The Hunt for the Specimens - a Gauntlet for a Mu/Re/Co Magus

So, a fuller summary:

The party tracker/archer was plagued with botches, to the point where it was almost disruptive...

The party struggled to find tracks at many points getting lost. They struggled to cross the river and had to really exert themselves as well as letting the mage start sponting spell (rise of the feathery body to help get the hunter out of the river etc)

They found the dead dog and then went to the nearby hut, fearing that they'd find a carnage. The farmer was not too happy to see them and suspected them of the dog's disappearance. Between the mage's gift, the shield grog's "offensive to animals" and the archer pulling his bow on the farmer led to a fight. The dogs were set loose on the grogs though they did no damage, the farmer rushed in and managed to score a light wound on the leather-armoured shield grog. The archer then tackled the farmer who was then put to sleep with a touch range "call to slumber".

They were smart and realising the predatory nature of the Lithe set a trap for it. They set themselves up with a fire at the entrance of a cave (good survival roll) and the mage sponted eyes of the cat on everyone. The archer who was mounting watch made some good guile roll and was able to discreetly wake the shield grog, before botching and tripping over the mage while trying to wake him nonchalantly.

The Lithe sprinted into action and the shield grog exerted himself to boost his defence that round (he was out of armour and really afraid) but it didn't draw blood. The axe came down for a medium wound and the archer and mage (crystal dart) got a good rolls and put another light and medium wounds on it. The shield grog then put his axe into it and the archer finished it off.

They felt bad for it and built a little cairn over it so nothing would happen to the body. They slept a few more hours but chose to be tired for fear of the Hulk going on a rampage.

The tracker botched yet another tracking roll to find the Hulk's trace so I had him bump into the farmer who manage to break each other's noses in a brief punch up (each dealt a medium wound). THe mage sponted ReMe to get them to split up (also the threat of a 3v1 helped calm the farmer).

After this they tracked down the Hulk to its house. They wanted to set it on fire but the mage has neither Cr nor Ig. So the mage snuck up to it in the hope of putting it to sleep (it was his first session playing a spell caster, so he was still shaky with sponting and the magic system). The Hulk botched its awareness roll and just continued playing with it's toy wooden horse. The mage got a poor roll and was only able to spont a "minor change to mental state" at voice range so decided to make the Hulk feel more sociable. From then on they played with the toy horse with the Hulk. Since they were never violent or hostile to it, I didn't have it start hostilities.

They walked it back to the magic tower where they started and the apprentice was congratulated on passing his gauntlet. His wisdom was praised and he was gifted the hulk as a grog for his new Covenant as graduation gift.

Since I still had ca 1hr left in the session, I then cut to Dunremar 3 months later where they met Murion, got sworn in, met a few more of the magi in Dunremar and got their mission and a few grogs.

I let them keep all the grogs they played during the warm up scenarios (the faery blooded sailor and the charming tracker from the Narva 1221 session as well as the two shield grogs and the gifted Hulk) so that they can get attached to people but also realise that if people die the Covenant will have lost someone. In addition to those, I gave them a few grogs donated by Triamore and Fengheld (I am reusing the 30 Rhine grogs I made last year, just with a fewe minor modifications to fit them better to this party):

From Fengheld and the Rheinstrasse chapter house:
Golo, the Winemaker as a grog with Area lore Middle Rhine and who can make wine
Krabat, the ex-Infernalist Miller
so that they have a food related grog and an infernal lore expert

from Triamore:
Siegfried, the One Handed Blademaster As another fighter grog and sword master (one of the mages wants to be a more Melee kind of mage and has some single weapon) as well as having a bit of Etiquette
Simon/Simone, the Boneworker Who matches well with the other two mages: one is a borderline necromancer and the other is Verditius

And then as guide to Dunremar:
Katherine, the Custos The gentle gifted mage also took venus' blessing, soooo.....

In time I will also add to the crew:
Hagen von Rothbart, Noble Skinchanger as a cadet from a castle near their Covenant (once they pick a location) to give them a very social character who's a bit shady and get them politicking with the locals.
Brunnhilde, the burly milkmaid so that they have more food producing grogs and to continue the Nibelung theme.

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