Since it was well received last time, here are my prep notes for another "stand alone" session. The player of this magus is new to the game and it will be his second session of ArM (I ran a slightly modified version of my Narva 1241 scenario as the Gauntlet for another Magus).
The Apprentice (Ivan ex Bonisagus) is a Mu/Re/Co flesh-buffing borderline necromancer who grew up his whole life in the tiny one-mage-Covenant of his great-uncle-parens in the Swiss Alps (Yep, Dr. Frankenstein). He will be aided by two grogs, one shield/axe sergeant (Jörg the Bear) and one archer/hunter (Jaeger Sepp).
Here is the general session plan.
-
Given intro by Willhelmus ex Bonisagus. Aged necromantic looking man. (He moved to the alps as an apprentice decades ago, along with his sister, the PC's granny). As Ivan’s Gauntlet, he must track down and take down the two subjects before they do too much damage (they of course have not escaped but been let out as a test).
One is the large Hulk 7.5 feet tall, 200 kg of bone and muscle and the other is the Lithe (wiry strength, lithe, clawed, pallid skin). One of the reasons for these two enemies is also to introduce the size limitation of Co spells. -
Set off to hunt
-
Spend a day following the tracks downhill and through woods (survival/hunt rolls).
-
Find dead slashed short haired St Bernard* and cow in the pines next to a farm late in the day.
-
As they get to the farm, two more St Bernards start barking aggressively at Jörg.
-
Unless they can calm/intimidate the farmer, he’ll set his dogs on the party. (will flee if medium wounded). Chance to try spont-ing ReAn to calm dogs or ward against them (this is a chance for the player to try out spontaneous casting and to see that mages are more flexible than their spell book indicates).
-
After they set up camp, they will be ambushed at night fall by the Lithe. Two awareness rolls while on watch to spot it, the second one will be easier.
-
Fight 2 rounds (time for the fight to be joined by the awoken party members) then it runs off.
-
The Lithe will attacks again a few hours later if not too injured. (Jorg can roll bodyguard to save Ivan and Sepp alertness to notice it in time).
-
Spend the night camping, survival rolls.
-
If the Lithe was injured enough, they track down the blood splatters and finish it off in a small cave.
-
Pick up tracks of the Hulk (hunt)
-
Cross a river (Per+wilderness sense roll, Sta or Str swim rolls).
-
Find a bloody bull beaten to death next to a house. The house has been ransacked and the door was ripped of its hinges. Noise from within (chance to prep for combat).
-
The Hulk is playing inside with a wooden stick with a carved horse head.
-
If provoked it will attack, but otherwise just stays there playing like a child.
-
Killing either grog is ok, Hulk and grogs (live or dead) will be pulled into the air by magic of Parens if Ivan seems at risk of getting flattened.**
-
If they do not fight it. Ivan will be gifted the Hulk to add to the Covenant once founded. The parens would praise his discretion in use of force and be surprised that he didn't kill it.
*: I chose St Bernard both because they are large enough dogs to be threatening to the party and because they are the iconic Swiss dog.
**: I made the hulk following standard rules, but with Sta 3 (boosted to 4 by giant blooded), tough and enduring constitution it is an absolute tank.
Since I am running the session next week, I welcome forewarnings.