The ghost of a swarthy Arabic man dressed like a Spaniard. His might is off the scale. You scrounged him with your roll of 20+, and though it broght him forth it won't hold him. But he is interested in conversation, and claims he has knowledge of how you can gain power over your fellow magi.
4 o'clock - ghost of a man who committed suicide by throwing himself off of a cliff
5 o'clock - place spirit of a nearby rock formation
6 o'clock - a maternal nature spirit that cares for a small village of tiny faeries
7 o'clock - something that seems to proably be a demon caught unaware by surprise
8 o'clock - ghost of a villager killed and eaten by an ogre
9 o'clock - a spirit of anger. Two grogs outside are having heated words over a game of dice.
10 o'clock - a strange snake-like spirit, twisting and writhing and chanting in the Basque tongue
11 o'clock - a spirit that claims to be the Angel Mezerduzek, it has six wings covered in violet feathers, four arms (two man-like and two like a lion), three faces (a man, a woman, and a child), and the legs of a horse.
12 o'clock - a spirit of ice and snow from the mountaintop that just ignores you.

If all you are doing is questioning them about local drakes, you will be able to find something nearby. If you want to question one of them further, let me know which one. Some you are better off ignoring and just dismissing.

*(just kidding. I didn't roll two sets looking for a botch. One strait even and fair set of twelve totals using the same die).

OOC: I'd avoid that rabbit if I were you. They aren't furry on the inside.

Kallista spends time making the charm, to clear her thoughts mostly. [color=red]"Maurice, it occurs to me we don't want to fight her in her home. She will have advantage and whatever stockpile of items or reagents at her disposal. We also don't want to attack the lot of the while they are together. We'll want to separate the ogres from the hag. If we kill them outright it will quickly alert her of the magnitude of danger she is about to face. If this hag's ogres are her sons, then instead of killing them outright..." She hates her mind has gone this route, exploiting a mother's love of her child... [color=red]"If they are injured enough, away from Bone Hill, wounded and unable to return... It should bring her out in desperation, she'll be aware of danger... but hopefully not the magnitude. Then again it is not unlikely she will be able to scry on her children and learn of their attackers. So any trap may fail..."

"How do we separate them?"

[color=red]"I don't know yet. We need some sort of ruse. A threat presented, large enough to bring out the giant, but small enough the hag will stay in."

Armando, who has managed to stop the bleeding from his broken nose, offers you some advice.
[color=red]Depending on the hag having any compassion or emotion for others is an unwise approach. Divide and conquor, yes, but don't allow her any warning of what is going on. Recon, get intelligence. Find out what the tactical situation is, identify the obsticles, and neutralize all threats simualtaneously. Never mind the mystery or the scenery or trying to learn and explore. Just eliminate all opposition as quickly as possible.
That's my advice :wink:

"Yes, Armando, we should learn as much as possible. When we get close I'll try to scry and have Ezio scout."

"I'm not relying on compassion, I don't expect any. I want to exploit rage."

"Fear not Armando, I'm openly discussing my thoughts, they are not set in stone, nor will they ever be. I just don't want to attack her in her home if possible. Much like me in my sanctum or a dragon in his lair or you in Andorra, we have advantage in our domain."

[color=blue]A little lost here. I was supposed to be with xalbator and... Carmen?
It seems I was the only one to post a plan for us, a long time ago :laughing: Maybe it'd be better for me to join the others somehow, since it seems xalbator is even more inactive than me :frowning:

My bad. I was focused more on the others lately.
What happened to Falls and Octavian anyway?
Hurm.
Dimir Taar and Carmen is the team :wink:
I know your plan and the trap you want to set. I will get something together for you this evening :smiling_imp:

OOC: i can talk to the drakes forever... if you need RL time for others to catch up.

Not necessary. In fact, I am waiting on you guys to go take on the hag.

She's waiting for you...
:smiling_imp:

Moving along. You tell of your plan to use imaginem to create the scent of food in order to lure a drake. Carmen likes your idea and takes it to a new level. She has the grogs with you go and capture some wild beasts, goats or something. Her idea is that, instead of creating a scent, use your magic to amplify the scent of these goats. Then while the drake is chomping down on them, we strike from two different directions.
:wink: