GAMES(2004-2005)


Research Base (25/09/2005)

*** Mission ***

Brief:

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

AdrianC [Thorfen] 11
- High life. Still needs power armour.

AlexT [Redemption] 11

DanJ [Blackwing] 11
- Good use of piercing attacks on the warrior/scout jackals.

FlorianS [Rain] 11
- Rank 50 mages are powerful and the larger the party, the more powerful they can seem. 

PeterW [Aurelius] 11
- Unlucky. Even at high rank, there is a soft, lightly armoured underbelly.

RuthS [Liana] 11

ShaunG [Mantis] 11
- Useful miracles.

TimB [Interfector] 11
- Better rituals.

MONSTERS

Base 6

DavidS 11
- Monster Ref. 

DoriB 6

JamesW 6

JonT 6

MarcusO 6

MikeR 6

TomM 6

*** Comments ***

None.

The Five Mages (16/09/2005)

*** Mission ***

Brief:

Debrief:
The Castle and everything inside it had been completely burned and gutted. There was no trace left of any of the mages, nor 
of their work. Their research, and all information about the magical constructs had been lost.
Following the defeat of the mages, what was left of the Mage Defenders scattered and fled. Arch-Magnus Everest, in guilt at 
what he believed he had allowed to reform, left the college on a personal mission to hunt down every last one of the Mage 
Defenders and bring them to a permanent end. 
The Pathfinders 11th Irregulars moved in and helped carry the bodies of the fallen back to the encampment and within the 
hour, all those who had been slain by Whitlock were restored to life. Guard Captain Peterson led the Ordinary Border Patrols 
back to the Barony, whilst Pathfinder Captain Everwood and the 11th Irregulars faded seemlessly back into the scenery.

Reports:
See Reports

*** Points ***

PLAYERS

Base 72

ChrisN [Cyrus] 73 
- (+1) Being a constant rock in the party front line - this time one that broke the monsters.
  Cyrus might not be a Guard, but he created the front line just as surely as they did - and as a Gladiator was important in 
  putting damage back into the monsters. Whilst he didn't get to fight any specific duels he was instrumental in staying on 
  Whitlock to take him down - and your Tai Chi was an immersive addition to the party's pauses and rests.

ChrisR [Azreal] 73
- (+1) Performing guard duties so well and being the definitive meatshield.
  It was good to see the smiling Guard again and Azrael proved an important part of the combat line. We also appreciate how 
  well you took Azrael's slow death behind enemy lines - if anyone should die behind enemy lines, it's a Guard doing their 
  job.

DavidS [Naismith] 75
- (+1) For exemplary conduct against the portal constructs.
  (+2) For keeping party upright despite not being a dedicated healer.
  A crucial backbone of the party - not just for healing, but for strategy too; and yet also an important second line 
  warrior. We're not sure how many of the rest of the party realise how epic Naismith's struggles against the "portal" 
  constructs were (Sunday morning, day fort), so we'll mention it here: Naismith threw himself time and again against Freeze, 
  Grip and Sleep constructs trying to alert the rest of the party to the dangers of the portals, for what felt like ten solid 
  minutes before reinforcements finally arrived.

DavidW [Turnip] 75 
- (+1) Really good roleplay of Elf hating without being intimidating or hostile.
  (+1) Fear of the necromancer.
  (+1) Powering up rituals.
  Really good roleplay of a barbarian. We thoroughly appreciated your ability to make Turnip blatantly and actively hate 
  Elves and their magic *without* actually being intimidating to Elven players, or disruptive to the party. His report was 
  also amazing in it's vitriol and creative retelling! On the usefulness side, Turnip's rituals were well roleplayed and were 
  responsible for some very important power ups. Plus excellent roleplay of the fear of the Necromancer, and subsequent 
  recovery from the woods... Come back soon!

DoriB [Zephyra] 74
- (+1) Good use of construct control; though gave up too soon once one was found that couldn't be controlled. 
  (+1) Removal from mess hall.
  Commendations to Zephyra for her involvement in the plot, pushing it forward, and drawing out conjectures and facts for the 
  party throughout. Zephyra also made good use of her power - the clearing out of the mess hall on the first night was a 
  dramatic example! Zephyra also was important in establishing control of several constructs - though maybe gave up a little 
  too soon on trying to control constructs after meeting some immune ones.

GaryE [Sun Ju] 74
- (+1) Dedication to the way of Humact.
  (+1) Really cool new costume.
  That was an awesome new costume! And a new direction for the character to go with it. Obviously we were on the look out for 
  Sun Ju's dedication to the principles of the Humacti - and we saw it. Plus an important warrior in the party's combative 
  capabilities. 

JamesW [Nab] 74 
- (+1) Rather epically long single combat against the Barbarian Champion - good tactics too. 
  (+1) Just keeping going attacking Whitlock at the end.
  Nab's importance in combat and level of roleplay, were hand-in-hand excellent. Special highlights were his berserk charge 
  at not much at all after the shield-breaking Mass Dispel; the anti-Jim propaganda campaign ("8, 8, 8!" "Come on, Jim could 
  do better than that!" "10! 10! 10!"); his single combat under the blazing sun for what felt like a large length of time; 
  and finally his ceaseless dedication to taking Whitlock down and keeping him down, Weld or no Weld. Thankyou also for 
  acting as Morrigan's spirit guide.

KatieB [Morrigan] 74 
- (+1) Diplomacy and conduct at the barbarian council.
  (+1) For the endlessly high standard of barbarian rituals, in particular calling up of her spirit guide in a creative bid 
  to gain information and guidance.
  We commend Morrigan's endlessly high standard of roleplay and both party and NPC interaction. In addition our monsters have 
  independently asked that we mention Morrigan for being almost continuously in-character. Morrigan did herself proud in 
  strange lands talking to a strange people - we certainly didn't have anything but confidence as she faced the barbarian 
  council as the spokeswoman for the party's spirituality.

LawrenceH [Salogel] 72
- (-1) Not taking hits; falling over then getting back up again on repeated occasions. 
  (+1) Actively pushing plot forward and initiative on obtaining Weld item, even if used unsuccessfully. 
  This went both ways. Salogel's taking of hits was Not Good At All - both in total quantity taken (and your briefly 
  disputing the pronouncement of his death) and in falling over, recalculating, then getting back up - multiple times. If a 
  character drops, monsters stop attacking: the character then owes it to the game to *stay down* until at least a healer 
  attends them, if not until after the battleboard reveals their true condition. On the plus side we appreciate Salogel's 
  efforts to push the plot forwards, and his initiative in obtaining the Weld item from Everest (subsequent effects 
  withstanding).

MatthewJ [Fredrik] 74 
- (+1) Survival in higher level game. 
  (+1) Good standards of scouting.
  The quality of scouting was excellent, especially on an unknown site. Plus Fredrik kept alive *while remaining useful*, as 
  a character half the average party level - a really good achievement. You were also commended from the players on your 
  roleplaying as a subordinate Pathfinder.

NatalieW [Talia] 74
- (+1) Conduct at the barbarian tribal meeting.
  (+1) Arranging a ghoul defence via Talk with Tree.
  A Druid as a spiritual spokeswoman for the Barony is not an obvious situation to arise - but Talia handled it with dignity 
  and verve. It's worth noting that the allocation of the powers to break the wall were made by monster consensus, not by 
  us: your roleplaying and conduct (along with Morrigan) was held to be the highest in the barbarian encounters. In addition
  I liked the creative use of Talk With Tree to warn against ghouls - I'd like to see more use of that miracle in such 
  lateral thinking ways.

RobertB [Jarak] 74 
- (+1) Excellent standard of scouting throughout.
  (+1) Removal of problem from the Mess Hall.
  Old Crazy Eyes made up the third part of the excellent scouting contingent on this mission and gets a special mention for 
  the efficiency in which he cleared out the Mess Hall on the first night. Congratulations also on possibly the shortest 
  promotion in Barony history...sorry about that!

RuthS [Helyanwe] 74
- (+1) Valuable back up/second in command for Eagleson. 
  (+1) High standard of scouting.
  While you may know the site a little better, Helyanwe's scouting still counts as excellent - especially as she also found 
  the time to be a valuable second to Eagleson in the party command. Good roleplaying and response of being feared behind 
  enemy lines - and we appreciated how well (and dramatically) Helyanwe faced death at the end.

ShaunG [Eagleson] 75
- (+1) Party control, keeping the party in order and in Order and advancing towards their mission goal. 
  (+1) Being a rock in the combat line. 
  (+1) For decision making and following the decisions through.
  Obviously the original and only "first brick" ;-), Eagleson also came into his own through his stoic leadership on this 
  mission. The sort of reliability and steadfastness that Eagleson demonstrates can easily go unsung, but we believe your 
  party's moral hinged on it. We also applaud Eagleson's ability to make decisions and then *follow them through*.

StephenE [Trantis] 75
- (+1) Final take down of the night troll with drain lives. 
  (+1) Control constructs, use of and subsequent use of constructs.
  (+1) Continual roleplay within path, including such moments as "I'm only doing my job."
  Trantis triumphed both in roleplay terms and in use of abilities to make the party's lives so much easier. Trantis gets 
  special recognition for making the final kill of the night troll - 40ish points of power damage in two short attacks - the 
  party would have had a much longer fight without that. And whilst Trantis gained construct control through plot, your 
  strategic use of it was totally down to you - the Dispel/Endurance construct fight would have caused the party a *lot* more 
  pain otherwise, for example. On the roleplay side Trantis kept tight dedication to a hard path - not just in holding his 
  own in the fairly major event of a chat with an Aspect of Death, but in the little things, too. "I'm just doing my job..." 
  :-)

TonyC [Cuthbert] 75
- (+1) Ideal guarding - being one of the rocks the monsters broke on. 
  (+1) Sheer dedication to purpose during the Necromancer fight...you crawled circles around me (AlexT). 
  (+1) Costume bonus - the shield was a work of art, and a serious investment to carry around. RIPieces.
  Cuthbert's presence finally gave the party the "second brick" in the Guard wall that they've been wanting for so long. He 
  was everywhere that needed protecting, stolidly reliable and several times (especially attacking and defending the day 
  fort) your presence and shield were the difference between holding and rout. We look forward to seeing you (and Cuthbert?)
  again soon!

MONSTERS

Base 36

AdrianC 54
- Monster Ref.

AlexT 54
- Monster Ref.

AdrianB 38
- (+1) Snow.
  (+1) 11th Lieutenant in the raising rituals.
  We're sorry that the mage roles were necessarily short, but Snow has been genius (and a genius!) since his inception. 
  Thankyou for taking up his role; but more importantly on the 36 hour, for an excellent 11th lieutenant. Your raising 
  rituals in conjunction with DominicD awed the recipients. 

AilsaB 38 
- (+1) Barbarian shaman in the council. 
  (+1) First 11th encountered by party.
  You're endlessly reliable as a monster and we thank you! In particular as part of the council for the barbarian encounters 
  and again as the party's guide as the first 11th refugee saved once inside the shield.

Beth$ 38 
- (+1) Moral support.
  (+1) Cooking.
  You may not have fought, but you did everything else: guiding monsters, herding players, shooing off children (and in fact 
  all three at once at one point?) and standing in a Player-Ref's-Eye role for when we couldn't be there. But thankyou 
  especially for the cooking on Saturday night: hurrah! 

ChrisH 37 
- (+1) Great first time.
  For a first time, to take on a 36 hour LARP as a monster is a great achievement. Thankyou for being a reliable monster so 
  newly into the game!  

DanJ 38
- (+1) The necromancer.
  (+1) Schwartz/dramatic first casting constructs. 
  You were the obvious choice for the necromancer - thankyou for your effortless facility in carrying off that role to 
  melodramatic-villain perfection. You also inspired fear in the party as Schwartz - the first range-casting construct and 
  first converted caster. 

DarrenE 38
- (+2) LARP photographer.
  You didn't get to monster so many roles, but looking at your album it's obvious why - thankyou for capturing the LARP both 
  comprehensively and with great artistry. Plus it's always good to pander to GM vanity. :-) 

DavidG 40
- (+2) The barbarian head ritualist.
  (+1) Shield breaking ritual.
  (+1) Zombie over fallen Trantis.
  We can sum this up as: Come back more often! Everyone had a good word to say for your roles after the LARP: your barbarian 
  head ritualist conducted both a fantastic ritual and also genuinely awed the party with his power and wisdom; your shield 
  breaking ritual combined again great ritualling with tricky timing; and your conduct as a zombie on the sands raised 
  especial comment - by staying over the fallen body of Trantis you created the drama of taking him down whilst also drawing 
  attention to his predicament. Your 11th was also a great character. Thanks for monstering for us!

DominicD 38 
- (+2) All for the inspired raise dead rituals (Azreal too - Pub in the Sky!).
  Thanks for being a dependable monster, but most crucially thankyou for an awesome new take on the raise dead rituals! We're 
  actually using a player comment here verbatim, as we agree totally: Thankyou for their unique and disturbing ritual 
  resurrecting Jarak on the Saturday evening (Included references to 'Captain Quick' and 'Crazy Eyes'). Pity no one else was 
  there to be freaked out by it. 

FlorianS 38
- (+1) Casting monsters and ritualists.
  (+1) Excellent member of 11th with a gambling problem.
  An always reliable (and strangely enthusiastic?) casting monster - take the death priest ritualist, but more importantly 
  the shield breaking ritual on the first night, with it's tricky timing and not-obvious approach. But again it's the 
  players who give you the highest compliment: they loved your portrayal of Helix and his gambling problem!

JoeS 38
- (+1) Delivery of 'that line' :-) 
  (+1) Barbarian shaman in council. 
  Heh heh heh. We think everyone knows what we're going to thank you for - and we will. "Help us OB 1" - thank *you* for 
  realising it for us, getting a one-time line off perfectly! But also thankyou for solid monstering in the rest of the 
  game - in particular as one of the barbarian council judging the party.

MarcusO 38 
- (+1) The one and only Whitlock.
  (+1) Balance shaman.
  Thankyou for a perfect renditioning of Whitlock, Mage of Doom - we knew we could trust you to make such a powerful monster 
  both scary and awesome, without making him utterly lethal. But also thankyou for the roles throughout the rest of the LARP, 
  including the other Death priest ritualist with FlorianS; the third and loudest voice of Death; and the final barbarian 
  council member.

MikeR 37 
- (+1) Cool funky half-orc 11th.
  For a first 36 hour, you were very good as a monster - but excelled yourself as your half-orcish 11th. Thankyou for such 
  dedication to character, even when the players weren't around.

NeilH 17 (Base 16 - left early)
- (+1) For coming along even when it was on a tricky schedule for you.
  We're really glad you came along - thankyou! We hope you enjoyed it - it was great to have you around again. Hint: do it 
  more often! ;-) 

PeterO 37
- (+1) Death Knight.
  Thankyou for taking on the Death Knight role with such aplomb! This was another monster that we needed a reliable hand 
  with.

PeterW 38
- (+1) Defector mage.
  (+1) Defender Commander of stockade on first night.
  Thankyou in particular for your role as the defecting Defender Mage - you carried a lot of the important plot for us. Also 
  we appreciated your role as the Defender Commander holding the day fort on the first night - thanks for helping giving the 
  party a feel for being on the outside breaking *in*.

TimB 38 
- (+1) Good NPCing in party.
  (+1) Flamberge 
  Again we're sorry that the mage roles were necessarily short, but thankyou for being on hand to be Flamberge in his final 
  minutes. But in addition, thankyou for being a reliable and important NPC in the party on two occasions - especially with 
  the deftly executed "withdrawal" order on the Sunday.

WarrenJ 38
- (+1) Cooking! 
  (+1) Monstering the night troll.
  Our thanks for taking on the role of the night troll on the first hand and making a damn good show of it, including the 
  need to endlessly regenerate and thankyou from everyone for cooking for us - a LARP marches on it's stomach! :-)

*** Comments ***

1) While our monsters gave special mention, it was obvious that the whole party stayed firmly and enthusiastically in 
character, even during waiting periods in the day fort and mess hall. You looked collectively great - it felt like stepping 
into a real military camp, walking into the day fort when you were there. And maybe it's an effect from some critical length 
of time playing the characters together, but the party cohered and coordinated really well: for example the dedicated final 
attack on the castle's constructs. We also really appreciate your dedication to safety - glasses were knocked off, but 
otherwise safety was of a great quality. Thankyou for taking on the whole weekend with enthusiasm, and not a little IC 
trepidation!

2) Thanks to the monsters, obviously we couldn't have done it without you all, and we massively appreciated both your 
enthusiasm, and also your patience with us. I think the party also appreciated how deeply you all got into your 11th roles - 
we had many comments that the whole thing felt like a proper military expedition, thanks to you all. And again thankyou for 
holding up the other side of the safety deal. 

Final Fantasy I - Worlds End (11/09/2005)

*** Mission ***

Brief:
Along with many other Barony patrols, you are to comb the ancient wood, search for Sephiroth, destroy him. If any solutions 
to stop the meteor collision become apparent, use them. In short, save the world.
Guard Over-Captain Jameson
'OC Operation Catchers Mitt'

Debrief:
The meteor has disappeared from the sky, and the druids claim Sephiroth has returned to the planet. Congratulations.
Guard Over-Captain Jameson

---------------------------------------------------------------------------------------------------------------------------

And so it is, that I come to report, today is a glorious day for the Order of Paladins. 

And so the stories were true, I ventured into the wilderness, and there I sought the heroes of which I had been told. And 
there was the band of them, three fellows by the names of Iussus, Blackwing, and Rain, a glorious magician, who aided me 
greatly with his magics. 

And so they told me, they were indeed seeking a mighty vilain by the name of Sephiroth, so that this world may be spared from 
the distruction that this man sought to cause. And so we encountered his minions, and they were slain, and we went forth, and 
so we took position again this villain, in a truly heroic vein. 

And so the battle commenced, and all men fought bravely, though I barely survived. Alas, we were set upon from the side, by 
another unknown foe, who seemed to want the villain alive. But the battle ensued, the land was spoilt with the blood of 
friend and enemy alike, but Justice prevailed, as the evil Sephiroth was slain twice by the heroic Blackwing. 

And so the mighty Sephiroth fell, Justice was served, and the world was saved. It was an honour to be in battle on this most 
glorious of days. 

Alas, after this, the remaining foes attacked anew, and, despite my bidding for hostilities to cease, they turned on me, and
slew me with my own blade. My gratitude to the great Marshals, for returning me to this plane. 

But I shall not be sad, for I know I have done a great deed today, I can sleep in the knowledge that my blade aided in the 
protection of the world. 'Tis a wonderous moment indeed both for myself, and for the Paladins of the North. 

William Hastings, 
Paladin of Justice

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

DanJ [Blackwing] 14
- (+1) Magnificent roleplay of Blackwing losing his dagger.
  (+1) Excellent show of dagger skill.

FlorianS [Rain] 12

TimB [Iussis] 12
- A poor show of roleplay against the fear, but no minus.

MONSTERS

Base 6

JamesW 12
- Monster Ref.

AdrianB 7
- (+1) Great monstering and fantastic body of the first weapon.

AlexT 7
- (+1) For helpful input and using effects as I wanted them.

LawrenceH 5  (Base 5 - arrived late)

PeterW 6

ShaunG 6

*** Comments ***

None.

Final Fantasy I - Tracking down the One-Winged Angel (04/09/2005)

*** Mission ***

Brief:
Goto the druids to uncover the remaining mysteries surrounding Sephiroth, then track down Rufius and stop his experiments. 
Sephiroth is to be attacked on sight.
Guard Over-Captain Jameson
'OC The Search for Sephiroth'

Debrief:
Despite your failure to stop or bring in Rufius, the barrier Sephiroth created is now gone. The information given by the 
druids was interesting and useful. However Rufius got there before us, so it turned out pointless. The elimination of Jackels 
in the area is always helpful however. You are to be recognised for this contribution.
Guard Over-Captain Jameson

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

DanJ [Blackwing] 11
- Ability gained: Set broken bone 1/day with variable outcome (to be decided by GM).

DominicD [Aurinyan] 11

FlorianS [Rain] 11
 
LawrenceH [Salogel] 11
- Although outranked, you tried your best.

TimB [Iussis] 11

MONSTERS

Base 5

JamesW 11
- Monster Ref.

AdrianB 5

DanM

MarcusO 5

ShaunG 6
- (+1) For half-goblins...dirty :)

*** Comments ***

None.

Guards!, Guards! (21/08/2005)

*** Mission ***

Brief:
The quiet border post of Helm's Wood: 

As the night darkens, something stirs...
The mercenaries move quickly, no-one notices them. Another guard drops silently, they reach the Temple of Justice. Sleeping 
priests are taken, and they are gone as quickly as they left. 

Later, someone stirs 

"Help!" They cry...

"Someone send for reinforcements from the Barony capital, we need help"

---------------------------------------------------------------------------------------------------------------------------

The town crier strides through the town and various announcements are shouted though the barracks, all saying the same thing: 
"All available guards to the marshalling yard by 12!"

---------------------------------------------------------------------------------------------------------------------------

Guard Captain G'Mord, 
Report to the barracks on sunday for briefing at 12.30 hours. Bring patrol equipment. 
Guard Major Reed

Debrief:
Congratulations Guard Over-Captain G'Mord. Great performance on your first day on the job. Top notch, top notch. You saved the 
justice priests and all casualties from the barony have been successfully resurrected. Excellent, good young man, doing his 
bit. Well done, well done.
Guard Major Reed

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

AdrianC [Thorfen] 12
- Great work as second, a great contribution to that shield wall. I still can't believe Thorfen went down...

DominicD [Lucien] 12 
- Great work in the line. Out-matched in terms of rank by a good number of monsters, stood firm against the bandits.

MarcusO [G'Mord] 12 
- Commanded excellently, kept the party together and alive. Shame about those 6 bandits who nearly had you :-)

ShaunG [Eagleson] 12 
- Exactly what we've come to expect of that order-aligned guard. Obeyed orders, and was a rock in the line. 

TimB [Spoggy] 9 (Base 10 - left early)
- (-1) For shield barging. Thankyou for taking the message onboard, but it shouldn't have happened a second time. Other than 
  that good safe fighting. Good effective guard, especially considering what you were up against.

MONSTERS

Base 6

JamesW 12
- Monster Ref.

ChrisN 6 
- Thanks for NPCing with the party. Great representation of a justice guard. Mediating disputes, but being able to do what is 
  needed.

KimB 6
- Thanks for taking the raw recruit guard. A hard role and well filled. Out-matched by almost everything, you fought well and 
  most importantly, safely. Again, thank you!

NatalieW 6
- Thank you for NPCing. Got a run out as half-ogre guard. Was effective, and a major damage dealer of the party.

JonT 6
- Great adaptation to a new system. Hope to see you again. Thanks!

AndyT 6
- Great monstering. Making the party hurt when they needed to [Thorfen :-)] and effective in all roles. Cheers!

DoriB 6 
- One earth-merged mage nearly caused a portion of the party to be killed at the hands of bandits, better than I could have 
  dreamed. You gave guards a reason to fear mages ...power damage. Thanks for great monstering. 

TonyP 6
- Thanks for showing up and providing good impact with the role given to you. 

AdrianB 6 
- In theory you promoted G'Mord ...it's not really my fault. Thanks for the help monstering today. You need to bring out a 
character at some point!

FlorianS 6
- Thanks for turning up to monster. Great impact made with the roles you were given. You do seem to like casters to much 
  though ...guess it balances me out ;) 

DougS 6 
- Great in all the roles I gave you. Thanks for all the effort today, your staff definately made an impact.

*** Comments ***

None.

Blackwing (14/08/2005)

*** Mission ***

Brief:
WHY THAT FILTHY DIRTY LITTLE PERVERT!!! 
IM GOING TO KILL HIM!!! ...BASTARD MEN!!! 
Actually I have a better idea ... 
*Traci runs out of the College of Water, heading to the seediest area of the city (which Zephyra had shown her previously), 
she asks a wandering begger for the filthest tavern in the area and heads towards the 'Wanton Gusset' after kicking him into
the gutter.* 
By the power of Ice, I make all mortal men bow down before me ... 
*Traci kicks open the door of the Inn and enters, the whole room goes silent* 
...Mass Command Rank 2 : Sit! 
*She strides up to the bar effortlessly in her white stillettos* 
Im looking for a man! 
...To KILL someone you stupid fool!!! 
...his name is Tybalt. 
*The barman can barely be seen sitting behind the bar, but strokes his beard, thinking to himself 'Theres only one man for a 
job like that ...the ShwarzFlugel'.*

ShwarzFlugel, 
Meet me at the usual place at 1pm on Sunday, I have some information on the possible location of the target. 
The Barman.

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

DanJ [Blackwing] 12

JamesW [Nab] 12

KatieB [Morrigan] 12

RyanL [Travesty] 12

TimB [Iussis] 12

MONSTERS

Base 6

MarcusO 12
- Monster Ref.

AdrianB 6

AndyT 6

MikeR 6

StephenE 6

*** Comments ***

None.

Breakout II (07/08/2005)

*** Mission ***

Brief:

Debrief:
The Barony is not impressed with the way you dealt with the problem between Humacti and Necromancer. You are reminded that 
this is not an isolated case of 'Baron's Evidence' and we need to give the impression that this is a way out for less 
dangerous individuals.

---------------------------------------------------------------------------------------------------------------------------

*as the embers of the dying fire light a wooded hollow, Bregan slumps beside it, staring at the mace in his lap* 

Please... 

I will do this, but I need more time... 

There are others who can help, who can give me more power, or destroy the protections he has... 

No, I will not... 

I cannot do more! I did everything in my power! I even turned aside Blaine's good arguments! ... 

No... please... 

*as the fire flickers and dies, a chill enters Bregan's soul. A sensation of deep, deep pain passes through him, exquisitely
beautiful in it's complexity. For a moment he can only gasp and cling to existence, then realisation comes that even as he 
breaths, he has died inside.* 

---------------------------------------------------------------------------------------------------------------------------

To the Humacts, 

I regret to inform you that the necromancer Fillian has escaped our jurisdiction once again, this time outside of the Barony
borders. I had him within my grasp, however he has been taught defensive magics of a new school whilst imprisoned and managed 
to use these to protect himself from magical harm, whilst utilising the magics of necromancy to protect himself from physical 
harm. 

He swore he had renounced necromancy, yet as he did so he stood before me enshrouded in its power. The task of seeking him 
has become more urgent still. 

Your servant, 

Humact Bregan Eltanick

---------------------------------------------------------------------------------------------------------------------------

Report sent to superiors within the Temple of Justice 

Marshal Hoe-Garden, reporting. 

This week I have been mostly healing short, dark strangers who don't talk much and tall, annoying elves who do.

We don't like:

Drow.
Spiders.
Spiders' webs.
Drow.
Having our legs cut off when we're the only person there who knows how to fix such things.
Poison.
Necromancers.
Drow.

I'll be in the pub.

Post Scriptum:

We also don't like:

Goblins.
Cows.
Drow.

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

DanJ [Blackwing] 9

JamesW [Blaine] 9

MarcusO [Traci] 9

MONSTERS

Base 5

TimB 9
- Monster Ref.

ChrisN 7
- (+2) For taking on an NPC role at short notice and the interesting casting vocals.

KimB 6
- (+1) For enthusiasm and perseverance with an unfamiliar system.

NatalieW
- (+1) For helpful suggestions throughout the day.

StephenE 5

*** Comments ***

None.

Chaos Effects II (31/07/2005)

*** Mission ***

Brief:

Debrief:
Congratulations on destroying the focus of the chaotic goings on in this area. Reports from Pathfinders in the area say that 
it appears to be returning to normal and the affected villagers seem to be recovering from whatever had afflicted them. The 
druids seem content with the apology they received and report that the flora and fauna in the area is also returning to its 
natural state. Furthermore we have sent people to speak with the lizard peoples that you encountered and we are in the 
process of making a treaty with them. However, I am disappointed to hear of how matters with Drathen were dealt with. We can 
only hope that destroying the chaos focus means the end of his meddling in this area. 
Pathfinder Captain Henshawe

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

AdrianC [Thorfen] 11
- Some less than life aligned actions here; you've been told the sanction already.

DavidS [Skulk] 11

DougS [Daenaram] 11

ElizabethG [Pheonix] 11
- Good use of spells.

MarcusO [Traci] 11
- Good use of spells, though you need to remember you can't cast ranged ice blades :)

PeterW [Obsidian] 11
- Sorry you got killed but full points for good roleplay as always.

TimB [Iussis] 12
- (+1) Well done for dealing with the final encounter all by yourself.

MONSTERS

Base 6

AlexT 9
- Monster Ref.

RuthS 9
- Monster Ref.

AdrianB 6

DoriB 6
- Did well as the lizard spokesperson.

FlorianS 6
- We liked your Jackal priest's vocals "I like cider".

HelenB 5 (Base 5 - left early)
- Good first game, some very good roleplaying as lizards and as Jackals.

KimM 5 (Base 5 - left early)
- Good first game, some very good roleplaying as lizards and as Jackals.

LawrenceH 5
- (-1) For unsafe fighting despite repeated warnings.

ShaunG 7
- (+1) For playing Marshal Grolsch.

*** Comments ***

None.

Chaos Effects I (17/07/2005)

*** Mission ***

Brief:

Debrief:
The patrol party is commended on the success of their primary mission to rid the Wallop area of Jackals. Only a few stray, 
uncoordinated Jackals are still reported to be in the area, and they are no longer a military threat to our villagers. 
However, the chaotic effects your patrol reported on have not stopped. In matter of fact we are receiving increasing levels 
of reports from the villages in the areas. The discovery of Drathen in the area is of no small concern, especially in the 
light of an apparent collaboration with the Jackals. Further investigation will be promptly required. 
The reports from the party about these lizard-like warriors are being looked into. Currently they don't match up to any 
previous reports from that area. 
Finally, a regrettable incident has to come light in the form of the destruction of the local druid grove, reported to us by 
its surviving member. The druid informed us that animals such as you encountered have only recently started appearing in the 
warped forms you saw. The grove was in the middle of an attempt to reverse some of the effects when you arrived. We 
appreciate that it was a confusing situation, but a patrol should adopt a more judicious manner in dealing with such 
situations, especially when within the Barony borders. 
In light of the ongoing situation, patrol members should assemble in the same location this coming Sunday for a return 
mission to the area. 

To Guard Sergeant Thorfen only, 
Your concerns about your mission have been heard, but you are required to understand that sometimes on missions actions may 
be carried out that you are uncomfortable with. It is unfortunate that they are sometimes necessary as they were here. 
Your report on Calare has been noted.

To Calare only, 
You are reminded that your attendance on missions is conditional and not a right, as is true of any patrollee. In particular
you are not above the chain of command. You must obey the orders of the commanding officer of the mission unless there is an 
exception reason not to.

Pathfinder Captain Henshawe

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

AdrianC [Thorfen] 13
- (+1) For going somewhat outside of your comfort zone in the weather we had, in addition to Thorfen's usefulness as a 
  Guard, in particular helping bear the brunt of the lizard-thing attack on the path.

DavidS [Skulk] 11
- (-1) Delivering too many hard hits. Skulk's character was otherwise very important to the party and fulfilled well the role 
  of additional fighter/skirmisher when needed, e.g. against the lizard-things again.

DougS [Daenaram] 12
- Or looked at another way, two points of all-round sight. ;-) Thanks for joining the monster crew and remaining enthusiastic 
  in spite of Daenarum's death.

ElizabethG [Phoenix] 13
- (+1) For nice new kit for Phoenix, a usefulness bonus for being very handy with the Fire Darts when needed (for example 
  against the Weather Druid) and a roleplaying bonus.

MarcusO [Traci] 12
- Didn't Elton John write a song about you? ;-) Traci was, as ever, a joy to watch roleplay, particularly when 
  counter-conning the Nether-Wallop con-man. Her Ice Darts where very important during the fight against the lizard-things too. 

StephenE [Adiuvo] 12
- Torturing with glee, presumably it's coincidence that torture only happens when Adiuvo's around. ;-) Very important 
  addition damage-machine for the party and determined continued fighting in the lizard fight given the state he ended up in.

TimB [Calare] 12
- More important as a fighter than a healer, although you did aid in keeping Skulk mobile. Personality conflicts with Thorfen 
  added roleplay interest at the least. We trust that it's redundant to point out that whilst Cal expects preferential 
  treatment through rank, TimB knows not to.

MONSTERS

Base 6

AlexT 9
- Monster Ref.

RuthS 9
- Monster Ref.

AdrianB 6
- I'm not sure if I prefered the barman or the horse, both were amazing. :-) Thanks for looking after DoriB for us.

AndyT 6
- Equally good amnesia, a weather druid role that wasn't too sick, and equally good amnesia :>)

DanJ 7
- (+1) For managing to interpret the first fight and utterly confusing the party and in addition for the angsting Justice 
  priest in Nether-Wallop. I assume the practise helped? ;-) 

DanM 6
- Your green-Seer in Nether-Wallop is to be commended for actually spooking Phoenix out with your declarations.

DoriB 7
- (+1) For extensive playing of an NPC, thankyou. Also very good work with the "speech adjustment", we're glad you were able 
  to recover. 

FlorianS 5
- (-1) For bad casting, not using enough words for low level miracles. Thanks for bringing a lot of useful kit with you.

JamesW 6
- Fantastic con-man in Nether-Wallop! Well done on finally succeeding.

*** Comments ***

1) We thought the party roleplayed really well, both in the villages (hatching plausible theories and solutions) and when 
interrogating Jackals. Equally we're really grateful for the monsters for taking on rather unusual roles with a great deal of 
gusto. Thankyou both! 

2) Water-wise in response to the weather, we did really well. But we're mentioning it in order to say: do the same again! We 
might have a more glommy day this Sunday, which would be good, but even so I think we got the water supplies just right. 

3) Finally on a sort of observed-plot point: a few players have made comments after the game on the usual lines of 
"Encounter x didn't have enough [thing] to properly do [thing]", or monster y "probably couldn't actually have done [thing]". 
I know that's a little vague, sorry, but I wanted to say that so far every observation I've heard has been "accurate". That 
is to say, the odd or unusual or not-powerful-enough-to-explain-something effects that players noticed were all meant to be 
as such and players therefore can act on those details IC. Or in other words, double-check before you write anything off as 
just being a monstering mistake. So far all observations I've heard you (collectively) make have been correct (nudge a GM for 
confirmation).

Healer Tennesee (10/07/2005)

*** Mission ***

Brief:
My friends, I have a most humble request for a team of patrollees to aid us in a dark hour. We have lost one of our treasured 
Healers, and need patrollees to do what we cannot, and risk violence to reclaim them. Please, if you can, assemble at the 
indicated Guard outpost tomorrow.
Blessings of Life be upon you all. 
Healer Auberon

Debrief:
Yes, well done on bringing back the Healer before she did anything really stupid. Captain Calas has reported in, and it 
sounds like you were dealing with a group from the Temple of Death. Well done on leaving 'em all dead. We reckon you also 
busted in on a deal between some mages and - we're guessing - those kleptomaniacal Brethen. Any ideas what they were trading, 
let me know. Bloody Brethen love those woods. Congratulations on not getting yourselves all killed while you were at it and 
as a final point, if there are any explanations of why I now have an angry Judge and a snotty letter about the research 
station to deal with, I'd love to hear 'em.
Guard Captain Fen

To the brave souls who ventured forth to rescue our dear sister Tennesee, thank you. No lasting harm has come to her, and 
thanks to your blessed efforts, she has been saved from a path of darkness and delusion. It seems you caught up to her before 
she could apply her powers to do anything more terrible than cure an Ogre of some disease. She is still terribly distraught, 
but we have faith that time will ease her pain. 
Healer Auberon

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

DanM [Genghis] 9
- Ghengis made an IC mistake for perfectly good IC reasons and took the consequences. Which is fine by me! I'll let you know 
  how things go for Ghengis off-line...

FlorianS [Wolfgang] 9
- Working harder to collect the plot for the party, every party benefits from someone willing to write things down. :-)

JamesW [Nab] 9
- The hard and fast fighter, with Travesty, a dangerous tag-team attack. See a short note about staff fighting below, but it 
  was being done safely, which is always the important thing.
  
KatieB [Morrigan] 9
- Taking effective 'point', even in the heat and being very - I don't know what the word for it is - powerful? Towards the 
  trade deal encounter. That got you out of a possibly messy fight there, plus it was fine to let them go, as that wasn't 
  your mission. I also enjoyed watching a Might Shaman speak sweet words of Life to the weeping Elf. Needs must. ;-)

RyanL [Travesty] 9
- You hit things and you hurt them. Effectively tag team at the end, sorry you couldn't discharge anything horrible into the 
  Ogre in the end. I liked the plan you hatched to deal with the Healer, whilst it couldn't be put into action, it was a good 
  plan given the info you had. 

TimB [Calare] 9
- Arrogant little social climber, we all love him really. Very effective use of Destroy's to make the first fight harmless, 
  if still tiring. Also diligent at collecting information for the party.

MONSTERS

Base 5

AlexT 9
- Monster Ref.

MarcusO 5

MatthewJ 6
- (+1) For a great renditioning of Tennessee and an amount of running on the field that went above and beyond the call. Not 
  that I'm trying to positively reinforce tiring out the party, mind. ;-)

StephenE 5

*** Comments ***

1) I hope no-one minds that I've lumped you all together for the same points, but that's what you did: fought and worked 
together. It seems to be a truism that small parties just work together better and that's certainly what mostly happened on 
Sunday. Information flowed fairly quickly, encounters were reacted to intelligently - and it was good to see such a classic 
situation as adventurers sending one of their number forward with a rope tied to him. :-)

2) I apologise if I got overly techy about Rec Creature (or the lack of it) at any point. It's an area of the system where 
GM ruling can vary greatly. For my personal take on it, it's a points-bought skill, so lacking it should be a disadvantage. 
The party didn't have it, so to me, that should be a strategic disadvantage. I am fine with "What do you look like?", "What 
armour do you have?" and in addition Pink/Green/big/small/boney. This is because this is information we should be able to 
phys-rep - in most cases, we did. What I don't think is appropriate is "Are you ghouly?". However, I'm totally fine with the 
thought process that gets you there: three lurchy untalkative things coming down the path, plus a fast moving thing trying to 
flank us. Thus it might be a ghoul, cast up Freedom (say) anyway. That's drawing on your character's experience and the 
monster's roleplaying - but there's uncertainty left and a risk of power wastage, which is what having the Recs might avoid.
The worst one for me would be Elf/Human. On the one hand, barbarians need to roleplay distrust of non-humans. But on the 
other, it's very strategically useful, when facing an unarmed humanoid, to know which it is, as that gives a strong clue as 
to what it will do. Since it's of strategic importance, at that point I, personally, would say Rec Creature was needed again.

3) Finally, blows and the pulling thereof ...I'm not going to talk about, because it was happening equally, and on both 
sides. Last time I remember that happening was in lousy rain; this time, searing heat. I quite honestly blame the weather. So 
instead, I'll just re-emphasise 'Bring Lots of Water'. Which I think everyone did, but it should be kept being said. I just 
Googled and found recommendations of around 4 litres of water needed during exercise in warm weather. That's certainly more 
than I had with me, and I didn't have enough.

4) One point about Nab's staff use though: during the final fight you started to "canoe paddle" with it for 12s. I think, if 
it's going to be held like that, it should be treated (at best) as a club in each hand, thus doing base 3s, but really, 
should only be used like that for blocking. I think Nab did that because he was getting parried otherwise, but that's the 
point: if one wants the damage gained by swinging a 2-handed weapon, one risks being parried by someone else with a 2-handed 
weapon.

Final Fantasy I - The Temple of the Ancients (03/07/2005)

*** Mission ***

Brief:
To seek out and enter The Temple of the Ancients. Upon entering, find and secure the spell of destruction.
Arch-Druid Cat's Claw

Debrief:
Upon returning the party inform the four Arch-Druids of what has happened. They then set about various tasks, communing with 
their various aspects of nature. After a while they tell the party this:
"Nature is reluctant to inform us of the location of the Ancient's city. It is like she is protecting it from mortals. The 
good news is that this Sephiroth character has not found it either yet. We have time, and we shall look into the city's 
location. Till next we meet."

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

DanJ [Blackwing] 10
- I'm holding back on giving you a bonus point, I love Blackwing's character and he is a pleasure to GM for. Great outing of 
  Blackwing. As an OOC point, wear suncream. :-)

DoriB [Zephyra] 10
- In a party of +40's, Zephyra's spells were still felt with a great deal of pain. It's good to show that the lower levels 
  can match the high levels for effectiveness in a LARP. Great, effective casting. 

FlorianS [Rain] 10
- A new Rain may have dawned. From my personal position I quite like the roleplay of what has happened. Effective use of 
  glitter, well done!

MatthewA [Sebastian] 10
- Effective combatant in a game where you were out ranked by either 5 or 25 ranks. Obviously the power of the higher levels 
  makes up for some lacking in warrior characters stats, however you still make the role as effective as it is. Thank you.

StephenE [Lomax] 11
- (+1) Great roleplay, as ever. A druid mission for Lomax wasn't what he expected, but his reactions were great. Thank you.

MONSTERS

Base 5

JamesW 10
- Monster Ref.

AdrianC 6
- (+1) For great roleplay of the NPCs I gave you and helping the GM. The Tree Goblin was especially great. You managed to get 
  the party playing games.

DanM 5
- Thanks for your effort all day. Great monstering.

MarcusO 6
- (+1) For quick thinking in response to the buring of the temple and general help all day. Thanks.

*** Comments ***

None.

Lord Sestates (24/06/2005)

*** Mission ***

Brief:
Greetings Members of the Baron's Patrols 

On behalf of Lord Sestates, I am honoured to announce that he has been confirmed as Lord of the town of Sest and it's 
outlying areas, after the Baron pronounced the area acceptably secured. The border wall is in the process of being moved and 
we owe thanks to all the members of the patrols who've worked so hard over the last few years to make this milestone 
achievement possible. 

Lord Sestates is now in the process of consolidating his list of advisors for the upcoming Great Year and consequently would 
like to invite any patrol members who feel so inclined to join him at a soiree on the friday night, two weeks from now. There 
he intends to consult those who have been responsible for the defence of his town in large extent as to who is to be 
officially put in charge of it's ongoing defence. 

We look forward to seeing as many of you there as can make it. Any inquiries you may have will be happily met, although exact 
details of the evening are still being considered. 

In service, 

Ariman Darlis
Scribe to Lord Sestates

Debrief:
The party appear back in the hall of Lord Sestates, where an extremely surprised servant faints on the spot at suddenly 
having G'Mord and Moron towering over him. There's a loud clatter as Pilgrim's staff hits the floor and Pilgrim begins to 
edge around the room away from it. 

Lord Sestates is quickly rushed to the hall where he asks in confusion as to what happened. 

After some exchange he tells you that Pathfinder Captain Splint is indeed officially the Town Warden and, whilst he has 
nominated High Wizard Adustum as his Arcane Advisor, is still contemplating his second advisor position. The crux of his 
problem is that he is swayed by the belief that a Justice Priest would be the best choice, however feels that Marshal 
Carlsberg's famous exploits suggest that he best serves the Barony as an active patrol member. Consequently he will be 
contacting the Temple of Justice to ask for a selection of candidates shortly. 

The day draws on and it soon becomes apparent to each of you privately that something inside you has changed. All except 
Gish, Pilgrim and Rain begin after a while to feel somewhat confined within the halls of Lord Sestates home. 

Moron, Tarrack, Carlsberg, Biscuit and Breeze have a background longing to have clear sky over their head, to be able to see 
the clouds and feel the wind on their faces. 

Cheska and Blackwing start to feel uncomfortably exposed in the great open halls and a certainty in the back of their minds 
appears that they'd be safer if they had a forest they could blend into and disappear into if necessary. 

G'Mord knows in his heart that whilst he needs to find his wife, who's wandered off with some minor nobleman, more 
importantly he needs to make sure the cows are okay. No change there then. 

Kendal actually feels quite at home in the large hall, but the town and throngs in the streets is disconcerting to him. At 
one point a servant accidently opens a door into him and he finds that the servant is too weak to move him. 

Meanwhile, as night falls and each of you go to your separate places of rest, G'Mord, Tarrack, Biscuit, Rain and Breeze find 
themselves afflicted with an unnatural chill. Deep within their bones a bitter chill rests that awakes with the sunset and 
departs with the sunrise, a taint of Death. 

The night, for most, brings restful and pleasant dreams. In it you each walk green fields in the bright sunshine, and speak 
with friendly villagers who urge you onwards towards a great palace. Arriving at the palace, you find the others from the 
party, and soon manage to establish that it is in fact the real you's. Entering the palace, you are greeted by a shining 
being of light, who tells you it is an Avatar of Life and that it is bestowing a gift upon each of you in gratitude for your 
help against the Angel of Death. The dream ends and you each awake with an overwhelming sensation of being loved filling you.

Power Ups:
(L) - The marked character gains the ability to cast a Level 0 Life miracle Intrinsically Once Per Day. This is a reward from 
the Gods of Life for defeating the Angel of Death. This miracle must be chosen before you start play of your next game. 
Characters with this ability ping to Discern Life.
(D) - The marked character gains the ability to cast a Level 0 Death miracle Intrinsically Once Per Day. This is an 
affliction from the Gods of Death caused by voluntarily entering the Plane of Tortured Souls via the Angel of Death's portal. 
This miracle must be chosen before you start play of your next game. Characters with this ability ping to Discern Death.
(W) - The marked character blood bonded a Weather aligned native. Consequently you immediately gain the ability to cast a 
form of Eye of the Storm 1 once per day. Every 15 ranks from this point, this either increases to Eye of the Storm 2, 3, 4, 
etc or gains an additional use per day. The power armour from this effect only stacks with Eye of the Storm, Stormskin and 
Elemental Protection: Lightning. The power damage from this effect can be delivered through a weapon in the same manner as 
Storm Hands and only stacks with Eye of the Storm, Storm Hands and Shocking Grasp. Discern Spiritual Influence on the 
character returns 'Touched by Nature', however the character does not ping to Discern Druidism.
(A) - The marked character blood bonded a Animal aligned native. Consequently you immediately gain the ability to cast a Claw 
Hands 2 once per day. Every 15 ranks from this point, this either increases to Claw Hands 4, 6, 8 etc or gains an additional 
use per day. This effect will stack with any other Claw Hands and should the character ever become an Animal Druid or 
Ley-Druid (alignment Cow) will gain the Druidic bonus of +1 effect due to chosen animal. Discern Spiritual Influence on the 
character returns 'Touched by Nature', however the character does not ping to Discern Druidism. 
(T) - The marked character blood bonded a Tree aligned native. Consequently you immediately gain the ability to cast Tree 
Heal 1 once per day. Every 15 ranks from this point, this either increases to Tree Heal 2, 3, 4, etc or gains an additional 
use per day. This effect can be running simultaneously to another Tree Heal. Discern Spiritual Influence on the character 
returns 'Touched by Nature', however the character does not ping to Discern Druidism.
(B) - The marked character blood bonded Bear, the native leader and High Bear Druid. You immediately gain Strength as a 
character ability. Every 30 ranks you gain an additional level of strength. Discern Spiritual Influence on the character 
returns 'Touched by Nature', however the character does not ping to Discern Druidism.

Reports:
See Reports

*** Points ***

PLAYERS

Base 72

AdrianC [Pilgrim] 73 (L) 
- (+1) Endurance 21. Everywhere. Endurance is, ultimately, another form of healing and in that light as a party healer you 
  kept people up. I was particularly impressed with the very well thought out application of power in the final 
  confrontation. Whilst others worried about the final battle lasting more than 15 minutes, you /planned/ for it.
  (+1) Some good roleplaying, done quietly to yourself around your recent character developments. 
  (-1) Casting spells whilst holding a staff. This is ultimately one of Pilgrim's difficult points and can't be disregarded, 
  plus you're experienced enough that it shouldn't occur.

AilsaB [Cheska] 74 (L)(T) 
- (+1) Watching Cheska take charge of a party in which you were half the rank of some of it's members was very amusing. Your 
  directing of them in an extremely practical and sensible approach to dealing with the first ward skull was a pleasure to 
  behold. 
  (+1) Provided the warrior priestess role exceptionally, raining blows on the enemy and at the critical moment coming 
  through with power for the more priestly priests, or even a bit of emergency healing though we'll try not to spread that 
  around.

AlexT [Carlsberg] 76 (L)(W) 
- (+1) The healing kept coming and despite avoiding the front line through necessity your sword was always on hand, even if 
  it was a skeleton that needed to use it. I saw the diving heals as well - crazy but a life saver. 
  (+3) The consistent presence of character of Carlsberg, as a driving and doctrine setting presence in the party was very 
  apparent. Players commented that you were never out of character and that with a character that was always interacting and 
  often the hub of the party. In addition, whilst we know you love the rituals as much as we do, that's no reason not to 
  recognise the energy and effort that goes into them. You even managed 35 minutes of the hour long ritual to raise Gish and 
  provided IC justification why the rest of it was silent. Excellent!

DanJ [Blackwing] 75 (L)(T) 
- (+1) It's hard to judge the usefulness requirement of a human scout turned warrior - you're neither the rock on which the 
  enemy breaks, nor the voice that warns of what is to come. However, somehow you're always /there/ with just enough damage 
  or a throatslit to do what's necessary and that repeatedly proved useful. 
  (+1) The dour ninja looks on, refusing to answer stupid questions like "Oi, black shadow coming at me out of the night, are 
  you a friend or foe?" and scheming to steal his new acquaintances dagger. You even tried to make off with the holy sword.
  (+1) Staying up late into the wee hours on Saturday morning, though I still think you were only there waiting for G'Mord to 
  fall asleep so you could throat-slit him and take his sword.

DarrenE [Gish] 74 (L) 
- (+1) No one can doubt that the priests doing Remove Paralysis earned their keep when the Medusa's appeared, however the 
  more insidious slow count of characters that would have died had they not been Life Shielded is also proof of Gish's high 
  value to the party despite his low rank. 
  (+1) Ultimately, one principle of good roleplaying is knowing what your character would do and doing it, even if you may 
  disagree or know it's a bad idea. You did this and doing so cost Gish a death. My compliments. I'm also told you tortured a 
  recorder at some point. Possibly deserves a minus point ;) but others thought it was a good howling effect.

FlorianS [Rain] 73 (L)(D) 
- (+1) The power damage machine. I think it's safe to say that you fulfilled the usefulness criteria for bonuses, through 
  application of power damage and through the strategic use of Mass Slow and Entangles.
  (+1) The comedic use of Mighty Blow has been recommended by your fan club and sounds fantastic. :) 
  (-1) Casting Entangle (ranged) on the run and casting whilst holding a staff in both hands - you've been playing a mage a 
  long time now and should have these down.

JoeS [Moron] 73 (L)(W) 
- (+1) For a constant stream of in character humour that made it very hard for the Inquisitor to maintain a straight face at 
  times. You chewed the Shard of the Blade of Sanctity. You chewed the Void Blade. 
  (+1) For being one of the rocks on which the monsters broke. The speed of that cleaver in combination with the large shield 
  made you quite deadly. 
  (-1) For questioning monster stats mid fight. I know some of the monsters were incredibly hard and I'm sure that they 
  sometimes went beyond their stats. However I specifically asked for players and monsters not to do this in the main 
  briefing post running up to the game. Please be reminded that such conversations are for the battle board/pub/point of 
  rest when ref is available. In addition, several monsters have registered comments on heavy hitting and shield barging. 
  Given you're liable to still be rusty from time out of regular play, this isn't a second minus, but please apply more care.

JohnB [Breeze] 73 (L)(D)(W) 
- (+1) Breeze's tactical use of spells continues to impress me at every turn - straight proof that it's not what you've got 
  but how you use it that counts, across your entire range of spells.

MarcusO [G'Mord] 75 (L)(D)(A)
- (+2) Stepping up and meddling with the provided scenario for the Friday night by putting yourself forward as a candidate to 
  Lord Sestates. Your put down of the candidates for the Town Warden was very well done and commended from several sources. 
  Whilst I had anticipated that some players might do so, it was roleplayed really well. The reaction to the Demoralise 
  miracle was also highly recommended by multiple players.
  (+1) The other rock on which the enemy broke. The ferocity of a raging half orc warrior is a terrifying thing to behold. 
  (+1) For staying up so long on the Saturday morning. I think in retrospect the watches set up just left people tired and 
  less happy, but the effort was there. 
  (-1) A poke in the ribs for not fulfilling role. As the Guard in command it was G'Mord's role to ensure the safety of the 
  Barony party, however time and again monsters came very close or right up to the Dutch barn without encountering a scout or 
  a picket. Whilst there were no official scouts and only Moron as official military under your command (which is a dubious 
  one given Cheska is around), it still falls to you and your Guild restrictions to make that early warning happens.
  P.S. This isn't a dig based on the really early morning stuff - I would class that as unfair. The monsters and GMs felt 
  consistently throughout the weekend that the players got back to the Dutch barn and relaxed too much.

MikeT [Kendal] 67 (Base 65 - arrived late) (L)(B)
- (+1) Kendal as ever demonstrated that if you really try you can make even the simplest system complicated and the TL 
  system so incredibly complicated that we have to tell your would be rescuers to form an orderly queue at the portal for 
  five minutes as you're still working out what your stats are for fighting the Spirits of Death. However I put forward the 
  following as demonstration of usefulness: "Unholy 15!", "Dodge bounce! *delivers holy smackdown*"
  No other character has the combination of skills that Kendal has and it shows in your wildly fluctuating status in fights 
  - sometimes you're crying in pain, sometimes nothing can touch you and when that happens may Dranmakex have mercy on us all. 
  (+1) For staying up late on the Saturday morning. Pity there were no monsters around to discover you, left on watch by the 
  others, gurgling on the floor as your magical strength ran out five minutes after they left, leaving you weaknessed.

PaulW [Biscuit] 74 (L)(D)(W) 
- (+1) As mentioned to Gish, no one can doubt that the servants of Chaos earned their keep and your being able to send 
  warriors in in Freedom 6 was crucial. You can't rule out the effect that those Harm 28's were having either. 
  (+1) For the roleplaying of the setting broken bone training, for the amazing common sense new perspective that Biscuit 
  puts on the world and for the interactions with the avatars and for the Curse blanket. (What? That one got past me...)

PeterO [Tarrack] 74 (L)(D)(W) 
- (+1) As a priest of Might should be, you were the irresistible force. Your crushing blows broke foe after foe and managed 
  to make normal damage a significant threat to the gladiator death knight - no mean feat. 
  (+1) The roleplayed reaction to the Demoralise was mentioned to me by multiple players. Also the roleplaying around 
  learning Set Broken Bone was excellent and recommended from several directions.

MONSTERS

Base 36

TonyC 54
- Monster Ref.

StephenE 54
- Monster Ref.

AdrianB 37
- (+1) The Chaos Avatar in the initial meeting was beautiful, exactly the pitch of light hearted distraction I wanted to 
  counter point the extremely dull briefing of the Inquisitor. Also apparently your cultist was exceptionally bigoted and 
  amused the players muchly.

ChrisN 37
- (+1) For the ghoul, JoeS thought it was one of the best woodland sneaks he'd witnessed.
  Apparently you're rather good with a sword. Personally I hadn't noticed, but I'm prepared to accept the player's testimony.

ChrisR 37
- (+1) For the excellent Bear druid. Not only did you fulfill my request to get the party onside asap so we could eat, but 
  I'm told did it with excellent and amusing roleplay that was recommended for a bonus by several players.
  The pumpkin incident - whilst it was certainly random, you must have known the conceptual problems of that little action. 
  Please try and rein in your more extreme impulses and listen to the GMs for the concept and mood they're trying to convey.

DominicD 10 (Base 10 - arrived late)
- Thanks for putting in the effort of turning up despite problems and sorry you missed out on the more roleplay style 
  encounters.

DoriB 37
- (+1) You couldn't get enough of that medusa role, could you? I'm not certain that even a creature as hard as a medusa 
  bounces happily and smiles when hit on the head for 15 Ice 9 ;) The High Priestess was also very well done I thought.

GaryE 37
- (+1) Thanks for a lot of patient waiting and energetic hard work. You made a cool stone golem, keep an eye out for the full 
  picture. 

JamesW 37
- (+1) Filching G'Mord's shield - naughty scout. Your constant energy is most welcome.

KatieB 37
- (+1) The lovely medusa's as mentioned, however a particular bonus for the Spirits of Death, for getting the plaguing of 
  Carlsberg pitched exactly right when given a 20 second brief, including stats, at 3:30am, in a scenario that could easily 
  have resulted in both Carlsberg and Gish's perm deaths if it turned out wrong...

NatalieW 37
- (+1) The lovely medusa's, the bickering anarchy priestess, the nasty nasty fast ghoul. At least the rest of us can think 
  that finally, after several 36 hours of suffering at your hands we can finally get our own back in September!

RobertB 38
- (+2) For sheer enthusiasm. I couldn't find a role that you didn't make your own, be it Lord Sestates, a six inch tall Babel 
  squirrel or, as it was told to me, that f***ing monkey. The players also thought you deserved a bonus for actually trying 
  to roleplay a coffee producing crab. 

RoyA 37
- (+1) Good to see you back with us and thanks for the hard work. Especially for the sheer pleasure of watching the party 
  beaten down with Carlsberg's Super Sword.

RyanL 38
- (+2) As for KatieB, the Spirit's of Death was a fantastic set piece that was really well done. Also the Archmaster was 
  considered genius by the party, with a couple of strong recommendations. Everything else was carried off with your 
  customary aplomb and the cries of woe from the players when forced to meet the RyanL zombie with 7 foot spear was most 
  pleasing.

*** Comments ***

1) The pure fact is that the player party, as roleplaying went, was everything a high level party on a 36 hour should be. A 
little incohesive initially in fights, but even this turned around on the Sunday to see the party absolutely whale on the two 
ward skull encounters. My only beefs with anyone are rules, ooc etiquette and safety ones and I'd like to emphasis that any 
that may come up can't really compare to the really good IC mood that pervaded the players and monsters. 

Breakout I (19/06/2005)

*** Mission ***

Brief:
Members of the Barony Patrols! 

You are hereby called to the Baron's service. 

You will assemble at the Baril Stockade with the utmost haste. You will be briefed upon arrival. 

High Master Exarte
Warden of the Baril Stockade

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

AdrianC [Orchid] 10

AlexT [Carlsberg] 11
- (+1) For the consistent good roleplay of Justice.

DavidS [Skulk] 12
- (+2) For the long chat with the Shadow Master and the rage.

DoriB [Zephyra] 10

MarcusO [Traci] 10

PeterW [Fiddilo] 10

RobertB [Jarak] 10

StephenE [Bregan] 11
- (+1) For the roleplay with the mace.

MONSTERS

Base 5

TimB 10
- Monster Ref. 

AdrianB 5

DanJ 5
 
DougS 8 
- (+3) Good roleplay and sensible use of power. The conversation with Skulk and the conversations with other party members.

FlorianS 5 

JamesH 6
- (+1) For the sacrificial virgin.

JamesW 6 
- (+1) For the Necromancer ritualist.

LawrenceH 4 
- (-1) For not listening to what the GM was telling you.

RuthS 5

*** Comments ***

None.

The Order of St Marco (12/06/2005)

*** Mission ***

Brief:

Debrief:
Upon returning from patrol, Blaine delivers the body of the Might priest to the Temple of Justice and sets off in search of 
Lord Sestates, who is very surprised at his news - it seems the Might priest was under strict orders not to do his thing the 
next day. Lord Sestates is also most upset when he learns of how powerful some of the undead were - again he had given strict 
guidelines as to how powerful the undead that were to be, as he wanted his son tested, not seriously hurt. 
He also promises to have words concerning the grave of St Marco, and to travel there to make his own personal apology and 
dedications. 

High Master Glaive is returned to the land of the living, and promptly cleaned out of all valuables by the Temple of Balance 
in exchange for getting his holy symbol back. In something of a rage, Glaive returns to the Temple of Might, where he finds 
that Lord Sestates has lodged an official complaint. The sound of fighting goes on for over an hour and the Temple of Justice 
reports five fatalities, including Glaive.

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

DanJ [Blackwing] 9
- Typically dodgy performance. It's always good to have someone in the party that is prepared to get the nasty jobs done, 
  like dealing with a spoilt brat of a lords son.

FlorianS [Rain] 9
- Ice 7's everywhere... And 17 Ice 7. Ow!

JamesW [Blaine] 9
- Typically saving everyone with a minor dose of angst. Good job, life aligned players always mess with the plot. 

JohnB [Breeze] 10
- (+1) Different people were impressed with different things. Personally I loved the instantaneous rescue of the damsel in 
  distress.

MatthewJ [Fredrik] 10
- (+1) For again being in the right place, at the right time, with the right skill, despite being rank 7 in a party that 
  included several characters in the 30's. You saved one NPC life and possibly a player or two if the Guardian Spirit hadn't 
  been calmed and we needed a wounds healer to do it. Also excellent spotting work.

RuthS [Helyanwe] 9
- Excellent work from the scouts, the Jackals found it very hard to get close unspotted.

ShaunG [Eagleson] 9
- A subdued performance whilst under someone else's command, which we liked given the order alignment.

TimB [Calare] 9
- A typically solid performance as part of a very strong front line. A few comments on striking speed and adequate swings 
  during the day, please keep half an eye on that.

MONSTERS

Base 5

DavidS 7
- Monster Ref.

StephenE 7
- Monster Ref.

AdrianB 5

DoriB 5

LawrenceH 5

MarcusO 4 (Base 4 - arrived late)

RobertB 5

*** Comments ***

None.

Finding Hope (05/06/2005)

*** Mission ***

Brief:

Debrief:
Thankyou one and all to the Brave Adventurers who rescued my daughter. Warden Salogel, Guardian Calare, Humact Bregan, Guard 
Sergeant Azreal, Pathfinder Fredrik, and last but by no means least Seeker Holster, my praise to you all. I apologise for 
not being able to see you in person right now, but as I'm sure you will understand, I wish to spend time with my daughter who 
I thought was gone. In recognition of your efforts, I am inviting all six of you to a garden party that I am holding on a 
date to be confirmed. I would be honoured if you would be there. 

The Baron.

Salogel is called into the Temple of Justice and told in no uncertain terms that setting fire to members of the Temple of 
Justice is strictly forbidden. He is advised that in the future he is to make sure that people are hostile *before* he sets 
them on fire, and there will be repurcussions if he sets innocent Barony Members alight again.

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

ChrisR [Azreal] 9
- Azrael seems to be able to take anything on and keep going. Good job keeping the party alive.

JohnB [Holster] 10 
- (+1) For your answer to the riddle and for saving the justice priest.
  Good use of harm spells and destroys. You seemed to have a knack for taking the hardest monsters out of the game very early 
  on, making the party's job a lot easier.

LawrenceH [Salogel] 9
- Remember not to grab the sword when touch melting it and if you want to know what is going to happen, try it rather than 
  asking, the GM will let you know! 

MatthewJ [Fredrik] 9
- Although you were really low rank compared to the rest of the party, you did a fabulous job. Good job with the scouting 
  ahead and reporting back.

StephenE [Bregan] 9 
- I hope you had fun with the masses of undead.

TimB [Calare] 9 
- Whenever I turned around, you were at the front making sure the monsters didn't get to the less armed. Good job!

MONSTERS

Base 4

DoriB 9
- Monster Ref.

AdrianB 5 
- (+1) Your earth construct was superb, I still can't believe you turned a 15 minute encounter into 45!

AdrianC 5 
- (+1) Thanks for helping me out and keeping me sane when things didn't go exactly as I'd pictured them.

FlorianS 4
- Your necromancer and water mage were outstanding. Thanks for stepping in and monstering.

JamesW 5
- (+1) For playing such a superb Hope. The screaming and high heels really made it!

RobertB 4
- Thanks for playing the skeleton at the beginning and the tutor at the end and everything in between.

ShaunG 4
- Thanks for all your help.

*** Comments ***

None.

Meeting the One-Winged Angel (29/05/2005)

*** Mission ***

Brief:
To travel to Gottenhiem and discover what Humbold was up to. Look for any research and facilities. 
Also keep an eye on Jarak, we wish to know if he is in league with the members of the S.O.C looking into this. 
Beware the white haired man. He has caused much death and is an unnessecary risk to engage.

Debrief:
The journals have been examined. Later in the book that High Wizard Adiuvo found were results and findings. They were mostly 
useless, but we have an idea of what he was up to. We also believe we've found where the white haired man was heading, the 
'Temple of the Ancients'. We will search for it's location. 
The druid scrolls have been given to the council of Arch druids, they will inform us of their findings at a later date. 

Guard Captain Jameson

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

ChrisN [Cyrus] 11
- Very effective as usual. Kept the party together. Be careful of focusing on heads too much (this is a point to everyone, 
  not just you), but thanks for taking it onboard. We can't all wear big helmets :)

ChrisR [Azreal] 11
- Getting better in the executive role. All I'd say is that a guard is meant to be the rock in the party (no pun intended) 
  and you need to be more aware. This isn't a dig, as you had no armour on Sunday, but just a point.

DanJ [Blackwing] 11
- Despite knowing you'd die, you charged the white haired man. Well done. However, I don't want to encourage this behaviour, 
  nor do I feel that this act warrents a bonus point. Sorry :(

FlorianS [Wolfgang] 12
- (+1) Great standard of combat healing through the day, spell vocals fantastic.

NatalieW [Talia] 12
- (+1) Arguement with Adiuvo was fantastic, very well roleplayed.

RobertB [Jarak] 11
- Effective. You make a good scout, nice to see the good side of Jarak come through. If he's all work work work, he may just
  burn out :) 

StephenE [Adiuvo] 12
- (+1) High standard of roleplay through the day, effective casting.

MONSTERS

Base 5

JamesW 11
- Monster Ref.

AilsaB 6
- (+1) A great example of a monster and what they should do. I've been told this and agree. Thanks for being a great monster!

DominicD 6
- Great help through the day. Thanks for the help.

EleanorH 5 
- Great monstering.

JamesH 5
- Great monstering. Hope that we can sort you out with a character for next year :)

JohnB 2 (Base 1 - arrived late)
- (+1) For the 'Beginners Hall'. Thanks for turning up, however brief.
 
LawrenceH 5
- Good solid monstering.

*** Comments ***

None.

Base Attack (22/05/2005)

*** Mission ***

Brief:

Debrief:
Upon return to the Barony, the body of Vaexarius Firestorm is whisked off to the Temple of Justice for resurrection. Guard 
Captain Peterson notes with concern the lack of 4 of those who he sent out on the mission. After preliminary reports, Guard 
Captain Peterson requests full reports from all those on the mission who have returned. Those who have returned note that 
after the preliminary reports, Guard Captain Peterson looks a little annoyed, and you might possibly think that it's a touch 
of jealousy...

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

DavidS [Naismith] 8
- Definitely not statted as the party healer, so extra thanks for helping keeping everyone going in between healing stops. 
  We were rather awed that between you and Helyanwe you stopped the second beserker - good fighting!

DoriB [Zephyra] 7
- (-1) For casting "on the run".
  Your spells were otherwise well placed, especially in controlling situations on the field, but I don't think there's an 
  easy solution to remembering to cast whilst walking. Just keep focusing on it, really. Note, however, you *can* lob off 
  Trips while running now.

DougS [Vaexarius] 8
- Thanks for picking up a plot NPC for us so soon after dying, you saved us a monster and helped make the 11th look good. 
  Sorry that he didn't get a longer outing. 

JamesW [Nab] 8
- Damage monkey of doom, what more need be said? We appreciate the restraint shown by yourself and the Von Angstein's in 
  powering up issues. However, note that, provided we consider this to be a balanced system, you can do whatever your stats 
  let you with no guilt. There's always a balance somewhere - like sending barbarians back against the party...
  
KatieB [Morrigan] 8
- The Highlander diplomatic attache par excellence, hearing you simultaneously diss Barony mages and explain how to take 
  advantage of them was enlightening. :-)

RobertB [Jarak] 8
- Glad you're enjoying your remedial course! Jarak, in combination with Helyanwe, performed just fine; and was clearly using 
  more considered throat-slits. 

RuthS [Helyanwe] 8
- A barbarian killer! A good fighter as well as scout, especially when given powerups.

RyanL [Travesty] 8
- Likewise the party benefitted from the Von Angstein's diplomatic overtures to the second barbarian village; aided by your 
  successful take down of the beserker.

StephenE [Adiuvo] 7
- (-1) For not having elven ears for an Elven character.
  In all other respects Adiuvo was good and often beyond scary - we hadn't planned it like that, but were glad you got a 
  chance to mess up Orcs. You also saved the party in healing to an important extent.

TomM [Yelm] 8
- The other crucial component in the party's healing abilities, Yelm helped prevent additional deaths. I understand some 
  monsters where surprised to discover that librarians come with a dagger as well as a cloak...

MONSTERS

Base 4

AdrianC 6
- Monster Ref.

AlexT 6
- Monster Ref.

DanJ 4
- See? Skinning dead Defenders is why they call you "barbarians"...

DominicD 4
- Cheers for being the third teleporter and the missing-arm scout when we needed it.

Duncan 4
- I liked your take on the village headman, you looked and acted very impressive.

EleanorH 4
- Taking Jarak for a "quick" trip to the bushes was great :-)

FlorianS 4
- Thanks for giving us the Defender caster; I think we're starting to spot your favourite monster roles... However, the 
  beserker was great, and roleplayed as we needed; thanks for providing kit, too.

JamesH 4
- Thanks for taking on the Shaman role with a slightly scanty briefing and the tricky role of the beserker well realised. 
  Especially given the tricky situation of becoming complete 'armless.

TimB 4
- Cheers for taking up the other Shaman role on short notice and for the beserker; I appreciate the time and care all three 
  of you spent understanding and exploring that role for us before you deployed.

*** Comments ***

1) Firstly, thanks everyone for coping so well with the torrential downpour. No-one went home, hurt themselves, or, sadly, 
slipped, fell, and comically coated themselves in mud. But we take the good with the bad. Thanks for keeping it all safe - 
the "heroic" fighting speeds is a good safety mechanism at times like that. 

2) In addition, the party coped a lot better with the fights on the field - not only did you stick together, but 
immobialising spells were used to exactly the right effect. Some reports commented that the Orcs were weak. Not especially - you just coped well. 

3) One minor point to raise is that as the GMs we can only go so far in distributing plot to the party - you need to finish 
the job for us. I'm told some of you didn't understand why you were attacking the final camp - the information was in the 
party since the field. Partially the responsibility for keeping info flowing falls on the party leader - but equally, if you 
find you've lost the plot, stop someone and ask. This will become more important the larger the party becomes - maybe parties 
can do a couple of "mini-briefings" amongst themselves halfway round a LARP? 

4) A point on pulling blows: be careful to do so. A couple of times during the LARP my arms were left numb from the hits I 
was taking. I suspect this was partially due to the weather and fatigue, as it was a different player who did it each time, 
but still, please have a care. 

5) The standards of roleplaying where otherwise extremely high, and we were all impressed how fast the party took advantage 
of the teleport-fight. You coped with a difficult barbarian situation in probably the best way possible. We're actually upset 
that there're only minus points in this debrief - however, both players in question told *us* they expected them.

Hayfever (15/05/2005)

*** Mission ***

Brief:
A dusty, tired looking traveller walks through the gates into the main city of the barony. He stops for a second to catch his 
breath, and then starts sneezing uncontrollably. A couple of minutes later, he regains control, pulls out a sodden 
handkerchief, looks at it mournfully, and then wipes his streaming eyes and nose on his sleeve, sneezes once more, and heads 
off again. His slow progress through the city can be easily traced with the periodic burst of sneezing, and his path while 
appearing at first to weave erratically seems to be always keeping him furthest away from any animals, or plants he passes. 

After a significant amount of time he makes his way to the guards barrack and knocks on the door. A guard opens and he is 
greeted by the smell of armour polish, and leather waxes, causing him to practically collapse on the floor as another 
sneezing fit takes over. 

Through the sneezing the guard somehow makes out the words: 

"The village allergé needs help urgently" 

The traveller is helped up to his feet and directed to a waiting room at arms length. 

---------------------------------------------------------------------------------------------------------------------------

To all available patrollees currently operating under Guard Captains Jameson and Peterson 

We request that all of you that are not embroiled too in the investigation of Von Trapp to go on an unrelated mission to 
investigate and resolve the troubles recently reported from the village of Allergé. 

The village has up till now been very fortunate when it came to avoiding trouble, and so we did not consider it to require a 
local guard presence. Therefore it is important that we get well skilled group capable of dealing with the threat, whatever 
it is, while we reassess the villages needs. 

You are to meet at the position indicated on the map below, at 12:30, for a final update, before travelling to the village. 

(Map with clear instructions, it looks it'll take a few hours walk to get to the meeting point).

Debrief:
The situation at the village has been resolved. The wandering necromancer has been eliminated and the College has been 
informed. Further investigation into his background is being undertaken by authorised College personnel. 

A small detachment of Guards has been stationed at the village to aid in rebuilding. It is reported that surviving villagers 
are slowly returning from where they had escaped the Necromancer by fleeing into the surrounding fields. 

The Druid Council has requested that no further contact be made with the grove in the local forest, although they have 
vouched for their good intentions. 

It should be noted that the yellow flowers have been sent to the appropriate authorities in the Temples and the College for 
study. The Temple of Freedom informs us that they have been unable to extract useful substances from any part of the flower, 
nor have they been able to grow them. 

The Druid Council has informed us that it is not possible to replicate the effects of the flowers once they are removed from 
the vicinity of their grove.

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

ChrisR [Azreal] 11
- 60 points of wounds healing? I heard Wolfgang's scream from where I was with the monster party. ;)

DavidS [Naismith] 11
- Well done in the fight up on the golf course, it would have retreated to a standstill if Naismith hadn't broken through.

DarrenE [Skyla] 11
- Great work, that necromancer didn't stand a chance! Good interactions with the druids. 

FlorianS [Wolfgang] 12
- (+1) For your reaction to the druids and little things I and others spotted throughout. Hope the robes came clean ;P I 
  liked the "I'm asleep still, honest guv!" routine, that totally confused me for a while.

GaryE [Sun Ju] 11
- Good fighting in the final fight, a pleasure to roleplay with!

Paris$ [Halatir] 12
- (+1) Great use of ice dart, very useful. Made for a very good combat mage. 

RobertB [Jarak] 12
- (+1) For putting up with continual SOC mocking with such good grace. Furthermore, it was very good to see Jarak try to 
  remove the spellbook before it fell into the wrong hands, pity he didn't make it. However, he was up against far more 
  experienced body-looters! ;D

RuthS [Helyanwe] 11
- Good scouting, good scouting questions too. Very useful to the party. 

TimB [Calare] 11
- Great interactions with the druids, asked some very good questions.

MONSTERS

Base 5

KatieB 11
- Monster Ref.

AdrianB 5
- Great monstering, thanks very much.

AilsaB 6
- (+1) For the undead cow.

DougS 6 
- (+1) I mean seriously, if you were a necromancer, wouldn't you do the whole big black flowy cloak thing too? I know I 
  would! Sorry he didn't last longer, even with all the powering up!

EleanorH 5
- Thanks for great monstering.

JamesH 5
- Great weather druid, thanks for keeping that conversation going near the end!

JamesW 5
- Thanks for doing the animal druid, and much-needed back-up. ;)

RyanL 6
- (+1) For the undead cow. Faffnar finds you worthy. 

StephenE 6
- (+1) For the talking with trees.
 
WarrenJ 5
- Thanks for some great monstering, the bears were just how I wanted them!

*** Comments ***

None.

A Tale of 4 Villages (08/05/2005)

*** Mission ***

Brief:
Guard Captain Peterson, 

The College have given approval for your plan - for the preliminary stage at least. I have been permission to assign four 
General mages to you, as you requested. However, there is a condition on their deployment - we expect you to arrange for the 
area to be clear of all threats and dangers, first. Except magical ones, of course. 

Yours in knowledge, 

High Wizard Faridain.

Debrief:
Congratulations. The mission has been declared a success. Investigations have begun as to who was in the village of 
Henstridge, and the families of those who were taken will be informed. The same will happen to those taken from West Camel. 
Well done on ensuring the safety of almost all villagers from Wenton and Snareton - however, we do have a throatslit victim 
brought in from Wenton. Your reports do not address this issue - is this a new facet of the mages' activities? The victim is 
scheduled for resurrection in a couple of days. 

Given the unexpected presence of the constructs before we had fully deployed the General mages, we have revised the speed of 
the Mages activity upwards. The addition of a fighting force at their disposal is a concern, but the need to coordinate with 
a non-magical group helps explain the speed and direction of their operations. I expect those who have had contact with these 
fighters to submit reports and conduct research as necessary. 

With regard to the unknown Mage - The drawing provided narrowed down the search to some 40 mages, but thanks to your 
descriptions of his mannerisms we have narrowed down this list. The mage that you met was undoubtedly High Wizard Snow. Given 
his associations, he has now been stripped of his title along with the other three. More importantly, all four of these mages 
were at the retirement ceremony which you accompanied Aeris to. The Mages College have confirmed that the other six mages who 
were there have all since reported back in and are doing the College the favour of staying in residence for the next few 
months. 

With regard to BIAS - They are a Sepratist Group, and whilst driving them away from the are was sufficient on this occasion, 
my previous orders with regard to them still stand, and you are still within your orders to kill them on sight. They are a 
dangerous group. Bear this in mind in future. 

But the most important outcome from this mission is that, with this new fighting force being demonstrably in league with the 
constructs, the constructs being linked with the mages by their own admission, and also the evidence of the fighting force in 
league with the mages, I have decided that the current status of "Bring them in alive" is not enough. I have spoken with the 
Temple of Justice, and after your reports of Henstridge and the above, they have sanctioned increasing the status of the 
warrant. 

Aeris, Flamberge, Snow, and Von Trapp are now wanted, Dead or Alive.

Guard Captain Peterson

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

ChrisR [Azreal] 11 
- (+1) For devotion to duty and helping keep the party a lot more alive than they would have otherwise been!, as the single 
  Guard and frontline fighter you took a battering for the party, went over, got fixed, got back up, and repeated.

DoriB [Zephyra] 10
- Your darts are getting powerful, and you're championing the quest against the mages very actively. Nice "research" on the 
  constructs. 

Duncan [Xensharn] 10
- Another important part of the DHN, you also had a solid, mighty approach to BIAS. You remembered what they were like - the 
  axe smack-down was totally in character and within your rights. As above, thanks for coming back as the NPC after your 
  death. 

JamesW [Senshi] 10
- A fun and interesting character, who pulled his own weight in the battles, and did well with his rituals (especially in 
  trying to save the peasant - never mind!). We like his diplomacy and roleplay, and look forward to seeing more of him.

LawrenceH [Salogel] 10 
- So there *are* other Defenders....maybe. Be careful to fully roleplay your hits, but nice roleplaying of a Blink gone wrong 
  during the Druid fight.

MarcusO [Traci] 10
- We liked. Forceful, querulous, perfectly adequate response to BIAS, and a really nice combo attack with Zephyra.

RobertB [Jarak] 10
- Presumably SoC send you out to stop things getting boring. ;-) You did your scouting well, particularly by going toe-to-toe 
  with the Defender scouts during the fights, and chasing down Flo's Defender across the hill. As for the throat-slit 
  peasant, Jarak makes a good argument - we'll see how things progress... As a note to all, it might have been that greater 
  inter-party communication meant you knew you were looking for a Flo-shaped peasant (some party members did know this) - but 
  communications within a party are their own special problem.

TimB [Calare] 10
- The most versatile part of the DHN, you were also an important secondary fight for this party. Good effort to use diplomacy 
  with the Defenders - unfortunately, they're just not interested.

TomM [Yelm] 10 
- In a party with no fixed healer, it was good to see that they could patch themselves up after a battle and move on, thanks
  to the "distributed healer network" operating between you, Zensharn, Kel and Senshi. A noble death, and a good reprise as 
  an NPC for the final fight.

MONSTERS

Base 5

AlexT 9
- Monster Ref.

AdrianC 6
- Monster Ref.

AdrianB 6 
- (+1) Great renditioning of Snow - that was the character we wanted him to be. Also for the rapping. ;-) 

EleanorH 5
- Again, exactly how I wanted the Defenders, and a good villager with a missing brother. What a helpful party they were!

FlorianS 5
- Excellent work as the Defender in the village - just the way I imagined the role going off.

JamesH 5
- Along with EleanorH, thanks for getting the "Derek" plot to the party. What they did with it was up to them. ;-)

MatthewA 6
- (+1) For the nearly immortal beserker goblin, and for taking up the role of...Donk? Dunk?....with a lot of enthusiasm. 
  Thankyou! 

RyanL 5
- Thanks for taking up the tree druid in short order, and at least partially causing the party to take responsibility for 
  their collateral. We'll see how that turns out yet... 

ShaunG 5
- Good Defender, and a quick take-up of the General mage with slightly short amounts of briefing from me. 

WarrenJ 6 
- (+1) For the beserker goblin (and the exercise involved therein), and for the amazing village headman - that was great 
  roleplaying. 

*** Comments ***

1) The party fought, investigated, and responded to situations well, with each deploying their strengths to the full as 
needed. We could make a point about scattering during a couple of battles, but then again the party only had a one-man front 
line. With that in mind, the party fought hard when pressed, and did well against more combat-orientated foes. Azrael in 
particular held the line as best he could, and as a Guard's should. Traci* and Zephyra also made a good show of the power 
that comes from coordinating mage attacks more than once. Note that almost any party can get into trouble when hit by mobile 
forces whilst in the open - even when attacked by goblins! Holding in a group will save people's backs becoming open, but 
still won't help kill off mobile foes. Two approachs which can yield success are to move the whole party to put your backs to 
something (a *non*-barbed wire fence or wall, some of the bigger trees and bushes, the woods if you're in the right area) and 
fight from there; or alternatively to make heavy use of immobilising magics and miracles. It might seem like a waste of 
power, but it's in situations like these that mages and druids come into their own - pin the buggers down one at a time and 
mess them up. Saving freezes and entangles for later on, in the woods and paths, can be comparatively less useful, as your 
enemy tend to be together in a battle line which can protect immobilised members. 

2) Monsters, we really appreciated your help, and the depth of roleplaying you put into the NPC roles was great. I'm 
particularly pleased with the Defenders - that was exactly how I wanted them played, thankyou. I'm also really chuffed that 
we came that close to a faffless LARP, thanks to your cooperation and ability in getting ready for each encounter.

3) Finally, just a short point about weapon swing distances. If you're fighting with levels of Strength, you ought to put a 
little more length or roleplayed power into each swing to emphasise this - the more levels of Strength you have, the more you 
should roleplay it. (Note that you should still pull the blow safely - just swing a bit further first, and for higher levels 
maybe put hefty looking grunts and grimaces into the attack.) And even if a monster has been dropped, you should still 
roleplay proper attacks if you're making sure it's dead - though pulling the hit a couple of inches clear is appropriate.

The Duchess (01/05/2005)

*** Mission ***

Brief:
To: Guard Captain Jameson 
Fwd: Jameson's Patrolees 
Re: Escort Duty 

Jameson, 

I have been given permission to ask the GC's IC of patrols for patrolees for a special mission. After reviewing your company's record, I would ask you to allow me a unit to escort the Duchess to Johen's stockade. If so, please forward this message to all. 

Yours in Justice 

Blaine

"Patrolees, 

At the request of the Prince, you are to escort the Lady Duchess to the Scarab Border Stockade to instate a new leadership to the lands. This will be escort duty of the highest honour. I will brief you on Saturday morning with all relavent information, so you may go fully prepared. I understand you have suffered so deception in the past, as I have suffered a similar fate. On my honour as a Paladin I will assure you to answer all questions. I will send information of your route, the forces in the area, and friendly forces in due time. This is purely volentary, no-one will be forced to go. 

Yours 

Guard Captain, Paladin of The North, Squire to the Prince's Court"

Debrief:
The Duchess was successfully escorted to the stockade. As representative of the Prince, she promoted Over-Captain Johen to 
the rank of Baron. The party were all thanked personally by Marianne and Blaine.

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

AndyT [Rumour] 10
- Good to see Rumour out again, with the combination of miracles and magic. Effective scouting, rarely seeing you until you 
  were right behind. Good teamwork with Jarak.

DanM [Genghis] 11
- (+1) For showing signs of improved standing management, and great battle healing. Shame you lost the arm, and odd that you 
  then decided to beat enemies with it.

FlorianS [Wolfgang] 10
- Drain life 20's were very effective. I've also had good comments about your battle healing, keep it up.

MarcusO [Traci] 10
- Chav chav chav chav chav chav. Great casting. Effective use of ice blades, trips, ice darts and, more importantly, those 
  ranged ice blades she uses so often :)

MatthewA [Sebastian] 10
- Another successful outing from the freedom paladin. Great roleplay and combat. The ampidex combination was nasty and used 
  to good affect.

RobertB [Jarak] 11
- (+1) I loved the way Jarak's eyes rolled back in his head and he dropped. Thanks for admitting the mistake, and accepting 
  the death. Again, effective scouting. Shame about the death, but Jarak bounced back. Good use of skirmishing. Watch out about flanking 
  on open terrain, sometimes monsters will see it as an opportunity to take a party member out. Stick with the party until 
  the enemy is engaged, then move round and job them.

ShaunG [Geoffrey] 11
- (+1) What have I done? You certainly helped the party through the day with effective casting of flash, flare and sundart. 
  Costume was ...interesting. The concept is, and I say reluctantly, great.

MONSTERS

Base 5

JamesW 10
- Monster Ref.

DanJ 6
- (+1) Great monstering. Giving enough to challenge the party, but never going too far. A great balance. The black clad man 
  bit was fantastic, spooked them good and proper.

AilsaB 6
- (+1) Great leadership of the party, and smiting in general, just what I wanted. Strong leadership of the party, with the 
  edge of order over life just right. Thanks.

EleanorH 5
- I'm so sorry for not catching your name :) Great monstering though. Really taking to the fighting well and saftely. Hope to 
  see you again.

Elizabeth$ 5
- You seem to have a talent with a staff. Having observed you using one through the day, I can see a potentially leathal 
  character coming soon. Great to see you larping again.

JamesH 5
- Great first outing for monstering, really took to it well. Hope to see you again.

JoeS 6
- (+1) Inventing the petition for the fopps and help in general. Great monstering, and useful advice through out the day. 
  Good improvisation of information when I screwed up monster briefs.

TomM 5
- Great monstering through the day. Effective powering up of mercs as the might priest.

*** Comments ***

None.

Black & White (24/04/2005)

*** Mission ***

Brief:
A Large amount of commotion can be heard coming from the newly appointed Illuminati College, and there is a sign on the 
closed and barred front doors: 
______________________________ 

The   College  of   Illuminati 
is   hereby  closed   to   all 
visits  from  non-members  due 
to factors beyond our control 
______________________________ 

Anyone looking closely at the door will notice that it is actually painted on the wall, merely giving the illusion of 
3-dimensional existance.

Debrief:
*Addressed to all those who were present on the mission only*
The information presented to us has been considered deeply by myself, Guard Captain Avianheld and Pathfinder Captain 
Ellyentre, and while what is reported is hard to believe, believe it we do. 
We have received intelligence from the Thorn Knights to the effect that the location you describe is now deserted, but shows 
signs of recent habitation. It appears that the mice have fled the nest after the lid was torn off, and it is to be assumed 
that they have dispersed into the mountains. No tracks were visible, and not a single scrap of spell information remained. 
Whatever you did to them, you did it emphatically. 

We mark the successful return of Defender Salogel. Rest assured we will be talking to him at length very soon on these events 
- we have much to discuss with the young Defender who seems to wish to keep himself to himself. I am personally heading up 
this investigation, and will be informing you of developments I consider important that you know in due course. 

As it is now, I ask for discretion and calm. Our condolances are offered to those who gave their lives for this mission, and 
our profound thanks to all of you for preventing the fall of the Light Art into the hands of the drow. The magnitude of such 
an event would have been felt through the entire Kingdom for many years to come, and it was your skill and strength of arms 
that prevented that. 

For now, that is all. 

Lux
Master, Guild of Illuminati 

*Additional, to Aurinyan only*
Be very, very careful, Aurinyan, who you badmouth your superiors to. Just because you have been shutting yourself away from 
the mess that was created, doesn't mean we have been, and I do not appreciate your impatience when I am possibly more busy 
than I have ever been in my tenure as Guild Master. Your report was marked early, and given that there was nothing there that 
I thought absolutely confidential, I put it low on my list - currently about half a mile in length and getting longer all the 
time. 

Matters are in hand. If you had deigned to surface this week, you may have been aware of such. 

---------------------------------------------------------------------------------------------------------------------------

From: GoS IAG Watch Division c/o GoS HC 
To: ToL HC, CoA HC, MM PA 
Re: Light-Collection Venture 

Bodies recovered of IAG-HMQS, IAG-HMVK, IAG-Z(OBS). To be destroyed. IAG-HMXiB missing, presumed dead or captured. Light 
material absent. Presume mission failure rating 100%+. Advise OBS, AoA, SC. 

Cretins.


*The inner sanctum of the Matron Mother - a giant hemisphere internally clad in onyx. She, along with the High Priestess of 
Lloth, the High Mage of the College of the Art, the Captain General of the Warhost and the Supreme Commander of the Guild of 
Scouts sit in high-backed chairs in a semi-circle around a dais. Two heavily armoured guards muscle two drow - one male, one 
female and of plainly noble birth - forward and throw them face down onto it, surrounded by the commanders. They are bleeding 
from various injuries that look inflicted from both bladed and blunt weapons, as well as fists. 

The Matron Mother herself speaks.* 

"Anithaea il'Barrazh'hin. Xantis Barraz'hin. Your daughter has failed utterly in her service of the Ilythiiri, bringing gross 
disrepute upon your house. You have begged to take absolute responsibility for her actions. I find you worthy of doing so. 
You will be immediately taken from this place to the House of the Dead in the College of the Art..."

*The High Mage breaks into a disgustingly perverted smile. The Matron Mother continues* 

"...where you will be placed on full public display under the custody of the School of Necromancy. The pure art will be 
inflicted upon you as an example to those who may consider failing the Nation of Ilythiiri to be an option. You will be kept 
alive during this infliction by whatever means necessary. You will then be killed by live dissection, and your bodies 
cremated, with no possibility of being raised as unliving servants."

*The two drow on the dais have their eyes raised to the Matron Mother, and betray no fear or emotion. Just about. She 
continues* 

"The period of infliction is set at fifty years. In return, House Barraz'hin will suffer no dishonour, and no loss of status. 
Guards - remove them from my sight."

*The two drow are picked up and led towards the single exit at the opposite end of the sanctum. They are holding hands with 
a grip that is almost turning their skin white, tears are openly falling down the cheeks of the woman, and the man has his 
eyes closed in silent resignation.* 

Fifty years at the hands of the necromancers, with no escape through death. My daughter, I hope Lloth takes pity on you, for 
her avatar has shown none to me.

Reports:
See Reports

*** Points ***

PLAYERS

Base 17

AlexT [Carlsberg] 17
- Carlsberg needs some Valium. Quickly. Wonderfully angsty roleplay and desperation to keep everyone on the same page. Also 
  a good raise dead ritual.

CarinaS [Mara] 17
- Precisely what I have come to expect from Mara - wait until she's had enough, then tell your monsters to just fall over 
  giving off flames. The fireball on the wolves was one of the best placed I have ever seen.

DanJ [Blackwing] 17
- Didn't see you out ahead of the party a great deal before the drow showed up. Excellent roleplay of being 'found' by 
  Carlsberg during the raise dead ritual.

DominicD [Aurinyan] 17
- Well done for having everything you have ever been told challenged utterly and managing to maintain your sanity, if only 
  just. If there was a mix up with the timing of the drow fight, then I missed it and I apologise.

FlorianS [Rain] 18
- (+1) Brilliant idea concerning the advance warning system when destroying the ritual foci. We genuinely hadn't seen that 
  one coming and for that reason it deserves the bonus.

JamesW [Nab] 18 
- (+1) A rock that enemies broke against time and again. Accent right on the nose, and an attitude towards the drow (a 
  species I am assuming that Nab has never met in person before) that spoke of distrust learned from word of mouth rather 
  than hatred born of interaction. Spot on.

JohnB [Breeze] 17
- Tag with the sprites! Also Sleep 64 is sick and effective, as is Mass Sleep 4.

LawrenceH [Salogel] 17 
- Congratulations for staying alive in and around not one but two parties considerably harder than you, especially ones that 
  would have jobbed you given a quarter of a chance.

MarcusO [G'Mord] 19
- (+2) The two encounters before and after the drow fight were ones where I genuinely feared that you were on the point of 
  hitting me OOC. I now see that this wasn't the case and in fact was just truly gifted roleplay of a really confused and 
  hacked off half-orc. Also, your consistent nose-to-nose moments with Xanthaea provided constant entertainment, and the 
  feeling of "Right, here we go" to occur to me more than once.

StephenE [Lomax] 18
- (+1) Every time I see Lomax, I learn something new and unusual about his shadiness. Consistent attempts to undermine the 
  drow while all the while maintaining an outward demeanour of if not friendship, then your customary neutrality, simply 
  demanded that I be impressed. I am only sorry that the eventual solution cost you your life.

TimB [Interfector] 17
- Ceremonies are improving, and especially good work Order Lacing yourself when you realised that you'd called death and 
  chaos into your circle.

MONSTERS

Base 9

DougS 13
- Monster Ref.
 
ShaunG 13
- Monster Ref.

AndyT 10
- (+1) Volunteering to be a runner before I realised I needed one, on more than one occasion, made my life much easier. 
  Thank you also for Master Faith at short notice.

BenM 9
- Thank you for showing up at short notice, and sorry you got a little bored sitting around.

ChrisR 9
- Solid monstering, thank you for showing up and waiting around.

ChrisN 10
- (+1) For Zantorixx, There stood a man who loved his job. The voice of professionalism in adversity, even when forced to 
  deal with those he hated. Calm when it required, damned violent when it was called for, and almost successful in your bid 
  for it all during the drow fight. Glad you enjoyed it.

DanM 9
- Had some reports about dubious or lacking reactions to blows, but nothing serious. Thank you for sitting around.

DarrenE 9
- Sorry you couldn't play and thank you for sitting around. Nice dire wolf.

DoriB 9
- Solid monstering, sorry you didn't get to do more.

Elizabeth$ 9
- Very good first outing. Most games neither go on as long as that nor involve so much waiting around. I do hope you enjoyed 
  yourself enough to give it another try.
  
KatieB 11
- (+2) For Xanthaea, Oh. My. God. Shoo-in for the title of baddest girl in the underdark. Your interplay with G'Mord was 
  everything I could have hoped for and more, and your willingness to accept rebriefing on the fly as we jumped from 
  contingency to contingency kept at least some semblance of fluency to what we were doing. Many, many thanks.

NatalieW 9
- A demonstration that if I'm going to do rituals on the fly, I have to do some practice at speeches. Mistress Dark held the 
  encounter together brilliantly, especially when her colleague had been rendered almost insensible.

PeterW 10
- (+1) For Querrixial, Stepped into the role at short notice, and did so well with it that everyone else failed to notice. 
  Perfect interpretation of the brief, keeping yourself to yourself and being mysterious and secretive with your power. Sorry 
  you didn't get to do any fighting, though.

RobertB 9
- Solid monstering, thank you for hanging around waiting for things to do.

RyanL 10
- (+1) For V'Gheris, simply being the arrogant git that I had always imagined V'Gheris to be. You earned your slap-downs with 
  style, and really showed what happens when a combat mage gets angry. Thank you for taking the brief and interpreting it 
  perfectly.
  
TomM 9
- Thanks for short notice showing up and being willing to wait around for your fights.

*** Comments ***

None.

With Honour Aside (17/04/2005)

*** Mission ***

Brief:
Um, can someone help us please? We are being killed by some horrible people from a far off land somewhere that have moved 
into the area as part of some kind of ritual of theirs :-( The freedom priests in the area are caring for us as best as they 
can but it is still no use, there are just too many of them to fend off. 
Please save us! I beg of you. 
Here are directions to our Villiage - Its called Morcroft, but not for much longer if things arent sorted out :-(
A scared villager

Debrief:
Thank you for the successful removal of the Demons found within the Village, and although the near-total loss of the 
Villagers was very unfortunate at least the demons have been returned to their home plain where they belong. As a result of 
your reports a humact patrol has been sent into the area to eradicate any signs of further necromancy in the area and a 
barony greeting party has been sent to welcome these... wanderers and assess any danger to them or the Barony. 
I urge you to remain quiet about the elves you met and who the one known as Salogel left with. This issue is very delicate 
and is being dealt with accordingly. 
Yours, 
Guard Over-Captain Avianheld

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

AdrianC [Mortis] 8 
- Again, I'm impressed by your continued refusal of healing and perfect roleplay of a death aligned character, and for 
  accepting the downsides of playing such an awkward alignment without issue. As above, it was a pity you didn't get to do 
  more roleplay with Trantis. Your stumbling about on one life still refusing healing was amusing, as was your goading of the 
  demon (though somewhat dangerous!).

ChrisR [Azreal] 8 
- Generally a good outing, although you need to gain more confidence in battle I feel. To be honest I think the biggest 
  reason you hold back in combat is because for a guard you don't tend to be in a large amount of armour, and this is fair 
  enough as I know you rely on borrowing kit when playing and it is not always available. I'd recommend the best way to deal 
  with this is to buy lots of life and levels of toughened skin! That way you can increase your combat effectiveness without 
  having to buy expensive armour! :-D
  Also I was impressed with your good reaction to the broken leg.

DanM [Ghengis] 8 
- I would have to say that was the best outing Ghengis has had yet, perhaps you are finally settling into the role of a 
  justice priest? You need to decide on whether your character is a combat or non combat character however as it seems a 
  little odd that one moment you are preaching peace and talking of how you don't belive in violence and then the next you 
  are hitting enemies in an almost psychopathic rage. Oh, and you have obscene amounts of standing.

DanJ [Darkwolf] 8 
- You get away with not doing a scots accent by being a quiet barbarian well, and the 'Clanless' approach is an interesting 
  touch (Dunno where you got /that/ idea from though :-P ). Your rage in the end battle was well roleplayed, and the ensuing 
  death was unfortunate but obvious when you are only wearing 2 armour.

DavidS [Naismith] 8 
- Again, a very versatile character that fulfils the role of warrior, priest and scout all in one, but what else could we 
  expect? ;-) The demons at the end were humanoid in shape, and about 6½ feet tall, and were black with red erratic stripes 
  all over when changed into demon form. In human form they seemed undetectable from an actual human. Just for your 
  information.

Duncan [Xensharn] 9 
- (+2) For good roleplay of the path of might, and your roleplayed reaction to losing your arm.
  (-1) For bad roleplay of temple restrictions and hard hits. 
  Xensharn is probably my favourite character of this year! Very Might aligned indeed, and your reaction to having your arm 
  blown off with a harm 14 was brilliant. You do need to concentrate on improving fight safety though - I was myself on the 
  receiving end of some quite hard hits from you, and heard similar complaints from other monsters. Also, remember that 
  temple might priests cannot ask for healing... I was informed that you did this on several occasions.

JamesW [Nab] 8 
- Very impressive fighter, but what else could we expect from the dual winner of the 10th annual contest of arms :-) Your 
  reaction to having your chest armour destroyed was good, and watching you running about trying to find a priest to mend it 
  was amusing. 

LawrenceH [Salogel] 8 
- Dealt with the plothammer very well, thanks. As a 'mage defender' (i.e. still a fighter character) you should be more 
  confident and get out there in the fights a bit more, though I understand you only have 1 Death Threshold left, and so you 
  are bound to be a bit cautious. Also, remember to make proper swings with your weapon - the general rule is an arc of 
  length equal to at least half the length of the weapon.

StephenE [Trantis] 9 
- (+1) For screwing with the plot with purely In-character motives :-) It was a shame you died so early on, I was really 
  looking forward to some interesting roleplay with Mortis, but never mind. The diseases you did on the 'freedom' priests at 
  the start were entirely unexpected and did change the outcome of the larp considerably whilst also making me think hard as 
  to what would be the outcome of such an unexpected action... so well done. Also I hear that your miracles continued to be 
  useful well after your death due to sensible down-casting.

TimB [Calare] 8 
- I have to admit to being somewhat impressed! I know its early days yet but it seems that your latest character may actually 
  be /nice/ ;-) Very useful on the mission as both a healer and a frontline fighter. I hear you have a rather twinked amount 
  of armour, but considering the amount of points you've spent to do it I cant see the problem (Not that that is a debrief 
  issue anyway).

MONSTERS

Base 4

JohnB 6
- Monster Ref.

ShaunG 6
- Monster Ref.

AdrianB 4 
- Good Solid Monstering, Thanks. Sometimes you just have to play the squitty monsters I'm afraid... sorry.

AilsaB 4 
- Good solid monstering, thanks. Though I'd be careful with the speed of your hand attacks, they seemed very fast at times.

Alex 4 
- Impressive roleplay of the Samurai, thanks :-)

DoriB 4 
- Sorry for jumping down your throat about touching the body of a dead Samurai - There was no way you would have known you 
  shouldn't do that and it wasnt your fault. Good roleplay of the screaming villager too, thanks.

FlorianS 4 
- Good solid monstering. I notice you still have a natural tendancy towards playing the caster roles, but yet you don't mind 
  playing the fighting roles if needed. Thanks.

JoeS 3 
- (-1) For continually complaining and /non/-constructive criticism. It doesn't help when you continually whine about everything on the Larp, and make constant snide comments. I admit you had 
  a point about myself and JohnB assuming monsters had knowledge on how to roleplay samurai, but 90% of your comments were not 
  constructive in the slightest and to be honest they were quite irritating. Also telling monsters what they were and were 
  not statted with and in fact contradicting what I was telling them when I was right there was just plain obtuse.

RobertB 5 
- (+1) For a perfect evil sneaky scout of chaos. I was going to choose Alex to do the sneaky chaos scout as I wanted to make 
  sure the Harm 14 got through, but I decided to choose you because I know how much you enjoy the scouting/sneaky roles, and 
  it paid off! You couldn't have done it more perfectly, so well done! You should know that I now consider you to be of 
  Alex-quality whenever I'm looking for a sneaky character! :-)

*** Comments ***

None.

The Hall of Champions II (16/04/2005)

*** Mission ***

Brief:

Debrief:
Reports and rumours have come flooding in in the last two weeks. 
The Barony rescue missions to the amazon warrioresses was mostly successful. Two Deathknights were still there, and several 
of the Barony guards fell in combat before they were destroyed. The amazons were returned to the daylight, but were found to 
have a powerful contaigous disease spread throughout their number. While a few of the weaker ones died, most survived. The 
barony announces the mission as a total success. 

Quieter rumours, less easily overheard speak of the fact that Thorn's body was not recovered, his tracks fading to 
nothingness. And several people are speculating on just what a vampire with a soul would do with it's freedom.

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

AlexT [Carlsberg] 8

AndyT [Hex] 8

DarrenE [Gish] 8

FlorianS [Rain] 8

JamesW [Blaine] 8

MarcusO [G'Mord] 8

MikeT [Kendal] 8

RuthS [Liana] 8

WarrenJ [Mathonwy] 8

MONSTERS

Base 4

DavidS 16
- Monster Ref.

DanJ 5
- (+1) Well done monsters. Managing to threaten a party with more than double your numbers isn't easy, but you managed it 
  without needing silly high damage calls.

DougS 5
- (+1) Well done monsters. Managing to threaten a party with more than double your numbers isn't easy, but you managed it 
  without needing silly high damage calls.

TimB 5
- (+1) Well done monsters. Managing to threaten a party with more than double your numbers isn't easy, but you managed it 
  without needing silly high damage calls.

*** Comments ***

None.

Flora and Fauna IV (10/04/2005)

*** Mission ***

Brief:

Debrief:
Upon your return, you are met by Guard Captain Peterson who has with him a messenger from the Temple of Justice. The 
messenger reads the following message, and a copy of it is posted on public boards. Knowing a little about certain of the 
patrol, Guard Captain Peterson gives a copy to the college with strict instructions that it be passed onto Vaexarious 
Firestorm 

"The Temple of Justice would like to thank all those that turned up today to answer questions about the Former college 
members Aeris and Von Trapp. To those who willingly answered the questions, your information has proven useful. To those who 
refused to answer, that is your choice, and it is respected by the Temple. Apparently, there was a mis-communication made 
between the Guards and the Temple. You should have been requested to come, but you were not arrested, you were not ordered, 
and you should have been informed of the exact conditions. We apologise for the mis-communication and the messenger involved 
is being re-trained. You were perfectly at liberty to refuse to answer, as some of you did. 

The outcome of the investigations at this point is as follows: 
An arrest warrant has been issued for Von Trapp and Aeris. They are to be arrested on suspicion of kidnapping. As such, we 
would like them alive if at all possible. The use of Lethal Force to bring them in is not authorised at this time. They have 
officially been stripped of their titles by the College who are currently launching an internal investigation as to their 
last research projects, and who they were working with. If you discover any further information with regard to these two 
mages, then you are to report this to Guard Captain Peterson. 

Guard Captain Peterson has now been given full control of patrols to arrest these two individuals, so please speak with him 
for further information." 

With that, the messenger hands the scroll to Guard Captain Peterson, Nods to the party, and goes back to the Temple. Naismith 
and DarkWolf are taken inside the Temple, and a few hours later are resurrected.

Reports:
See Reports

*** Points ***

PLAYERS

Base 11

DanJ [Darkwolf] 12 
- (+1) For making the monsters piss themselves laughing when you died. Trying to rage out of earth merge indeed!

DanM [Genghis] 11
- The healing machine. Nuff said!

DavidS [Naismith] 11 
- Good solid performance from the demon hunter who got to hunt demons. Sorry you died, but you did manage to help destroy the 
  Demonologists Stone.

DoriB [Zephyra] 11
- Good use of spell immunities.

DougS [Vaexarius] 12 
- (+1) Very good uses of power to nullify the threat of both Construct and Demon.

Duncan [Xensharn] 11 
- Arrogant, obnoxious, not overly bright. Many of the qualities of a good might priest. Keep up the good work. 

LawrenceH [Salogel] 11 
- So, do you hate tree goblins yet?

MatthewA [Sebastian] 12 
- (+1) For the story telling in the first village, plus the monsters like the character.

RuthS [Helyanwe] 11
- Had good comments about party order and the way it was maintained. Well done, especially from one who was often ahead of 
  the party.

StephenE [Trantis] 11
- Another broken head? Borrow Eaglesons helmet! Benefited quite a bit from Vaexarious being around! 

MONSTERS

Base 5

AdrianC 11
- Monster Ref.

AdrianB 5

AlexT 6 
- (+1) Thanks for the ritual and statting encounters when I wasn't there.

AndyT 5

CarinaS 6 
- (+1) Thanks for the ritual.

ElizabethG 1 (Base 1 - arrived late)
- Thanks for coming along!

FlorianS 5

JamesW 5

KatieB 5

RobertB 5

RyanL 5 
- Bad naughty player killer. Wasn't the statting, honest guv! Mind you, walking in with hands held like guns was rather good.

ShaunG 5

TimB 5

*** Comments ***

1) Thanks for putting up with the Temple of Justice at the beginning. I probably won't do that again. However, the goblin 
fights didn't go too well though and used up a heck of a lot of healing because you scattered nicely and got picked on one by 
one. You had it sorted by the end because you had a focal point to stay around and didn't get dragged too far from it. It may 
be worth trying to think about a focal point in fights in the main field so that you don't get picked off so easily.

10th annual Contest of Arms (02/04/2005)

*** Mission ***

Brief:
*Displayed on the noticeboards of most high-class drinking establishments in the barony* 
Rewards, fame and glory await those who triumph in the 10th annual Contest of Arms, presided over by the Champion Lyrin 
'truestrike' Mendon, honoured of the Gladiator's Guild. Combat will be available for those of a magical and miraculous 
persuasion and those who specialise in the collection and compilation of information, as well as straightforward trials of 
arms. Those who wish to assist, observe or evaluate these brave contestants are also welcome, as are merchants and craftsmen. 
Please arrange to be at the location described six days hence for this extravaganza. 
*Detailed map of route shown with quality inns highlighted* 

*Displayed in all other drinking establishments in the barony* 
Contest. Hit things. Prizes. Money. Shopping. Scouts, mages, priests and fighters. Six days. Leave now. 
*Crude map provided* 

*Displayed in the Tartan Duck, appended to the message above* 
Nab, Heard you ran a decent pub. Tart and Duck, wasn't it? Want to sell some beer? Come early and set up a stall.

Debrief:
The front page of a popular Barony newspaper:
Northener takes the double, whilst barony hero Lomax shows his power

Saturday held the 10th annual Contest of Arms, presided over by Champion Lyrin 'truestrike' Mendon of the gladiators. The 
events opened with the pools of the unpowered competition, in which the finest from the Barony and surrounding area were 
pitted against each other. The heats were fierce with the winner of each group progressing to the semi finals. Popular 
contender, a guard sergeant, Eagleson was ousted by the strong northener Nab McFeegle in an epic combat. With both 
contestants shaking hands at the end. The other northener in the competition was one Storm Skyla McLeugh, who was pitted in a 
difficult group, only failing to defeat a ambidex sword user. The real mettel from the second half of the competition was 
gladiator Cyrus Fere, who attracted a lot of punters himself. Only two events blemished this otherwise honourable 
competition, at this stage, as a man called Haag was caught using a powered weapon and a warrior called Zeus was slain in a 
trial of honour after questioning Champion Truestrike's decision. After these events the pools were decided. Nab McFeegle was 
causing a stir in the first half, whilst Cyrus Fere had powered through to the semis also. At this point the four remaining 
contenders rested while the powered combat ensued. Guardian Lomax and his associates poured power into him. Eagleson, whom 
was mentioned earlier, was pitted against him in a contest of power. Nab McFeegle lent him his sword, and a shaman of the 
north her power as they attempted to give the fine warrior a chance of success. The combat swung in balance, and as Eagleson 
gained the upper hand Lomax's power came into obvious use as he began to heal himself. The combat ended with Eagleson being 
more wounded, so Lomax being declared the winner. The other combat saw another balance priest come into power. We were unable 
to catch his name, but he battled his way into the finals. 

With the winners of the two pools being decided, the events returned to the combat trials. The first semi final saw the 
undefeated winner of pool A, meet the undefeated winner of pool B. Spectators limbered up for an interesting match. It turned 
out to be a quick affair. The goodly knight could hardly touch the powerful Caledonian, younger brother of the famous 'Mad' 
Jim. He was felled in a quick succession of blows. Both combatents shared a handshake at the end, and went their seperate 
ways. They were seen sharing friendly words on the sidelines whilst the other semi final took place, showing that the event 
was truely a contest of skill without hostilities. The other semi final pitted Galen, a dexterose ampidexer against the solid 
Cyrus Fere who was now clad in metal armor. The plate and chain did not slow the gladiator down, as he vanquished the skilled 
opponent. At this point people were really looking forward to the final, with the strong clansman meeting the disarming 
master. 

Whilst the finalists rested, the powered final began. Guardian Lomax powered his opponent up, to make this all balance affair 
fair. They fought, and Lomax triumphed in short order. The hero proving why he has indeed earned that unofficial title. Next 
was what some considered the main event. The bookies were happy as the warrior of the north had beaten some of the punters 
favourites. Gladiator Fere and Clansman Nab exchanged friendly words across the corners, and the contest began. The McFeegle 
started off with his usual method of using a long stafgf to feel the opponent out. It was not long before a flick of Cyrus' 
sword twisted the pole from the strong hands of the clansman. Reaching over his back he drew his bastard sword, and the real
contest began. They fought hard, each testing the others ability. Finally the gladiator pryed the sword from the beserker's 
hands and it looked over, but as the blows rained down on the barbarian he grabbed his sword and rose. Looking only mildly 
bruised. With that the furious style we are used to seeing from these frightening warriors came into play, but with a slight 
twist of skill added in. The gladiator and the clansman exchanged blows for a while until the strong arms of Nab McFeegle 
brought a deafening blow onto Fere's head. As the gladiator stumbled, the McFeegle pounced. Another blow with the flat of his 
blade rendered the gladiator unconcious. The bruised and bleeding clansman looked shocked for but a moment, called for a 
healer and then raised his arms to the sky with a mighty roar of victory. It was a fine contest, equal to none we have seen 
before. 

The combatants exchanged pleasantries and the bookies paid the winners. And Nab McFeegle wouldn't say anything to the press 
as he pushed through the crowd in search of one 'Morrigan'. 

The other event was a scouting competition, it was not to be observed but after a final decision Nab McFeegel was awarded the 
second honour of his day. We have been told this is an unequalled achievement in this competition. 

We were not present for the awards ceremony as it was a private affair, however it was rumoured that something dark had 
occurred. Champion Truestrike is yet to comment. More on this story when we have been informed.

Reports:
See Reports

*** Points ***

PLAYERS

Base 48

AlexT [Tethlyn] 48
- I predicted that you would be the one taken in by the succubus :>) ...also one of the first to take an interest in the plot 
  and piece the clues together.

ChrisN [Cyrus] 50
- (+2) I enjoyed the fight where you kept disarming Calare the most, a very good use of skills. Its a shame you died in 
  confronting the vampire, but he was very high level.

DanJ [Blackwing] 49
- (+1) Good sportsmanship when you were dodging all of Tethlyns blows in the unpowered combat.
  Im very disappointed that in the scouting event you didn't go back and throat slit the disabled druids, I was waiting there
  for 15 minutes for you! ...and I gave you all those chance to turn into a vampire, but yet you missed them all :>)

DarrenE [Skyla] 48
- You should have beaten the ambidex scout in the tournament! Well done for charging in against the demonologist.

FlorianS [Rain] 32
- Very good work at freezing and disabling the druids. Though Im almost tempted with a negative for pestering me for 
  Ice Blade 8!
         [Wolfgang] 16
- A money grabbing bastard...been taking lessons from Lomax have we :>)...running the book on the tournament proved most 
  profitable.

GaryE [Sun Ju] 48
- As usual an honourable warrior, but please buy or make some armour so you can stand up one to one a bit longer!

JamesW [Nab] 24
- Well you managed to win both the unpowered combat and the scouting event, I certainly wasn't expecting that! ...but you've
  got some nice items from winning, so no extra bonus points Im afraid :>P
  
KatieB [Morrigan] 48
- Didn't see you much during the tournament, but did a fine job at the subsequent undead slaying.

RobertB [Jarak] 49
- (+1) I had repeated comments that you were taking your hits very well, please continue this way.

RyanL [Travesty] 48
- Didn't see you much during the tournament, but did a fine job at the subsequent undead slaying.

ShaunG [Eagleson] 48
- A nice relaxing day off for Eagleson, a nice change from having to be in command of the mission. I had all my money on 
  him winning though I must admit! ...I suppose 12 points of armour on the nose is still not quite enough :>)

StephenE [Lomax] 25
- (+1) A suprise entry in the powered combat, Sprog will beat you next year! An excellent job at getting Haag disqualified!
  Sorry I couldn't provide you with any undead after the rituals, but I'd run out of monsters.

TimB [Calare] 48
- A valiant performance from a low-level character. As with Tethlyn investigated the clues well.

MONSTERS

Base 24

MarcusO 36
- Monster Ref.

NatalieW 36
- Monster Ref.

AndrewM 26
- (+2) Excellent monstering from someone unfamiliar with the system. Thanks for being wrapped up in bog roll, the mummies 
  looked pretty good from a distance!

JamesW 12
- (+1) Im suprised the party let the demonologist get away, but well done for that.

RichardG 26
- (+2) Excellent monstering from someone unfamiliar with the system and I particularly liked Haag's mask :>)

StephenE 12
- Your might priest and JamesW necromancer worked particularly well!

*** Comments ***

1) Before performing a death/necromantic ritual in the night, always check the site during the day to ensure that it is not a 
place of worship!

Lady Amelia III (27/03/2005)

*** Mission ***

Brief:
Their are rumours spreading throughout the Barony of an impending war. These rumours are unfounded and the we will be sending 
you on a mission to communicate this to the common folk of the Barony. This will be a low risk mission. 

Debrief:
The information we recieved about the death cult and widespread undead in the area bordering the Lands of Earl Grey are 
disturbing but from our intelligence we think you have destroyed the majority of the cult. The gigantic egg you found was 
indeed demonic and has been dispatched back to the planes of chaos. 

(for Guards and Pathfinders only) 

The war with Earl Grey appears to have been averted, or at least delayed, due to activities of an unknown volcano becoming 
active within the Black Forest Pass.

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

DavidS [Naismith] 12

DougS [Vaexarius] 12

FlorianS [Wolfgang] 12

KatieB [Morrigan] 12

RuthS [Helyanwe] 12

RyanL [Travesty] 13 
- (+1) For Travesty's wonderful take on diplomacy.

MONSTERS

Base 6

DarrenE 12
- Monster Ref.

DanJ 6

JamesW 6

StephenE 6

TimB 6

*** Comments ***

None.

Twisted Claw (20/03/2005)

*** Mission ***

Brief:
Calling All Patrol Members. A military engagement is currently taking place a few miles beyond the Barony border near the 
village of Croftshire. An Orc tribe known as the "Twisted Claw" has attempted to invade Barony lands. The Pathfinders 11th 
Irregulars have been deployed to stop this invasion and destroy or scatter the Twisted Claw. All reports show that the 11th 
have been successful in halting the tribe's advance, as we expected. However their Captain has requested an additional Patrol 
group to aid in the end-game battle to drive them off. 
We are assembling a Patrol group this Sunday to send to reinforce the 11th. Your mission has three objectives: move the 
residents of Croftshire to a secure location, escort a member of the 11th and the items he is carrying to their Captain, and 
finally join the 11th for their end-game action. The 11th are commanded by Pathfinder Captain Everwood - you'll be directly 
under his command from the moment you reach him.
Guard Captain Peterson

Excerpts from military Dispatches wrote:

Item 1 
Pathfinders' 11th Irregulars report invasion of Orc tribe "Twisted Claw" has been intercepted and halted two miles outside of 
Croftshire. The 11th is preparing to repel the "Twisted Claw", and report end-game battle is imminent. Captain Everwood 
requests an additional patrol-unit element for usage in end-game engagement. 
.... 

Requisitions 
.... 
Guards 3rd requesting superior blade for promotion re: Captain Altan 
:Guard Armoury to supply. 
Pathfinders 11th requesting [CENSORED] items of [CENSORED] re: Twisted Claw 
:Temple of Might to supply. 
Temple of Freedom Roving Researchers requesting mice and figs re: [CENSORED] 
:Request refused. 
....

Debrief:
The party drag themselves down the hill to the 11th's Forward Encampment, to be met by the equally bedraggled members of the
11th slowly trooping in. The mood is of weary triumph. There is enough casting left in them to get Lupus fully back up almost 
immediately. Trantis has to wait a Life-shielded hour whilst several of the 11th rest up, then a short Heal Wounds ceremony 
restores him to consciousness too. The full extent of the 11th seems to be at around eighty or so. The party are invited to 
rest in the 11th's camp overnight, which turns out to be secure, though it's noticable that Everwood makes sure each 
non-caster has at least three casters around them for protection. 

In the morning, a much-refreshed troop gather for the debrief, complete with strategy map: 
"Textbook, Barony warriors, textbook! The Twisted Claw tribe came in almost exactly as expected, and split in the predicted 
proportions upon hitting the Life Wards. Approximately two-thirds turned downslope, the remaining third heading upslope and 
into the valley. While Twisted Claw did manage to rally and reorganise his army by the second hour, it was too late to regain 
the advantage of numbers, and his remaining elite troops could not turn the tide. Particularly notable was his taking captive 
of several Hassani casters, though their lack of cooperation made them ineffectual. 

By dusk the damage to the Twisted Claw tribe was nearly complete, and those not slain had scattered. It was then that Twisted 
Claw himself broke our skirmish line and sought to slay me personally. Thanks to the stalwart warriors of Sergeant Eagleson's 
patrol, I had a place of safety to flee to. It was his patrol who finally removed Twisted Claw from this world, thus sealing
his tribe's future as well as present doom. 

Lieutenant Clement, the tallies please. For the 11th, approximately 200 Orcs slain, and some 150 goblin and miscellanous 
allies. We mourn the loss of four of our own. For Sergeant Eagleson's men, we can get a more direct count: 160 casualties 
inflicted, including 104 Orcs, 56 gobins, two human casters, two Ogre beserkers and a Fire Troll. 

Congratulations on our collective victory! The 11th will hold position for a further week, clearing up and securing the area. 
Sergeant Eagleson, your patrol is free to return, and thankyou." 

As the patrol depart, all seven of Everwood's lieutenants, and Everwood himself, line up to salute them on their way.

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

DanM [Genghis] 13
- (+1) For keeping everyone alive against all the odds. You might like to know that in the original battle of Bogglehampton 
  scenario (which, for those who haven't already been told, the second half of this LARP was very closely based upon), *every 
  single member* of the playing party could cast healing miracles. This time round, it was just Morrigan and you.

DoriB [Zephyra] 12
- Your timely uses of Entangles and Rusts showed just what a difference a good Mage can make to a siege situation, and helped 
  hold several line-breaks from getting worse. Glad you enjoyed your kidnapping... 

JamesW [Nab] 12 
- If Eagleson was the rock, you and Travesty were the hammers. I also really enjoyed the fight between Nab and the Beast, and 
  if you hadn't held off the two bodyguards by yourself for a time, the final fight could have been very messy.
  
KatieB [Morrigan] 12 
- A powerful presence in the battleline, and whilst it's not easy to trace the presence of all your powering-up miracles, we
  felt them out there helping carve up greenskins... Thanks for your part in the kidnap plot!

RyanL [Travesty] 13 
- (+1) For your roleplayed reaction to Morrigan's kidnapping, being dramatic IC and controlled OOC.
  As above with Nab, while Eagleson and Trantis stopped the charges, you carved them up.

ShaunG [Eagleson] 12 
- In a LARP like this, the Guard is crucial, and you gave everything that was needed, plus coped well in holding together a 
  very diverse party. IC not everyone may like Eagleson, but OOC he was the anvil the Orcs broke upon.

StephenE [Trantis] 12 
- A crucial part of the line, which, given that Trantis is a priest, makes this a great combat performance. Don't 
  underestimate your damage, either, against the hardest monsters, Trantis was doing every bit as much damage as Nab was. 
  Also a very important take-down of Tom's cloaked caster. For your information, he was attempting a necromantic Mass Raise 
  Undead. Think about it... 

TimB [Lupus] 12
- A standard-setting use of an animal Druid to hold a siege line. The combination of the polearm to let you stand in the 
  battle line, plus your quick and lethal responses to line-breakers was very effective, in addition to which you risked your 
  life more than once to eliminate a threat, such as taking out the Chaos priest.

MONSTERS

Base 6

AlexT 12
- Monster Ref.

AdrianB 6
- You did the Troll justice in Temple-Tomb, you did the Troll even more justice in Croftshire. You might be a natural. ;-) 
  Brilliant fight with Nab. 

AdrianC 7 
- (+1) For running the kidnap plot, plus holding together the bits I couldn't be there for. 

AndyT 6 
- Thanks for roleplaying the slightly less-than-exciting General mage, and aiding the party with the Fire Troll! 

DominicD 7 
- (+1) For being the man on the spot during the kidnapping, and also for a very good, annoyingly well-timed Necromantic 
  ritual. It sounded and looked very good.

FlorianS 6 
- Thanks for monstering, and for creating the Chaos priest in short order. Shame that didn't quite end as planned!

MarcusO 6 
- Thank you for taking the NPC role and getting the party to where we needed them - glad you enjoyed the Ogre beserker!

TomM 7
- (+1) Has actually largely been voted by the players, who have commented on the quality of your fighting and roleplaying. 
  For my part, thankyou for the Necromancer - I can see why the players worried, you looked very cool.

*** Comments ***

1) Everyone did really well, and party cohesion during the battle was great. You responded quickly well to all the new 
threats and situations, such as the kidnappings, and the caster in the final fight. I admit that in writing these points I 
honestly wanted to give everyone bonuses. I think that's down to everyone being experienced roleplayers, but I've still 
included a few points for exceptional effort, instead. Thanks again! 

Tinkerwood (13/03/2005)

*** Mission ***

Brief:
Greetings, Men! 

You are all heroes of the Barony, in your own ways, and I understand you may be slightly hesitant, perhaps believing that 
this mission is undeserving of your attentions. Give me time and I will explain. 

Three days ago, we found two peasants dead in the area known as Tinkerwood. Their wounds were evaluated as well-placed dagger 
strikes. When we resurrected them, they claimed that the inhabitants of another village had hunted them down and killed them. 

We need you to travel to these villages and evaluate the situation, dispensing Justice as required. Remember, all the 
villagers are Barony citizens, and innocent until proven guilty.

Finally, the reason we are sending such well-trained individuals is that there have been unconfirmed reports of highly 
dangerous creatures in the area. This is also a fact-finding mission. A reward will be given for concrete information brought 
back about these creatures.

For the Baron, and Justice!

Guard Overcaptain Foro

Debrief:
As the party arrives at the village of Tinkerwood, it is immediately obvious the villagers are gone. The livestock are all 
that remain. Attached to the door of the Tavern is a short note: 
"We saw you exchange weapons and friendship with those who persecute us. We do not believe that the Barony offers us 
protection any longer."
Not a single trace of the villagers can be found.

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

AlexT [Carlsberg] 8

DanJ [Blackwing] 9 
- (+1) For your single-minded devotion to acquiring the dagger.

DarrenE [Gish] 8 

DavidS [Skulk] 8

FlorianS [Rain] 8

JohnB [Breeze] 8

MarcusO [Raven] 8

WarrenJ [Brend] 8

MONSTERS

Base 4

StephenE 6
- Monster Ref.

TimB 6
- Monster Ref.

ChrisR 4

DougS 4

Duncan 4

GaryE 4

JamesW 4

KatieB 4

RobertB 5 
- (+1) For the Gladiator fight.

RuthS 4

RyanL 4

TomM 4 

*** Comments ***

None.

Finding Judge Judas (06/03/2005)

*** Mission ***

Brief:
The Temple of Order requests the presence of a group consisting primarily of members from this year's patrol. Certain members 
within our Temple have noticed from our calculations that a distinct divergence in the number of missions attended by each 
individual patrol member, and naturally we intend to help alleviate this inconsistency. As such, we request that only those 
individuals who have attended five (5) missions or less from the current years' manifest report.

Judge Judas, one of our Temple members who has recently caused a variety of difficulties within our number has been absent 
without leave for 2 weeks. It has become apparent to us that he is the prime suspect for the illegal removal of one of our 
holy artefacts and we wish to find him for questioning regarding the matter. He was last reported to be residing within the 
Village of Hilldale. Your mission will be as follows: Travel to the village of Hilldale, find Judge Judas and acquire the 
artefact should he have it in his possession. We also require that you arrest Judge Judas for Theft of Property belonging to
the Temple of Order and/or its members regardless of whether he is found to possess the artefact. You will be provided with a 
suitable and signed warrant to prove the validity of your arrest. 
In order to assure successful completion of this Mission, we have made arrangements for Scara'Fould Veteran Oolong Marches 
and Marshal (N/A) Genghis to attend this mission, to facilitate suitable tactical and healing support. 
Judge Dredge of the Temple of Order will rendezvous with you at the standard briefing point this Sunday in order to confirm 
your Brief as well as deliver the aforementioned Warrant.

Debrief:
Congratulations on an approximate mission success of 84.36%. The removal of the Bandits on the pass to Hilldale will no doubt 
act as a deterrent to future bandit tendencies in the area. A non-destructive solution would have been preferable however. 
Entangling or Binding to the ground followed by a prompt arrest would have been the most efficient way to bring order back to 
the pass. In addition, we have been informed that you have managed to prevent a group of necromancers from creating chaos in
the area as well as minimising the destruction caused by a group of Goblins. Again we thank you for doing this but are still
regretful for the damage instigated to these persons when they could have been restrained, arrested and brought back unharmed 
for questioning and realignment. Finally, we are also aware that you managed to negotiate the surrender of Ex-Judge Judas 
without the need to resort to violence, and as such, we have calculated an approximate 5.93% increase in mission success. 
Finally, we are somewhat concerned by the fact that charges have been brought up over the legality of /our/ claim to 
ownership of the item under current possession of Ex-Judge Judas, and we have been informed that this issue will be settled 
within the courts. (Case 139653b: Judas Judas (represented by the Temple of Justice Law Dept.) versus the Temple of Order 
(represented by the Temple of Order Law Dept). Nonetheless, this matter can now be resolved legally and in an orderly manner
thanks to your collective and successful efforts in recovering Judas unharmed.

Ginlin
What started out to be such a nice boring day of cutting wood and carrying it back to the village turned out to be quite the 
epic adventure. We met these wonderful group of people who were mighty impressed with the extreme powers of earth. Not like 
the muppets in the village. 

So they told me of this college thing, and that mages should really go and study there. (Mages also seem to have to carry 
everything and obey what Traci says...) To make a long story short we ended up in some cave some random "i-don't-believe-in-
order" order priest person told them to go to to kill some necromancer! 

Skeletons really hurt, before I sign up for this college thing I think I should get my arm fixed... After that I should be 
improving on my Endurance spell, as Oolong tells me in the college they can teach me how to take it to the maX. We'll see...

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

AdrianC [Mortis] 13
- What can I say? You killed a lot of bandits... and goblins... and undead... and necromancers... and nearly got yourself 
  killed in the process. Very Death aligned, very Humact aligned. Mortis proves they are by no means mutually exclusive.
  (+1) For continued roleplay of the Death alignment: not accepting life miracles whilst conscious /ever/, even when it may 
  kill you or render you useless for the rest of the larp. Thanks for the report too.

ChrisR [Azreal] 12
- Efficient Guard in plenty of armour, it's the best way!

ChrisN [Cyrus] 12
- As always a strong and very effective warrior within the party. I'm glad you managed to get a decent challenge, even if you 
  had the silly quicksand one later... ;-) Also, Thanks for the report.

DanM [Genghis]
- Perhaps better management of your standing would be more sensible rather than just buying more of it. You may have a lot of 
  standing but perhaps spending a few points to buy some key miracles (such as mend for example) wouldn't hurt :-P. 
  Also: nothing major, but just keep a check on how you roleplay your character with regards to alignment... a few people 
  were commenting on whether some of your actions were in line with Justice or not. Thanks for your report. 

MarcusO [Traci] 12
- Traci is great [though very wrong ;-)] but I think you need to be more consistent with her voice... she seems to sound a 
  lot like MarcusO one moment and then high pitched the next.

NatalieW [Talia] 12
- Talia's interesting take on druidism seems to work well; I will be interested to see how she progresses.

Paris$ [Halatir] 11
- Generally good outing and well timed use of spells. I had people tell me early on that you were not reacting to damage and 
  I mentioned this to you. However, I was still getting complaints about this later, especially your unphased reaction to the 
  cause wounds 14 to your chest.
  (-1) For not reacting to damage.

PaulW [Oolong] 12
- Impressive dialect and pomposity - just as we expect from Oolong. You also seemed to keep the party (and Traci) in line for 
  the most part, so overall very well done. 
  (+1) For consistent roleplay of a difficult character concept.

TomM [Yelm] 12
- I'm glad you have bought Remove Paralysis; it's more useful than most people realise. Also, well done for being in the 
  right place and at the right time with your life-shields. 
  (+1) For saving peoples lives with well-timed use of life shields.

MatthewJ [Fredrik] 13
- Good first outing. Dieing was not your fault at all so don't feel bad. I hear that you did a good job as a scout and kept 
  the party informed as to what was ahead - something many scouts forget to do! I hear you are changing your character, but 
  if they are still going to have a similar scouting role I recommend joining the pathfinders assuming you are happy about 
  reporting back to the party. 
  (+1) For being a useful scout that reported back to the party. 

MONSTERS

Base 6

ShaunG 12
- Monster Ref.

AndyT 7 
- Sorry the larp went on a bit longer than you would have liked.
  (+1) For being a very effective bandit scout. You did exactly what I wanted the scouts to do, cheers. 

DarrenE 6

FlorianS 7
- (+1) For your spectacularly ninjarous chaos priest in the final bandit encounter, as well as for Ginlin who was great. 
  Ginlin's report was great too.

JamesW 7
- (+1) For good roleplay of Judas, even if you made a couple of amusing slip-ups regarding destroying undead etc. ;-) Well 
  done, thanks.

JohnB 2 (Base 2 - arrived late) 
- Sorry, but your attitude to monstering made TimB's look good. Buggering off to the library when I told you I needed you to 
  monster was incredibly selfish, especially given that you turned up late (as usual) anyway. If you expect people to let you 
  play you should at least have the courtesy to turn up at a sensible time. It turned out we waited half an hour for you to 
  disappear off to the library. I'm glad you decided to rejoin us later however, and so I thank you for that, even if you 
  spent an hour or so not doing much. As with TimB, I'm not penalising you as it isn't an issue regarding the quality of your
  monstering, but what I /am/ doing is giving you base from when you actually started to monster.
  
KatieB 6

LawrenceH 6
- Thanks for playing Hattak Hattir, though your accent seemed to turn out to be speaking squeakily, which led most of the 
  party into thinking you were a goblin too... never mind.

RobertB 6

StephenE 6
- Sorry you didn't get to use your sword in the end... I forgot that JamesW would still have it by the time the other 
  encounter I wanted to use it in started. Hope you had fun as the big bad skelly anyway.

TimB 6
- I was quite irritated with you badgering me about playing at the start. I /may/ have let you play if you hadn't done this 
  but I am not going to let people bully me into letting them play. I'm not penalising you for it though because it isn't an 
  issue regarding the quality of your monstering.
  (+1) For your impressive and well role-played duel with Cyrus, as well as for good roleplay of your goblin.
  (-1) For your over-zealous attack on a newcomer to the system. I'm ignoring the rumours I have heard regarding what you 
  said about it, but going on what /I/ saw, your attack was far to vicious given you knew you were facing an unarmoured 
  scout newbie. Four 8's to the chest in about 4 seconds was far too harsh when you could have done 1 or 2 and waited for him 
  to back off. You are not out there to kill players, especially not new players.

*** Comments ***

1) Please don't take any negatives personally - I am a lot harsher than most GM's when it comes to handing them out, but at 
the same time I give out bonus points quite liberally...On the whole was very impressed at how well the party worked 
together, you actually managed to use /tactics/! Well done all. I also congratulate the party on role-playing the diseases 
properly - not realising you were being infected until 15 minutes later, and continuing to let yourselves all be hit for 
seemingly no IC affect... It is good to know that metagaming is not prevalent in Bath :-) 

2) I was however quite disappointed with certain people's behaviour regarding monstering. Badgering me about letting you play 
will make me less likely, not more. I feel it is quite rude and inconsiderate to do this, as well as annoying. What is MUCH 
worse than this however is not turning up at all because you won't be playing, or LEAVING when you are told you unfortunately 
have to monster. Any LARP system needs monsters as well as players, and whilst most people will agree that playing is more 
fun playing than monstering, you have to remember that if you want to play, you have to monster. It's that simple. You know 
who you are and you know that I am unimpressed by your behaviour. Please don't make it a habit, for the sake of the club.

3) Reacting to damage - I myself have been guilty of not reacting to damage, and I know sometimes in the heat of battle it's
easy to forget to do so. Please try to remember it though. Mages getting hit are likely to scream in agony, even if it's only 
a 4 or 5 point hit. Guards are going to back off if something is doing power damage. I fully understand that it's easy to 
forget this in the heat of battle, but when the GM tells you that you need to react to damage more it should be a warning to
try and remember... 

4) Finally, whilst there is considerable leniency given in the system with regards to how to role-play any specific path, 
some things have to remain constant (i.e. life aligned characters showing at least some concern for the preservation of life, 
order aligned characters having a distaste of destruction), so try to keep this in mind when playing a character aligned to 
any particular path.

Lady Amelia II (27/02/2005)

*** Mission ***

Brief:

Debrief:
The book that was taken by Wolfgang was kept by the Temple of Balance much to the disgust of the Humacti espcially once it 
became clear it was involved in the raising of undead. The book is now for sale to the highest bidder and it looks likely 
that the Temple of Freedom will be buying the book.

Reports:
See Reports

*** Points ***

PLAYERS

Base 12

AlexT [Humility] 12

AndyT [Taran] 12

DavidS [Naismith] 12

DoriB [Zephyra] 12

DougS [Vaexarius] 13
- (+1) For all around roleplay and your relationship with Jarak.

FlorianS [Wolfgang] 12

JamesW [Nab] 13
- (+1) For great roleplay in the encounter with the Freedom Fighters.

KatieB [Morrigan] 12

LawrenceH [Salogel] 12

Paris$ [Halatir] 12

RobertB [Jarak] 13
- (+1) For putting up with the SOC restrictions and following your orders to the letter.

RyanL [Travesty] 12

ShaunG [Eagleson] 12

StephenE [Trantis] 12

MONSTERS

Base 6

DarrenE 12
- Monster Ref.

AdrianB 6 

AdrianC 6

ChrisN 6 

DanJ 7
- (+1) For saving Nab and Trantis.

GaryE 7
- (+1) Herald was great, though it was your idea to put him in. 

MarcusO 6

NatalieW 6

RuthS 6

TimB 7
- (+1) Thanks for helping stat the undead. Also for saving Nab and Trantis. Though remember to take your hits.

MatthewJ 7
- (+1) Excellant roleplay all around.

*** Comments ***

None.

The Hall of Champions I (20/02/2005)

*** Mission ***

Brief:
Our studies into the recovered texts from the tower of Vekk have resulted in a major discovery. We believe we are close to 
unearthing the Location of the Fabled Hall of Champions!
(The Hall of CHAMPIONS? The HALL of Champions? THE Hall OF Champions? Wow. Umm. Remind us?) 
The Hall of Champions is thought to be the last resting place of the Champions, the adventuring party who carved this Barony
out of the wilderness. They consisted of The Baron, General Steel, Spymaster Silkfire, Humact, Thorn, Slaughter the Unbeaten
Gladiator, Guardian Syrc, Wyld the druid and the Wizard Starfire. Together these brave band of heroes fought back the orc 
tribes, drove out the bandits and forged a Barony of Justice. 
Well, no one is perfect, but think of the knowledge we could gain, and the history buried within. Please contact Seeker 
Jones, Seeker Foxx or Seeker Croft at the Temple of Freedom.
We hope to have the location in under a month...

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 15

AdrianC [Pilgrim] 15

AilsaB [Cheska] 16
- (+1)

AlexT [Carlsberg] 15

CarinaS [Mara] 15

DanJ [Blackwing] 15

DarrenE [Gish] 16
- (+1)

FlorianS [Rain] 15

JamesW [Blaine] 15

JohnB [Breeze] 16
- (+1)

MarcusO [G'Mord] 15

RuthS [Liana] 15

RyanL [Rawlra] 15

StephenE [Bregan] 16
- (+1)

TimB [Interfector] 14
- (-1) Misuse of ceremonies.

MONSTERS

Base 7

DavidS 15
- Monster Ref.

AndrewM 7

AdrianB 7

ChrisR 9
- (+2)

DanM 7

DominicD 7

DoriB 9
- (+2)

DougS 7

Duncan 6 (Base 6 - left early)

JohnB 7

KatieB 9
- (+2)

LawrenceH 7

MatthewJ 6 (Base 6 - left early)

Peter$ 7

PeterW 7

RobertB 7

ShaunG 7

Togi 6 (Base 6 - left early)

*** Comments ***

None.

Dreams of Love & Power (13/02/2005)

*** Mission ***

Brief:
The village of Little Britain is being temporarily supervised by a member of the Baron's staff. When a patrol was sent out to 
check on the supervisor they did not report back. A search party was sent and they also went missing. Therefore a larger 
party will be sent to investigate. Hopefully your large numbers will prevent anything bad befalling you. Good luck. We'll 
send a recovery force 4 hours after you leave to try and pull you out should you not be returning. 
Guard Captain Jameson

Debrief:
Following your mission the villagers seemed to be roused from their sleep. The remains of the death shaman have been burnt. I 
have been assured by the chapel of Humact that he will not rise again. I thank you all. 
Guard Captain Jameson

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

AdrianC [Mortis] 9

AlexT [Humility (formely Arrogance)] 9

DanJ [Darkwolf] 9

DarrenE [Skyla] 9

DavidS [Naismith] 9

DoriB [Zephyra] 10
- (+1) For excellent use of power through out the game.

KatieB [Morrigan] 9

RuthS [Helyanwe] 9

RyanL [Travesty] 9

TimB [Lupus] 9

MONSTERS

Base 5

JamesW 9
- Monster Ref.

AndyT 3 (Base 3 - arrived late)

CarinaS 5

FlorianS 5

GaryE 5

LawrenceH 5 

RobertB 5

ShaunG 5

StephenE 5
- Cheers for the stating the last encounter, shame it didn't quite work.

*** Comments ***

1) As I have already said, there was a great standard of roleplay from all. Therefore I can't really give that many bonus 
points out. From my point of view, the players I dealt with were great and all the monster team have said that about their 
torturees. The only critisism was of casting. Remember that until you are higher rank you cannot move faster than a slow walk 
to cast. At rank 15 you can do level 0 running and level 1 at rank 30.

Flora and Fauna III (06/02/2005)

*** Mission ***

Brief:
Calling All Patrol Members. There is an important ceremony taking place this weekend as a number of Mages and Wizards from 
the College retire from active duty and go off to persue their own interests. There is a seperatist group called BIAS that is 
seeking to disrupt this ceremony. More information will be given at your briefing on Sunday. You are to meet in the normal 
place, but from there you will be taken to a safe and secure location for the briefing. As such, you will all turn up, ontime. 

There has still been no news of Pathfinder Starwolf. He is about 6 foot tall, carries two swords, has shoulder length dark 
hair and employs the use of air magics.Once again, I ask you all to be vigilant and if you see him, report straight to me, 
immediately. 

Nab, the plants are no longer bothering the people. It seems that with the removal of the Orcs from the area, the local 
flaura and fauna has returned to it's natural state.

Debrief:
The group you were fighting with gave a reasonable resistance after extra backup had appeared from down the hill, but were 
eventually beaten into the floor with no loss of life on the part of the party. After healing, the party went forward and 
delivered Aeris with no further attacks by BIAS. On the way home, you did not encounter any more BIAS members. 

Reports:
See Reports

*** Points ***

PLAYERS

Base 7

AndyT [Taran] 7

ChrisN [Cyrus] 7 
- Thanks for hanging around in the woods with us.

DavidS [Naismith] 8
- (+1) For the report. Informative leaflet campaign indeed.

DoriB [Zephyra] 7

Duncan [Xensharn] 7
- Almost got a bonus for your might attitude. If we had gone on longer, you may well have done. Also, I liked your take on 
  the fear effect. 

FlorianS [Wolfgang] 7

NatalieW [Talia] 7
- Thanks for hanging around in the woods with us.

RuthS [Helyanwe] 7

ShaunG [Eagleson] 7 
- Please can you react a bit more to hits that do more than a bruise.

StephenE [Tybalt] 7

WarrenJ [Ymgeleddwr] 7

MONSTERS

Base 3

AdrianC 5
- Monster Ref.

AlexT 5
- Monster Ref.

ChrisR 3

DanJ 4
- (+1) Thanks for sitting with the kit for an hour and a half.

DominicD 3

JamesW 3

LawrenceH 3

RyanL 3

TimB 3
 
Togi 4
- (+1) Aside from a couple of first timer mistakes, good first outing. Party in general really liked your wolf, hence the 
  bonus point. Look forward to seeing you more in the future.

*** Comments ***

1) Reacting to blows from monsters and players. Please can we have a bit more of a reaction from blows that actually hurt you 
(rather than just bruise), or blows that are obviously swung with a couple of levels of strength behind it. There was no-one
particularly bad it at on this larp, but on the other hand, there wasn't anyone who was particularly good at it either. This 
isn't a major gripe, it's just something that would improve the whole feel of the thing. 

2) Big thankyou to the monster crew for what turned out to be the last encounter (and to the players too I suppose :-) ). 
That went on much longer than I had expected and hey look, you got more character points out of it. 

3) Big thankyou to everyone for reacting in exactly the right manner when we stopped. It made the lives of me, JamesW and 
ChrisR a whole lot easier. 

Bandits (30/01/2005)

*** Mission ***

Brief:
Members of the Baron's Patrols! 
Your services are required to deal with a bandit problem currently plaguing our borders. Unlike the recent problems, these 
appear to be made up of those races generally found in the Barony. Caution is advised, but Justice shall prevail.
Guard Captain Foro

Debrief:
Well done on clearing out the bandits. Initial reports suggest that the area is currently completely free of bandit activity. 
It is a pity that some escaped and you may be required to return to the area if there are signs that they are still active.
I must once again remind patrol members of the guidelines concerning Gladiators and the Northern Tribes. While Marshal 
Ghengis' devotion to the preservation of life is admirable, his death was the regrettable but inevitable consequence of his 
actions. I ask every member of the Baron's patrols to remember this fact in the future. 
That is all. 
Guard Captain Foro

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

DanM [Ghengis] 9 
- It's not generally considered Justice-aligned to stand by and watch while your party skin someone alive... 

DougS [Vaexarius] 10 
- (+1) For consistently good roleplay. Also credit for accepting death at the battleboard.

FlorianS [Wolfgang] 9

GaryE [Sun Ju] 10 
- (+1) For good roleplay of guild restrictions.

JamesW [Nab] 10 
- (+1) For interesting use of skills, and continued good roleplay.

LawrenceH [Salogel] 9
- Try to remember conditions required for casting.

MarcusO [Traci] 9 

RobertB [Jarak] 10 
- (+1) Since I'm told you managed to evade monster notice on numerous occasions.

MONSTERS

Base 5

TimB 9 
- Monster Ref.

AlexT 6
- (+1) For some truly inspired attempts to deceive the party.

AndyT 6 
- (+1) For some very good scouting.

ChrisR 5

DarrenE 6 
- (+1) For your roleplay in the penultimate encounter.

Duncan 5

ElizabethG 5

*** Comments ***

None.

Tax (23/01/2005)

*** Mission ***

Brief:
It is around time to go and check up on the Village of Little Britain. You will need to go and collect the taxes. This will 
involve escorting a tax collecter who will know what is going on. Whilst the tax collecter is doing his work, check on the 
villages well being and that the local pesantry are happy.
That is all. 
Guard Captain Jameson

Debrief:
You managed to recover the taxes after they were stolen. Although the culprit is still at large. Personally, I understand 
what Blizzard is doing, but the law is the law. He should have been brought in for questioning. I am not planning to send 
another patrol out there soon, but am waiting on the Lieutenant-Commanders orders. Good work in routing the Orc mercenaries,
they may have been bothering both Little Britain, and New Little Britain. That is all for now. 
Guard Captain Jameson

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

AdrianC [Mortis] 8

AlexT [Arrogance] 8
- I would provide you with a bonus point...however I believe Mercy is a good reward. Great use of destroy through the day.

ChrisN [Cyrus] 8

DavidS [Naismith] 9
- (+1) For great roleplay and new leaflet.

FlorianS [Wolfgang] 8

LawrenceH [Salogel] 8
- Already recieved a reward, so I shall not point you this time. Your getting better with the shield and sword I'd stick to it.

NatalieW [Talia] 9
- (+1) For effective uses of trip and entangle.

TimB [Lupus] 8

WarrenJ [Ymgeleddwr] 9
- (+1) Excellent roleplay of a Warlock, trying to protect Elves everywhere.

MONSTERS

Base 4

JamesW 8
- Monster Ref.

Amy$ 4

AndyT 4

DoriB 4

DougS 4 

Hagen$ 4
  
MarcusO 4

RichardG 4

RobertB 4

*** Comments ***

None.

Flora and Fauna II (16/01/2005)

*** Mission ***

Brief:
Calling All Patrol Members. This sunday, a force will be mustered to go and evict the Orcs that have claimed Barony Land as 
their own. Meet at between 11:30 and 12:00 and from there you will be given further instruction. There have been yet more 
disappearances from the village, and we can only assume these to be taken by the Orcs. The villager you bought back last time 
has not been able to be resurrected. 
Guard Captain Peterson

Debrief:
As you are healing up after fighting the Might Orcs, you hear cries for help on over the rise to your right as you look up 
the valley. After waiting for people to use some more power, you go up the hill and find three of the villagers tied up to 
three trees. All three are blindfolded, and look beaten black and blue. They are clearly starving. As you remove their 
blindfolds, they instinctively turn away from you and look ready for another beating. They then look up at you, realise who 
you are, and as you cut their bonds, cannot thankyou enough. They offer to help carry Xensharn back with you, but fall over 
when they try. They go with you back to the village and are tended for their by the villagers. The villagers are so happy to
see them back alive that they make very little protest at you taking away the body of the construct who looks very much like
one of the villagers who had gone missing.

Only two barony members dead this time. Well, it's an improvement at least. 
Congratulations on finally getting rid of those Orcs. I would like to see reports from at least the military members of the 
patrol, and if anyone else has any reports to add, they would gratefully be received. Zephyra, the construct you brought back 
has been given to the College for further study. They will be the ones to provide you with further details. 
Guard Captain Peterson
He also takes the book, the amulet, and the cloak from Jarak and thanks him very much for keeping them safe.

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

DanJ [Darkwolf] 10
- Diving in without thought for personal safety, and always up for the fight. Might want to consider chest armour?

DoriB [Zephyra] 11 
- (+1) Well timed rusts, and exceedingly well placed Ice Dart 6's. Ouch. Turned some really nasty Orcs into very tame Orcs, 
  or even just a big pile of mush. Well done.

Duncan [Xensharn] 11
- Sorry you died at the end, but well done for not backing down, even though you were on low life.
  (+1) For the effort put into making that costume. It does make you stand out from the crowd somewhat.

FlorianS [Wolfgang] 10
- So, have we conviced you that armour is a good idea? :-) Used power effectively. Well done. Oh, one word.... 
  EXTREEEEEEEEEEEEEEME!!!

JamesW [Nab] 10 
- You got your revenge on the Orc, although you were still occasionally too fast with the 12's. Something to keep your eye 
  on in future. Remember, that's a big swing for that much damage. 

JohnB [Brennan] 11
- (+1) Very good use of your abilities to neutralise the threat of the orcs, and the combination of your lightning darts and
  Zephira's ice darts was truly nasty!
  
KatieB [Morrigan] 10 
- Damn your getting too good at defending with that staff. Miss a parry occasionally damn you!

LawrenceH [Salogel] 10 
- A good solid performance. You weren't afraid to get in the way to make sure that the unarmed members of the party were protected. 

RobertB [Jarak] 10 
- Sorry about not letting you keep the book, but you did tell a college mage and a temple aligned Justice Priest from a nearby Barony outpost about it. Good solid scouting.

RyanL [Travesty] 10 
- Still a little uncertain as to Travesty "saving" Brennan's life, but the way it was done was enjoyable enough.

ShaunG [Eagleson] 11 
- (+1) Did a superb job of keeping the party together, and making sure that those who needed protecting the most got the 
  protection they needed. Well done.

MONSTERS

Base 5

AdrianC 10
- Monster Ref.

AdrianB 5

AlexT 5

AndyT 5

ChrisN 3 (Base 3 - arrived late) 

DarrenE 5 

DavidS 6
- (+1) I like that Might Orc!! Thanks for being him for me.

NatalieW 3 (Base 3 - arrived late)

StephenE 6
- (+1) For the necromancer encouter. Thanks for that.

TimB 4
- (-1) Bad casting as the sprite, not dropping when a GM tells you to do so and questioning it publicly and staying up too 
  long, although this did improve after I spoke to you and for that I am grateful.

*** Comments ***

1) Much better than last time on the whole working together front. The monsters found it difficult (although not impossible)
to attack undefended people because there very rarely were any. Well done. 

2) Safe Fighting - there were instances on both sides of some slightly unsafe blows. I'm putting it down to ring-rust due to
not larping over Christmas. If you find yourself accidentally catching someone up around the shoulder/face area, try to fight 
low for the next few fights ie go for legs. Ok, it's not great for IC fighting style, but OOC safety comes first I'm afraid! 

3) Oh, Flo, while it was amusing, please be very careful when diving off the side of the path whilst doing EXTREEEEEEEME 
healing!!

Lord Of The Rings (09/01/2005)

*** Mission ***

Brief:
Pathfinders have spotted an army of Devils marching down toward the Barony, our chief researcher into Devils will direct you
in a way to help oppose this threat. His name is Dandruff the Grey. 
Guard Captain Jameson

You must travel back in time to christmas eve, find the ring of power, and destroy it in the Pit of Doooom. A devil calling 
himself the Dark Lord Santa will find and take the ring shoud you fail, and then all will be lost. Quickly! 
Dandruff the Grey

Debrief:
With the ring destroyed the contract signed on All Hallows eve was found in breach by the Gods Of Order and Balance. The 
devils are once againe bound to their plane, with no way of being summoned. 

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

AlexT [Arrogance] 9

AndyT [Taran] 9

DarrenE [Skyla] 9

DavidS [Naismith] 9

FlorianS [Wolfgang] 9

RobertB [Jarak] 9 

ShaunG [Eagleson] 9

StephenE [Tybalt] 10
- (+1) Cutting the top off the Queen of the Riders of No-man was naughty! Great roleplay at the end with trying to drop the 
  ring.

TimB [Lupus] 9

MONSTERS

Base 5

JamesW 6
- Monster Ref.

JohnB 7
- Monster Ref.

AdrianC 6
- (+1) Rob Mir whom could only die in the arms of his friend, his captain, his king. :-)

DanJ 6
- (+1) For letting me rugby tackle you in Kenderton and the Sam rage. 'Mr Frodo! rah!'.

DoriB 4 (Base 4 - left early)
- From Leg-o-Lamb to Gabrielle you were great for all. Sorry that you hurt yourself and had to go back.

KatieB 6
- (+1) Witch Queen was perfect. At the chase to Rivendell the Witch Queen was just as I imagined her, striding towards the 
  Kender and thoroughly smiting it. Cheers.

MarcusO 6
- (+1) Hand of Santa to agent Almond, you were great. 'Kender are a virus' lol. Thanks for helping me construct the top of 
  Queen Kierra.

RuthS 4 (Base 4 - left early)
- Thanks for the input and Treeweird. Also thanks for taking DoriB back to the car.

*** Comments ***

None.

The Barons Dinner (12/12/2004)

*** Mission ***

Brief:

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 0

AdrianC [Mortis] 0

CarinaS [Mara] 0

ChrisR [Azreal] 0

DarrenE [Gish] 0

DavidS [Naismith] 1
- (+1) Gaming.

DoriB [Zephyra] 1
- (+1) Feuding with Traci.

DougS [Daenaram] 0

Duncan [Xensharn] 1
- (+1) Casting miracles on the bowling balls.

ElizabethG [Pheonix] 0

FlorianS [Rain] 1
- (+1) Casting protections on the people bowling :>)

GaryE [Sun Ju] 0

JamesW [Nab] 1
- (+1) Stealing Traci's wand.

JohnB [Breeze] 0

KatieB [Morrigan] 1
- (+1) Stealing Traci's wand.

LawrenceH [Salogel] 0

MarcusO [Traci] 1
- (+1) The hair burning incident.

MikeT [Kendal] 0

PaulW [Biscuit] 1
- (+1) Genius cloudform experiments.

RuthS [Helyanwe] 1
- (+1) Feuding with Traci.

RyanL [Travesty] 1
- (+1) Stealing Traci's wand.

TimB [Interfector] 0

WarrenJ [Ymgeleddwr] 0

MONSTERS

Base 0

*** Comments ***

None.

The Deck Of Many Things (11/12/2004)

*** Mission ***

Brief:
*The meeting chamber of Baron Van Hausen is brightly lit by torches as Dumkot, his personal assistant, answers his call. It's 
three in the morning, but people work to the Baron's schedule, not the other way round.* 

...Yes, My Lord. 

This report from the College - read it, see that a copy goes to Drift, Ignaceous, Greenwood and Sarith. I want the area 
scouted and I want a plan formed to get a strike patrol in to retrieve the artifact. Here are orders to that effect. Tell 
them I consider this urgent - the little we know about these elves tells me that I want to make sure this doesn't go to them
and if it really can be used to make anyone permanently stronger then I want it for the army. By Escara, Lord of Justice, the 
King will want it himself and I will win favour if I can provide it!

...At once, my lord.

---------------------------------------------------------------------------------------------------------------------------

*In the College towers of Van Hausen's Barony, a gathering of Air mages has begun after a message is received from Archmagus
Sarith. Snatches of conversation float into the surrounding corridors...* 

...We'll have to get a marker out there as soon as possible. Get High Wizard Sprist on it. Tell him he needs to leave 
immediately and to take one of the emergency talismans so he can get home as soon as he's done... 

...What about the barbarians? They are formidable warriors, but if we can't get them there what are we to do? 
Relax, I have just the solution, though you may find it unorthodox. I have requisitioned funds and have already begun 
arrangments. 
Yes Archmagus... 

...How many are we talking about here? 
For now just Pathfinders. Once we know more about the area, as large a patrol force as we can move in. The local area is 
extremely hostile according to research. 
We need Pathfinder's we can consider expendable - they may not all come back. 
I hear the Temples have a limited supply of appropriate individuals... 

*the talk goes on long into the night*

Debrief:
In the Baron's chambers a lone torch casts a pool of light around a large oak table. On it are sprawled the reports from the
strike patrols. The Baron leans back in his chair, staring briefly off into space before turning to Dumknot, his aide, who 
lurks in the shadows nearby. 

"Why is it that we give out the best quality swords and shields to our experienced warriors and if anything goes wrong the 
patrol retrieves them, even at the cost of the body of the eternally fallen, yet give a Pathfinder a dagger and they've 
always, without exception, lost it inside a day?" 

..."I really couldn't say my lord. ... My lord is not displeased?" 

"Displeased? Given the nature of the defenses and of this device, I think we should count ourselves fortunate our strike 
patrol returned. It would have been a heavy blow to lose the likes of Guard Captain G'Mord and Wizard Kendal, along with 
those that show the most promise for the future." 

The Baron briefly contemplates a second stack of reports. 

"What a pity they couldn't have left Guardian Lomax out there - I suppose Brother's Caffrey and Aramis would have refused an
order to that effect anyway though. 

Send my thanks to the patrols for their action. Whatever else may happen we can rest a little easier knowing others are not 
becoming like this Grolk. Can you imagine the likes of Slaine getting their hands on such power? It doesn't bear thinking 
about." 

..."Horrifying sir." 

---------------------------------------------------------------------------------------------------------------------------

The book from the grave is taken by the College and passed onto the Humacts for storage after a brief delay. The Temple of 
Might report that the skull cannot be spoken to and thus it's soul is not on the Plane of Eternal Rest. Consequently it would 
not be resurrectable and so attempts by the Temple of Justice to such an effect is a waste of time. Rumour has it it has been 
added to the Temple arsenal. No sign of the amulet that lay with the skeleton has been seen. 

Investigation of Skulk and Pilgrim has resulted in some interesting comments as to the nature of the Deck of Many Things, but 
nothing conclusive. The Temple of Might issued a blanket statement stating that their successful investigation of High Master 
Interfector shows that no harm was done. 

A return scouting group to the area found the goblins gone and several villagers wandering around, apparently suffering 
amnesia. Marshal Miras's body was recovered and has been ressurrected - it appears he now has no memory of what occurred 
during his eight year absence from the Barony, though after hearing reports he has sworn to spend a year and a day waiting on 
Marshal Liana to atone - the Marshal has not yet been located to comment. 

The last Pathfinders in the area returned, reporting the sudden presence of a large contingent of elves, over 100 strong, who 
were moving into the old goblin tribal lands in military force. As a precautionary measure, High Wizard Sprist has cancelled 
the last of the recall points to ensure they do not track back to this area. 

Apparently the last thing the Pathfinders saw was Grolk charging a group of what seemed to be 20 Warlocks.

---------------------------------------------------------------------------------------------------------------------------

In a black tower, rising high above a dark plain, an elf twists a wheel, cranking the rack another notch. Grolk shrieks 
continuously in pain as another elf gently taps his head repeatedly, lightning spitting from his fingers. 

As our view pulls back to show gathering storm clouds, a squeaky voice can be heard uttering two words in amongst the 
screams that threaten to drown out even the rising storm... 

"Barony! G'Mord!"

*fade to black* 

Reports:
See Reports

*** Points ***

PLAYERS

Base 15

AdrianC [Pilgrim] 15
- An interesting situation for Pilgrim. Your attempts to deal with the Deck of Many Things were well thought out and I can 
  only assume from the fact that you ran out of mana that your protections were effective.

AlexT [Carlsberg] 15
- Your presence and judicious application of Blesses against the ghost made sure that players came out and saved Skulk a lot
  of fiery pain.

CarinaS [Mara] 15
- Thank you for taking the plot hammer in good grace and thank you for the immense energy and involvement IC that is becoming 
  a hall mark of your roleplaying. The monsters heard you scream at G'Mord 'molesting' you from the other end of the valley.

DanJ [Blackwing] 15
- Blackwing as ever a ghost in the night. I literally couldn't see you in the ghost fight: there was just another set of 
  damage calls coming into me. Very ninjurous. Reports of your interactions with Skulk provided great amusement.

DavidS [Skulk] 16
- (+1) Keeping Grolk occupied during Aurynian's med was great, reports of the half-orc choir abound and taking out the 
  Justice priest was the single most effective and important strategic strike I've seen in a larp. Mostly thank you for some
  of the safest fighting in dodgy circumstances.

DarrenE [Gish] 15
- Watching Gish and Biscuit fight to De-petrify Skulk was most amusing. Convinced of the need for armour yet?

DominicD [Aurinyan] 15
- I liked the trembling, afraid of the dark Aurinyan very much. 

FlorianS [Rain] 15
- Ice damage. Lots and lots of ice damage. Without it, pain, lots of pain. Rain as ever made the party as a machine a vicious 
  thing for monsters to take on and thus continues as a successful mage. Very entertained by your attempts to out think the 
  Deck's defenses: if it hadn't been sentient you would have been onto a winner.

JohnB [Breeze] 15
- Goblin's flying through the air from Hurricanes was a very effective bulldozer tactic which speeded the party's progress:
  nice move.

MarcusO [G'Mord] 16
- (+1) Ever the stoic wall, it was a pleasure to see G'Mord and Eagleson's offensive shield wall working so well. Primarily 
  though we loved the life story for the Inquisitor and it's for that that you get a bonus point.

MikeT [Kendal] 15
- Kendal seemed to dance before the monsters all day, though rumours of your pain came to us later. As ever one of the most 
  interesting quiet characters fielded.

PaulW [Biscuit] 15
- Discern Paralysis: even I never thought that skill would be really useful!

RuthS [Liana] 15
- The most immediate and vocal voice of reason around the Deck of Many Things. Good thing for me and my entertainment that 
  most didn't listen to you at first.

ShaunG [Eagleson] 15
- A strong performance in a high level party, with good coordination with G'Mord making you both a great force to be reckoned 
  with. 

TimB [Interfector] 15
- Violence personified: poor goblins. 

WarrenJ [Brend] 15
- Coped well with being in a high powered larp whilst having few gladiator points to back him up. I look forward to seeing 
  Brend's abilities when he matches up more on ranks.

MONSTERS

Base 8

StephenE 12
- Monster Ref.

AndyT 13
- Monster Ref.

ChrisR 9
- (+1) I gave you only the thinnest of briefs for the extraction mage and you played it to the hilt and went beyond what I'd 
  said without hesitation to help the day win out for good and for the players. Thank you.

DanM 8
- Thanks for knocking my brain in gear about taking the last fight onto the golf course.

DoriB 8
- Going into that party alone as the Death Knight with the primary objective of killing G'Mord was a lot to ask of any 
  monster and you slogged yourself literally into that little hole in the ground at the end of the valley. Thank you.

DougS 9
- (+1) What can I say? Not only was Grolk everything I wished for, you even brought make up. Whilst I don't give you a bonus
  for doing what I know you're good at, I will give you a bonus for bringing your own make up and kit to make the role your 
  own and for taking the sheer quantity of punishment and prodding the players gave you with a smile.

Duncan 8
- Got the really important message across: no more than 3!

ElizabethG 8
- the Guardian was great: thank you for coping with random prompting with good humour and sticking around longer than you 
  wanted to. 

GaryE 8
- The Question Demons scored 5 - this is more than I expected. *snigger*

KatieB 8
- Watching the Paladiness of Might go backwards and forwards across the skyline was most of my entertainment for the final 
  fight.

Paris$ 8
- Several players have complimented your role as the Inquisitor. 

RobertB 8
- I've heard rumours of some of our most experienced scouts being backstabbed by some dexy nasty backstabbing skeleton. Can't 
  imagine who could pull off such a feat. 

RyanL 8 
- Big and imposing as ever, thank you for putting up with the parties attempts at entertainment. ;)

*** Comments ***

1) Up front, let me say that the party was generally impressively effective. There were some difficult challenges in places 
which required certain party members to fulfill their roles within the party quickly and capably - almost without exception 
this was done. Coordination and staying in character was everything we've come to expect from a High Level party. Which is 
sort of a problem - I've reached the point where bonuses need to be for consistently really impressive play...

2) The only negative comments that I can put forward with regard to anyone are all based on two unavoidable circumstances,
one that, for those that are newer to the hobby, fighting skills are still being learnt, and two that it got dark and blows 
do sometimes get misjudged in the dark. In combination, we had a few errors, let me take this opportunity without singling 
anyone out to remind everyone that the first rule of larp combat is to remain in control of your weapon. This won't stop 
accidents, but it will make them less noteworthy.

Flora and Fauna I (05/12/2004)

*** Mission ***

Brief:

Debrief:
Well, that was a complete shambles wasn't it, 5 dead, including one of the villagers you were meant to save. Congratulations. 
Now we have to go out and remove those orcs, and yes, YOU will be doing it. Next time, work together.
Marshal Genghis, The Temple of Justice disciplinary committee and I have finished talking, and it has been decided that no 
action will be taken against you. However, you are to be advised that you are to take extreme care in what you say and who 
you are saying it to. We are satisfied that there was no intent on your part in this episode, but you must choose your words
a lot more carefully next time, or we will not be so lenient.
All of you, think about what happened, and what can be done to prevent it in the future.
Guard Captain Peterson

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

AndyT [Taran] 9 
- Thanks for listening at the beginning with regard to your blows. Didn't see too much of you unfortunately, although good 
  keeping with your chosen path when the Justice Priest turned up.

DanM [Ghengis] 8 
- (-1) Generally good healing. However, as one of the more experienced larpers now (and one who has now played two casters),
  you really should know better with the casting. Also, If things go wrong or badly (eg Nab jumping you at the end), try not
  to get angry about it OOC. What seems like a hopeless situation at the cold end of a larp can change to something 
  completely different with a moments calm thought about it.

DanJ [Darkwolf] 11 
- (+1) Exceptional barbarian-ing, especially the continued looking for monster even after you had lost him at the bottom of 
  the field, and the fully safe bear wrestling. 
  (+1) Squirrel boy! :D Loved the costume.

DoriB [Zephyra] 9 
- Good effective casting throughout the day, despite the comment of "power hoarder" from the others! 

DougS [Vaexarius] - 9 
- Good use of your powers in the right situations, especially against the freezing monster. Maybe could have powered up the 
  guard a bit as he was someone you could have helped. 

FlorianS [Wolfgang] 8 
- (-1) Generally good healing through the day and nicely balanced. However, there is no "my character would've, should've, 
  could've", there is only "my character did or did not". If you cast the wrong spell/miracle, you cast it. you can't take it 
  back, with the exception that the player/monster genuinely didn't hear your spell/miracle and as such hasn't taken the 
  effect (whether it be a no effect call or actual taking of the effect).

LawrenceH [Salogel] 9 
- Need to be a bit more commanding when in charge, although granted it is difficult if people appear to ignore you half the 
  time. Keep working on that, and it'll come. It took me a while to actually be able to command the party properly when I was 
  starting out. 

JamesW [Nab] 10 
- (+1) Very good barbarian-ing. Pity you weren't supported at all in the final fight until it was far too late!

TimB [Lupus] 9 
- Again didn't see too much of you, but you did well to drag off one of the orcs at the end, even if it did prove to be 
  fruitless.

MONSTERS

Base 4

AdrianC 9
- Monster Ref.

AdrianB 4 

DavidS 6 
- (+2) Thanks for the druid bit and the general help throughout the day.

Duncan 4 

JohnB 4 

MarcusO 4 

Paris$ 4 

RobertB 4 

RuthS 5 
- (+1) Cute cubs, both bear and wolf. ;-)

ShaunG 4

TomM 4

*** Comments ***

1) First off, a small, minor gripe: Monsters, please do what the GM says. It's a little unnerving to come back to a dark 
valley, expecting to see you by the kit, and finding no-one there. Granted, I didn't tell everyone, and I think someone who 
didn't hear what I had asked told you something different, but please take what the GM says as what you should do.

2) Casting, and this one is a biggie. There were at least two examples of some really shocking casting by some experienced 
players. Taken from the rules:  "Casting a spell/miracle requires the character to say a set of vocals, in at least a normal 
speaking voice. The vocal must contain a number of words equal to three times the spell's level (level 0 spells require at 
least two words)." Please follow these rules. I have already docked points because they weren't followed, and I am perfectly
happy to do it again in the future.

3) Working together. This one is a biggie too. You could have killed that orc at the end. The only people without weapons 
were Zephyra and Wolfgang. Lupus managed to drag one of the other orcs away, but you all then tried to attack the main orc 
one by one in true martial arts film style. All it would have taken (and I realise that you've still got to face him again) 
would be three people, two to parry, and one to hit. You had six people with weapons. One orc was taken away by Lupus, 
meaning that one or two could have taken on (or one could have held up) the second orc whilst four or five of you ganged up 
on the main orc - 3 parrying, 2 hitting. Learn to fight together. Parry for each other. You don't all have to hit something.
As the monsters get tougher due to going up levels, there will be more character death because you do not work together and 
you do not fight for each other. It was also evident earlier on in the day with the goblins. Everyone was trying to hit the 
goblins, and no-one was trying to block for anyone else.

The Mansion (28/11/2004)

*** Mission ***

Brief:
Following a report from Travesty the party are to proceed to this mansion and investigate the source of these unearthly 
creatures and dispose of them if their nature proves harmful. 
Captain Jameson

Debrief:
The discovery of Diabolists is disturbing, and will be reported to the Baron at once. Your performance was good, although 
attacks on the party and Demons and Devils are worrying. I ask all patrols in future to remain aware of such people. Also 
should anyone know anything about the attacker please inform me straight away. I hope you all are well.

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

AdrianC [Mortis] 10
- Sorry my hug wasn't good enough to keep you warm. Cutting down the demonologist instead of the necromancer. 
  Hmmm interesting. 

ChrisR [Azreal] 10
- Good solid guard, though you seem to suffer from Gish syndrome.

DanM [Ghengis] 10
- Good roleplay of coffee hyperness, methinks you've had practice. And a good sport for being throatslit.

DarrenE [Skyla] 10
- Raging with disgard for safety was vary barbarian. Very diplomatic with the druids. very IC from what I've seen.

DavidS [Naismith] 10
- You've met real demons now and dealt with them well, why you ended up hacking down the fleeing necromancer is beyond me 
  though.
  
KatieB [Morrigan] 10
- What can I say, as always great roleplay, although one day someone may be able to follow the party from the trails of 
  glitter!

MarcusO [Traci] 10
- Theiving bint, thats all I can say. great roleplay.

RuthS [Helyanwe] 10
- Good roleplay, talking with Tybalt about the stoned guard was funny. I don't know if there is any regulations about 
  relieving the guard of his duty due to him being doped up?

RyanL [Travesty] 10
- Again not much to say except for great roleplay. Also well done on persuading the guard the druids were dark.

StephenE [Tybalt] 10
- As always great pathfinding, and also a trouble finder it seems. 

TomM [Yelm] 10
- You love books far too much. Insisting on going to the library was amusing. 

Uri [Ailen] 10
- Didn't see much of you around....good ninja-ing then I guess. Well done for not being hit most of the day. Watch out, those 
  necromancers sometimes get back up.

MONSTERS

Base 5

JamesW 10
- Monster Ref.

AndyT 6
- (+1) As always a great help through out the day, and creation of pirates is a good thing. I also heard about amusing 
  incidents down the hill with Tybalt. Well done.

DanJ 5
- (+1) For the creation of the great faceless one. It seemed a good idea at the time!

DoriB 6
- (+1) For great roleplay through out day. Dud you were so stoned!

Duncan 5
- Good first monstering outing.

FlorianS 5
- Thanks for monstering, and for being headman Bruce.

LawrenceH 5
- Well done on the ogre front and the high elf was amusing. Giggling through the ritual!

Paris$ 5
- Sorry you didn't get to play. Thanks for monstering.

RobertB 6
- (+1) For exceptional ninja-ing.

TimB 5
- Thanks for the help through the day. Helping come up with pirates jobs, and congratulations on playing TLs first Diabolist!

*** Comments ***

None.

Lady Amelia (21/11/2004)

*** Mission ***

Brief:
Guard Captain Randor has been requested by his honour, Baron Van Heusen, to recruit a party from the patrol force to escort 
Healer Amelia to the lands of her betrothed Earl Grey. The journey will take several days from the edge of the Barony and 
will require crossing the Knife Edge Mountains via the Black Forest Pass. The journey, though long, should be relatively safe. 
The Pass is, however, known to be home to a number of goblin tribes and these may be aggressive.

Debrief:
The party is ushered to the outer reaches of Earl Grey's Manor, his servants are prim and proper but not particularly 
welcoming. Any request to speak to the Earl himself are denied but any complaints are taken by his staff. Amelia is quickly 
removed from the party and taken away to meet the Earl.

The Earl's staff inform you that the "Crystal Maze" was not directly sanctioned by the Earl but he did give permission to the 
Temple of Balance to construct a entry test of their own devising. It appears within the Earldom the man known as Dick 
O'Brein is well known and somewhat of a celebrity. Regarding the Druids the Earls staff have indicated that the problem will 
be dealt with.

On the return journey the Druids are absent and a Dwarf guides you through tunnels beneath the "Crystal Maze" other than this 
your journey passes peacefully. No invitations to the wedding are sent to any Barony citizens and it is rumoured that Earl 
Grey sent a message to Baron Van Heusen berating the quality of the patrol.

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

AlexT [Arrogance] 11 
- (+1) Going to Dick in the maze and telling him of Eaglesons plan allowed the maze to work well. Guiding Wolfgang through 
  the blindfolded challenge wasn't easy and you did really well. Also the reaction to the ghost and undead children was apt.

AndyT [Taran] 10

ChrisN [Cyrus] 10 
- Very useful fighter and great report. Also metioned were the IC unintentional jokes, missed them and the Tai Chi.

FlorianS [Wolfgang] 10 
- A useful party member, the incident with Randor was highly amusing, well done for doing the blindfolded challenge. Hob 
  particularly liked the swearing in the crystal dome.

JamesW [Nab] 10 
- Again good roleplay, especially the weight lifting at the camp and trying to keep the troll skin intact even without 
  skinning.
  
KatieB [Morrigan] 10
- As ever fantastic roleplay (including the argument observed by the hedge) but nothing specific that stood out to get bonus
  points.

LawrenceH [Salogel] 11
- (+1) Protected Amelia well and managed to cope with being the only elf in a party with 3 barbarians.

RobertB [Jarak] 10 
- Good scouting throughout. You very nearly had a lot of money as a result of the necromancers spell book. The dagger is 
  worth 2 groats. 

RyanL [Travesty] 10
- As ever fantastic roleplay (including the argument observed by the hedge) but nothing specific that stood out to get bonus
  points.

ShaunG [Eagleson] 12 
- (+2) Fantasic roleplay to the fear in the maze, and for putting up with the conflict created by the maze and druids. 
  Apologies for the plot hammer keeping you in the maze I could have dealt with it better.

MONSTERS

Base 5

DarrenE 10
- Monster Ref.

AdrianB 5
- Troll was great.

DanJ 5 

GaryE 5
- Thanks for coming up with the maze within the maze.

JohnB 5
- Mumsy :-) 

MarcusO 6
- (+1) Dick O'Brien was just as he should be.

NatalieW 6 
- (+1) Thanks for playing Amelia.

Paris$ 5

StephenE 6 
- (+1) The death scout was perfect commendable effort. And the advert was very funny.

TomM 6
(+1) Thanks for saving the bow use within the plot.

Uri 5
- Sorry I didn't get more for you to help GM.

*** Comments ***

1) Thanks for making my first attempt at GMing go relatively smoothly. Sorry for the faffing and plot hammering at the start 
of the maze entirely my fault. Those of you with crystals and you wnat to sell them they are worth a groat each. 

A Druidic Dilemma (14/11/2004)

*** Mission ***

Brief:
A party is requested to aid a recluse grove of druids that have shown allegence with the Barony. They have asked for aid as 
a band of warlike Dark Druids have moved into the area and have been attacking them mercilessly.

Debrief:
The dark druids have been eradicated and your suspicions of the other druids are being investigated. It would however be 
surprising to find they were dark, as they have been only ever civil towards us: Something dark druids rarely are.
The situation regarding the hobgoblins was unexpected, but we are glad you managed to destroy a great amount of them without
jeopardising the mission. A later patrol was sent to the area to find the remaining tribe still there, and this time less 
than hospitable. The forest has been cleared of the remaining hobgoblins, who were attacking all who entered their forest.

Reports:
See Reports

*** Points ***

PLAYERS

Base 8

ChrisN [Cyrus] 9 
- Nice to see a sensible gladiator on the battlefield! Costume was great - it was hard to miss you in the party, and I liked
  the Tai-chi - it added depth to the gladiator genre I felt. The way you dealt with being ordered to accept power-ups seem 
  perfectly IC, so no problems with it OOC. I believe JamesW is dealing with the IC repercussions. Thanks for the report and 
  being so honest with your peers IC.
  (+1) For the costume and Tai-chi meditation techniques.

DanM [Ghengis] 8 
- A first-rate healer, plus you succeeded in your mission, no-one died! Keep up the good work and I can see Ghengis becoming 
  your most successful character. Thanks for the report.

DarrenE [Skyla] 8 
- Another good outing for Storm Skyla, well done. You managed to get in some inspired comments and roleplay (billing Nab's 
  sword to the McShea's, tsk tsk). As with Nab: Good tactic of dropping your weapons to fight the dark druids. The 
  report/letter was interesting. So barbarians actually /write/ in their strange dialect as well... 
  You have lost 1 groat to the Dwarf.

DavidS [Naismith] 8 
- Good roleplay overall. Naismith seemed less engrossed with demons than he was last time, but as there were none for you to
  deal with I suppose it's not surprising.

DougS [Vaexarius] 9 
- Very good roleplay yet again. I think we are all impressed at how well you manage to pull off playing a psychotic mage 
  without causing (too much) conflict. Also, good report, thanks. 
  (+1) For brilliant roleplay, particularly for antagonising the druids so well. 

JamesW [Nab] 8 
- Generally a good outing. Barbarians are nasty and you lived up to this expectation well. Slight wandering of your accent 
  from time to time, but I don't blame you given the amount of different accents in the party. We didn't expect your tactic 
  of dropping your weapons and fighting the druids with fists, so well done! Stealing a sword from a dwarf could come back 
  and haunt you however! 

JohnB [Brennan] 8 
- I was glad to see you managed to get more of a grip on your standing management, although perhaps you were a bit too 
  conservative this time. Still, as I said on the day, better to finish a larp with standing left than to overcast 
  yourself to death. Brennan is going to become very nasty very quickly!
  
KatieB [Morrigan] 10 
- I would have to say that if there was one character that stood out in that larp it would be Morrigan: Excellent accent and
  equally excellent costume. Plenty of roleplay regarding the hobgoblins and the dwarf smithy added lots of enjoyment to the
  larp. 
  (+1) For your great costume.
  (+1) For your well roleplayed disdain of Hobgoblins and the Dwarf, and decent rituals.

RyanL [Travesty] 9 
- You play a brooding goth so well, and just about manage to pull of anarchy whilst still refraining from slaying party 
  members. 
  (+1) For a fantastic costume.

StephenE [Tybalt] 8 
- Brilliant character, and very efficient too. It was a pity you were the only person who could actually lead the party - I 
  know it's not somthing you or Tybalt want to do. Not sure what is happening about the whole ordering a gladiator to accept
  power-ups... That is up to JamesW. The reports were nice, though the one to the gladiators did seem a bit antagonistic... 
  but that's for JamesW to decide. 
  You have lost 1 groat to the Dwarf.

TimB [Lupus] 8 
- We were initially unimpressed by your standard of claw attacks, but you managed to pull it together later on. Claws are 
  hard to do well (so I'm told!) so I guess practise will teach you how to do them at the right speed and at the right time.

MONSTERS

Base 4

ShaunG 6 
- Monster Ref.

AndyT 5 
- Monster Ref.

Uri 5 
- Monster Ref.

AdrianB 4

AdrianC 5 
- (+1) For the entertaining earth ritual. The party enjoyed it lots, well done.

AilsaB 5 
- (+1) For the brilliant Hobgoblin NPC. The party loved you!

ChrisR 4

DoriB 4
- I know you wanted to play, I hope monstering was fun enough anyway!

ElizabethG 4 
- Nice safe and effective use of your bow. I was impressed and would be more than happy to have you use a bow on more of my 
  larps!

FlorianS 5 
- Good monstering all round, and good performance as the Dark Druid leader.
  (+1) For volunteering to look after the kit.

LawrenceH 4 
- Good monstering all round, thanks for coming.

RobertB 4 
- I know stuff was confusing you at points. That was my fault really as I was rushing through stats trying to keep the party 
  moving. Its often hard to keep track of the plot as a monster, don't worry about it too much.

*** Comments ***

1) You were all great! I tried and tried to come up with negatives but couldn't think of one person that did anything to 
deserve them. I think what impressed us the most was how well the party coped with the rusts and gust of winds. We were not 
expecting the barbarians to drop their weapons before they were rusted and fight bare fisted, so well done! Given the lack of 
Barony patrol members the party worked well together, you all fought well, though I would have been surprised if you hadn't 
as most of the party was made up of very experienced larpers. Apologies for the "close to party" respawns. This was caused by 
me, as I forgot to explain to the newbie's they had to go back far enough they were out of sight before respawning. 

2) Claw attacks: A couple of claw attacks were not exactly as safe as they could have been. Just a general point here that 
claw attacks should be done with the utmost of care as your hands are not actually larp safe. Anyone wanting more info on the 
safe way to do claw attacks should probably have a chat with StephenE, as he is about as trained in claws as you can be!

3) Casting: Just to let the newbie's know, casting requires a minimum of 3 times the level in words to cast, with level 0 
needing 2 words. The name of the spell/miracle can count but not the number/rank. Thus a Harm 4 would have to be cast by 
saying (possibly) 'Chaos Harm 4' or Drain Life 8 would need 'Die Drain Life 8'. If you were hit whilst saying the 8 you were
not interrupted. Also, with touch miracles/spells ONLY. you can cast it up and then you have 30 seconds to discharge it into
something/someone without being hit. So you could cast 'By the powers of chaos my enemies feel Harm 20' and then run up to 
your target and discharge it, saying 'Harm 20'.

Swearing in III (07/11/2004)

*** Mission ***

Brief:

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 9

AlexT [Arrogance] 9

DanJ [Kenshiro] 9

Duncan [Xensharn] 9

FlorianS [Wolfgang] 9

GaryE [Sun Ju] 9

LawrenceH [Salogel] 9

MarcusO [Traci] 9

Paris$ [Halatir] 9

RobertB [Jarak] 9

ShaunG [Eagleson] 9

TomM [Yelm] 9

Uri [Ailen] 9

$ [Cedarn] 9

MONSTERS

Base 5

DavidS 10
- Monster Ref.

AdrianB 5

AndyT 5

DarrenE 5

DougS 5

JamesW 5

JohnB 5

RuthS 5

TimB 5

WarrenJ 5

*** Comments ***

1) In general, that was pretty darn good, but near the end there was some 'wild' fighting. Unpulled blows and flailing. Watch
those.

The Grove California (31/10/2004)

*** Mission ***

Brief:
Attention! All available patrol members to report to the Guards immediately! 

With the control and removal of the 'freeshers flu' threat we have a few incidents that need to be dealt with. One such is 
the death of the Headman of the Village of Little Briton. The Headman died yesterday due to freeshers flu and though the 
infection has been cleared and a dispute has blown up between his two sons, who both seem to claim the Headman position. Go 
to Little Briton and settle the dispute.

Debrief:
Congratulations on the returning of peace, by appointment of a new Headman, to Little Britain. It seems you made the right 
choice as a recent patrol stopped by and all was running smoothly. Apparently the other brother has left Little Briton, 
although someone matching his description has been spotted in a nearby village, making 'friends' with the Headman... 
It seems you were missing for a total of two days however, and this strange 'excursion' you were forced to make is most 
interesting. The place you visited is unknown to both the wisest of the Seekers and the eldest of the Mages. A text has 
appeared in the temple of freedom, and we are currently attempting to decipher its meaning, we ask everybody to remain alert
in case of evil at work.

Reports:
See Reports

*** Points ***

PLAYERS

Base 16

Alex [Aeten] 16
- Effective casting, but needs to get more involved with party interaction.

ChrisR [Azreal] 15 
- (-1) Offensive shield work. Unfortunately shield barges are not safe to do in LARP and whilst you weren't strictly doing 
  shield-barging, aggression with shields can damage weapons.

DanJ [Kenshiro] 15
- (-1) Insisting that the party should wait for you to rest just after you've med.
  Possibly needs to get more involved with the party instead of just waiting around at the back.

Duncan [Xensharn] 15 
- (+1) A very mighty attitude, well done. 
  (-2) Safety issues with polearm, especially early on.

FlorianS [Wolfgang] 15
- (+1) Good speculation/deduction about where the party were, though should possibly have been more forthcoming with these 
  ideas to rest of party.
  (-1) Insisting that the party should wait for you to rest just after you've med.
  (-1) Too many OOC comments whilst in time in.

GaryE [Sun Ju] 16 
- Consistent roleplay, always in the thick of action.

JohnB [Brennan] 14
- (-1) Insisting that the party should wait for you to rest just after you've med.
  (-1) Too many OOC comments whilst in time in 
  Need to work at standing management, gust of winds were good and effective though.

LawrenceH [Salogel] 17
- (+1) Good mediation of dispute between Headman's sons and attempts at enforcing party order.

MarcusO [Traci] 18 
- (+1) Trying to keep the party moving at all points.
  (+1) Great arguments with goblins, devils, etc.

RobertB [Jarak] 17 
- (+1) Effective scouting and teamwork with Ailen & Tybalt.

StephenE [Tybalt] 17 
- (+1) Heroic stupidity when dealing with devils.
  (+1) Effective scouting and teamwork with Jarak and Ailen.
  (-1) Mis-stating armour, although you were honest and owned up to it.

Uri [Ailen] 17 
- (+1) Effective scouting and teamwork with Tybalt and Jarak.

MONSTERS

Base 8

AlexT 10
- Monster Ref.

AndyT 10
- Monster Ref.

JamesW 10
- Monster Ref.

ShaunG 10
- Monster Ref.

AilsaB 9 
- (+1) For fantastic screaming was every bit as scary as I wanted!

AdrianB 8 
- I enjoyed the 'Hating' Orc at the beginning.

BenM 9 
- (+1) Excellent scouting and use of ambidex weapons! You clearly have the gift for it!

DanM 8 
- Try not to get upset about things so easily and complaining about the start time didn't really make sense - it wasn't 
  actually any later than we usually start.

DarrenE 8 
- Well done staying in formation as the Ordertrons - You should play a guard!

Paris$ 9 
- (+1) For good roleplay of the scout goblins at the start of the forest. However the fire devil could have been more ordered. 

RyanL 9 
- (+1) For the Druid ritual, I didn't give you a great deal of information to work from, but you pulled it off superbly! 

TomM 8 
- Sorry you couldn't play, I hope you had fun monstering though.

*** Comments ***

1) Scouts in general - was very impressed by standard of scouting, tactics and amount of damage caused by scouts. Good 
relaying of information to party. Mages/priests - need to be closer to fighters, at several notable occasions especially 
early on in the forest you were so far behind the fighters that a few goblins attacking from behind could have caused serious 
problems.

2) If you're feeling paggered and damaged, you've got two choices. Either you assume the GM is out to kill you all, or you 
assume they know what they're doing. If they're out to kill you all, you might as well keep moving, because they'll kill you
all wherever you are. If you assume they know what they're doing, you also might as well keep moving, because you can trust 
that they'll have something sensible planned. Either way, just hiding somewhere, beyond the time needed to med (and maybe 
come out of paralysis) just annoys monsters and makes players bored. As a side note, resting is more intended for those 
sitting around whilst others med, or maybe during a faff. And it has to be *resting* - literally as relaxed as if you were 
in front of the telly with a cup of tea. Anything more stressful - like cowering behind a tree whilst a battle rages - does 
not count as resting. That didn't happen this larp, but just needs pointing out before the situation arises. We were all 
impressed how safe everyone's night-fighting was. Given some of you have only been at this for a few weeks you all did 
superbly. Well done!

Swearing in II (24/10/2004)

*** Mission ***

Brief:

Debrief:

Reports:
See Reports

*** Points ***

PLAYERS

Base 10

DanJ [Kenshiro] 10

DoriB [Zephyra] 10

Duncan [Xensharn] 10

FlorianS [Wolfgang] 10

JohnB [Nathan] 10

Paris$ [Halatir] 10

RobertB [Jarak] 10

ShaunG [Eagleson] 10

TimB [Clades] 10

TomM [Yelm] 10

Uri [Ailen] 10

LawrenceH [Salogel] 10

$ [Cedarn] 10

MONSTERS

Base 5

DavidS 10
- Monster Ref.

AndyT 5

DarrenE 5

DougS 5

Catherine$ 5

ChrisR 5

ElizabethG 5

JamesW 5

MarcusO 5

MatthewA 5

NatalieW 5

NeilH 5

RyanL 5

*** Comments ***

1) The party could do with sticking together and co-ordinating. Scouts need to relate In Character information back to the 
rest of the players. Guards need to block attackers from the rest of the party and mages and priests need to be aware of 
their surroundings. 

Swearing in I (17/10/2004)

*** Mission ***

Brief:

Debrief:
Sir, 

I report the successful swearing in, quite literally, of the village of Hilltop to Barony citizenship. The villagers are an 
exhilarating lot, and if guided into the path of the warrior may show themselves to be most powerful allies, as long as no 
children are present. At all. Ever. 

As observer of the first mission by this new brigade, I make the following observations on the nature of the party: 

In general: 

The only real problem that befell everyone was that which is so common in new troops. During some fights, particularly in 
open spaces, the party was split in several places - the scouts did not fall back and the mages did not pull up to form a 
tight unit. Consequently, both sets of people were left at a disadvantage, as the combat troops were unable to reach them 
before the enemy. Greater cohesion, and subsequently trusting in each other's abilities, will allow for more successful 
defence of all party members, and will go a long way to ensuring successful results where combat is necessary. 

As single people: 

The commander, while leading by example with skill and determination in the thick of a fight, will need to take more direct 
control of the party while on the move. There is a possibility that my presence may have served to undermine his authority 
slightly - observation without direct intervention will be required to ascertain whether or not this is the case. Either way, 
a slightly firmer grip on his party will ensure that many of the teething problems of a newly formed brigade will be nipped 
in the bud, and a strong unit will result. He possesses the potential to rise high in the ranks of the guards. The other 
guard showed fine fighting skills, and where necessary, the rare ability to motivate the party to work together. However, his 
blind compliance with orders, while noble, may yet get in his way. A truly great guard will follow his orders whatever they 
are, but will make sure he understands them before he does. As a result, he will be able to work towards the end of his 
orders in his own way, rather than dealing with the means piecemeal. That said, I would rather deal with a thousand of his 
kind than ten who question orders with no good reason. 

The priest of might needs to rein in his anger and direct it at those who deserve it. I report that in the circuit patrol of
Takersfield, he struck an unarmed civilian in the head, requiring my intervention to heal. This kind of behaviour sets back 
years the relations between the Baron and his people, and I explained to him as such. He has apologised for his actions to 
me, and resolved to change his outlook on the common people. I recommend that no further action is taken on this matter, and
that we trust him to his word. On the remainder of the mission he showed no such further behaviour, and defended his 
colleagues with accomplished professionalism. I was pleased that his axe was on my side. The other priests, including two 
Humacti, acquitted themselves well, yet it should be known to them that the life of a priest is not an easy one, and there 
may be difficult, and sometimes dangerous, decisions to be made. There are those among them who have clearly accepted this as 
part of their calling, but others I believe still need to learn it for themselves. 

The human scout showed much promise in his actions, both in ranging advance and skirmish combat. The only tarnish on his 
mission was his not falling back when the party became split. This, as previously mentioned, will come in time and, he will 
form a very well rounded combat scout. Good luck to the man. The half-elven scout showed excellent skirmish combat, but a 
tendency to hang back when ranging which should fix itself in time, as skills and confidence grow. 

The mage troupe showed occasionally capricious use of their power, but generally pointed it in the right direction and made 
the job of the fighters easier. Magic was put to good use here, though I wait with interest to see what each mage decides to
specialise in with their studies, and urge them to discuss synergy with (different to reliance upon) each other as a means of 
improving the efficiency and potency of the coven. 

In conclusion, I suggest that the basis for an excellent regular patrol exists in these people, and that with training and 
experience they will each grow into accomplished exponents of their chosen art. I wish each of them a long and successful 
career. 

Xavin
Temple of Justice

Reports:
See Reports

*** Points ***

PLAYERS

Base 7

AdrianC [Mortis] 7
- Good character.

Alex [Aeten] 7
- Didn't stand out. 

AlexT [Arrogance] 8
- (+1) For character and costume.

ChrisR [Azreal] 8
- (+1) Solid for a first time out.

DanM [Genghis] 7
- Need to stand out more.

DanJ [Kenshiro] 7
- Good safe hand attacks.

DoriB [Zephyra] 8
- (+1) Cool costume and character.

Duncan [Xensharn] 7
- Didn't stand out.

GaryE [Sun Ju] 8
- (+1) Fantastic costume.

FlorianS [Wolfgang] 7
- Good character, need new costume.

Paris$ [Halatir] 7
- Didn't stand out.

RobertB [Jarak] 8
- (+1) Good teamwork.

ShaunG [Eagleson] 8
- (+1) Great costume, will get chance to order people around more soon.

Uri [Ailen] 8
- (+1) great costume, good teamwork.

$ [Eomie] 7

MONSTERS

Base 4

DavidS 7
- Monster Ref.

AdrianB 4

AilsaB 4

AndyT 4

Doug 4

DougS 5
- (+1) Excellent marshalling.

ElizabethG 4

JohnB 4

KatieB 4

MarcusO 4

MatthewA 5
- (+1) Parrot druid. 

JamesW 5
- (+1) Barbarian chase scene.

RuthS 4

RyanL 4

StephenE 4

TimB 4

VictoriaH 4

*** Comments ***

None. 

Return to Lanister (10/10/2004)

*** Mission ***

Brief:
Attention Men! 
An important mission has presented itself. As Emissary Zann of Lanister approaches the end of his 5 year service he is 
required home for a well deserved rest. He must be safely escorted back into Lanister's lands. 

We cannot forsee any trouble, and as such this is a relatively low risk assignment. Therefore only moderately experienced 
patrol members are required. 
Guard Captain Peterson

Debrief:
With the return of emissary Zann - relatively unscathed, back to Lanister's lands, the careful era of peace continues. The 
abduction and attempted murder of the emissary was unfortunate, but thanks to the quick thinking of the patrol a potential 
political catastrophe was avoided. Zann, whilst unhappy that he cannot retire quite yet, (he seems to think only he can 
possibly straighten this out for some obscure reason) is at least alive an well. He seems less than thankful at the parties 
risking of life and limb to save his life. Some people can never be pleased, it seems... 
Guard Captain Peterson

Reports:
See Reports

*** Points ***

PLAYERS

Base 6

DarrenE [Skyla] 7
- (+1) For the costume and excellent Scots accent (you cheated though, Year in Scotland indeed!)
  (+1) Due to your reaction and roleplay of the broken leg. Truly excellent roleplay and very fitting for a barbarian warrior! 
  (-1) For not killing the mage that cast on you because another mage asked you ‘nicely', granted you had no legs and he had
       a big staff and knew how to use it, but still.

DavidS [Naismith] 7
- (+1) For brilliant character concept and effort put into the leaflets. Definitely a talking point! 

DougS [Vaexarius] 7
- (+1) For the character and excellent costume. The wait was indeed worth it.

JamesW [Senshi] 6
- Nice character. Which is a surprise for a might priest... The temple stinks anyway ;-)

RuthS [Helyanwe] 6
- Good scouting. It's a pity you all lacked guards to lead because I felt I hampered you a bit.

StephenE [Trian] 6
- Very good character concept, although more of a paladin methinks ;-) We were all impressed and amused by the hymns 
  particularly!

TimB [Clades] 5
- Good effort with the accent, Practice make perfect however.
  (-1) For fast hits. There was a monster complaint about this near the beginning and I noticed you were still hitting far 
       too quickly in the final fight.

WarrenJ [Ymgeleddwr] 6
- Was impressed you managed to keep Vaexarius alive actually, job well done! Complaints of fast hits seemed to have been 
  rectified in the final fight. 

MONSTERS

Base 3

ShaunG
- Monster Ref.

AdrianC 1 (Base 1 - left early)
- This show had better be worth the sacrifice to LARP! Thanks for coming up anyway.

AilsaB 4
- (+1) For the very upset and violent Lanister Guard at the end. Your one character managed to keep that encounter perfectly 
  in line with what I wanted to happen!

AlexT 4
- (+1) For coming up with really helpful suggestions and ideas throughout the larp, but still making sure I approved of them 
  first. Thanks guys.

AndyT 3

DanJ 3

DoriB 3

FlorianS 4
- (+2) For being a very limited NPC the whole game. Thanks.
  (-1) For unfortunately not being arrogant and arsey enough IC. The players inform me they hardly noticed you until right at 
  the end, which was a shame.

MarcusO 3

NeilH 3

RyanL 4
- (+1) For coming up with really helpful suggestions and ideas throughout the larp, but still making sure I approved of them 
  first. Thanks guys.

*** Comments ***

None.