GAMES(1998-1999)


The Enemy Of My Enemy (26/09/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

Tarack +2 
- Typically good performance of a Priest of Might plus fought bravely.

G'Mord +0
- (+1) Charging off after helmet & killing the Goblin.
  (-1) See fighters below.

Bowen -1 
- See fighters below.

Destarn -1 
- See fighters below.

Mara +0  
- Needs to shout louder when casting or get closer (or both).

Sur-al +1 
- Brave (some would say foolhardy) use of Shocking Grasp.

Telann +1 
- Good use of Ice Blades and Extension.

Hawkeye +0  
- Surprising absent for a lot of the fights given that he was the highest level
  character - good sniping though.

Iilson +1 
- Got stuck in even with a Death Threshold of 0

Kendal +1 
- Also got involved even though he was the lowest ranking member of the party 

MONSTERS

Base 5

*** Comments ***

1) Generally, we were disappointed with the fighters who largely fought as 
individuals. For the fights on the path it was easy to form a shield wall,
but when Tarack went forward to break the enemy (which he did at least twice)
there was absolutely no support. There were similar (in)actions in the end
combat. Rather than call for Mage/Priest support, they generally left the line 
to walk back down the party thus leaving holes.  In the end combat, it felt 
like each one took it in turns to attack the Priest and get Halt'd and Drain 
Life 20'd.  C'mon guys, you've been around long enough by now...it was
only because you ALL rushed the priest at the end (after MUCH persuasion)
that you didn't all get picked off with unholy words...

2) Generally fun, hope everyone enjoyed themselves, it's certainly difficult
to stat high level games though - see the difference a couple of well
kitted out mages makes to party firepower???

Civil War (20/06/1999)

*** Mission ***

Task: Guard Captain FitzPatrick tells the group that there have been a number of murders 
on the Barony's border to the Hassani. He briefly outlines the history of the Hassani:
- Destroyed each other during a civil war;
- Still fight, though they have forgotten why - it's the only thing they know to do;
- Travel in Companies, there are scouts and warriors, etc, usually led by a General fanatically loyal to him.
- Individual groups usually attack any other Hassani groups encountered, though they have been known to make alliances.

The Baron is worried that these remnants of a civil war are spilling over into the Barony, as there have
been deaths in the villages of Fireburg and Iron Springs. The group is sent to scout out the situation, 
discover who or what is behind these uprisings, and stop them if they can.

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

Vampire (06/06/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 20

MONSTERS

Base 10

*** Comments ***

None

Grak Is Back (30/05/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

Lomax +2
- For always taking the price and always giving the price.          

Raven +2
- For valiant last stand (fatal).

Feyd +1 
- For "have you no honour" bit with troll.

Hawkeye +2 
- For EXCELLENT spell use, great timing on blink, and cool emperor style shocking grasp sounds.

MONSTERS

Base 5

CarinaS +1 
- For promiscuous (tarty) village bike, made me blush!

DavidG +1 
- For PLA over two games.

*** Comments ***

None

Grak (16/05/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

Talon (23/04/1999 - 25/04/1999)

*** Mission ***

Outcome: First night, getting to the campsite, meet the high level party
and the abortive effort to recover the lost party. 

Second morning. Druid's temple to explain prescence in the area. Discovery
of ruined temple site, nasty, bad enemy party with "HIM" again. Much
fleeing and losing of limbs. Scouting of temple site reveals ritual setup,
but no way in (too well guarded.) return to fetch the big boys (and girl).
Rest up at camp, meet a few passing eagles, trash Jackals. Scout arrives
with bad news, head off to recover the remains of the high level party.
Fight in through Undead, undead, undead, the odd fang, and nasty Drow with
backup. Arrive at temple, fight 3 members of undeaded high level party,
rescue Josephine. Obtain talisman of the Soul. Flee to camp, beat up the
resident Ghoul... Nice Druid guards the camp overnight.

Final Day. FLEE! Head to temple for evac, past undead/fangs. Defend temple
from Fangs, Priest of the "Fellowship of the Heart", and get away before
nasty man-in-a-hat kills you all. Arrive just outside the Capital, to find
a LARGE talon beacon, and assorted converted Peasants. Butcher them
(Naughty!). Discover the Beacon animates as an Avatar. Discover it bounces
all damage. Discover the lovely talisman can cut it off from it's power
source, and render it vulnerable to power. Proceed to have a huge Mosh.
win. Collapse as it explodes...ouch hurty. Celebrations and
congratulations!

The Baron is most pleased at the intact state of his capital when he
returns victorious. Brassk escaped with a fair amount of his forces
intact, but has been beaten out of Storm Keep, which is reoccupied.
You are all considered to be in good favour. This may have later
advantages during guild interractions/patrol missions.

The insubordination of G'Mord to the Mission Leaders has been noted, and
in spite of favours earned cannot go unpunished. He is stripped of his
rank for the course of the next mission, with restoration of rank and
privileges depending upon his performance and ability to follow orders in
that mission. If no other guards are present on that mission, a party
leader will be delegated for the purpose of assessment. Iilson is also
considered to be under observation, and needs to be on best behavior for a
while. 

*** Points ***

PLAYERS

Base 72

Tarack +0

Iilson +0 
- (-2) Not obeying superior officers. (you join the guilds, you get the bonuses, you obey the rules!) 
  (+2) for beguilement over several encounters.

Hawkeye	+2
- Paranoia at camp to avoid Ghoul. (Cool reaction!)

Bowen +3
- (+2) Co-ordinating camp search with Hawkeye.
  (+1) Effective Backup commander.

G'Mord +1
- Briefing stated that Templar Josephine was in overall
  command of the mission, and her party were to be treated with high
  respect. (G'Mord didn't follow Guard orders.) However, standing up for the
  party as a whole and refusing to back down are very half-orc like. 
  Demotion for 1 game, with restoration of rank being dependant on
  performance and following of orders. Obeyed orders quite well after
  demotion... 
  (-2) For insubordination. 
  (+3) for grumpy bonding.

Simkin +2 
- Good support spells

Physog +2 
- (+1) For finding the last bit of puzzle buried in the dirt. 
  (+1) For bodyguard duty on Josephine on the last day.

Bunty +2
- (+1) Twiggy and the Dryad sulk. 
  (+1) for "Cheerleader" rallying point during the night fight.

Dougal +3 
- (+2) For going alone (initially) into total darkness. 
  (+1) For refusing point blank to aid Bunty with miracles in spite of repeated
  attempts to persuade him otherwise.

Mad Jim	+3
- Standard suicidal tendencies. Mages were reviled sufficiently.

Mara +2	
- Flameblades galore!
  (Player Base 64, Monster Base 7)

Telann +2
- (+1) Puzzle bonus.
  (+1) Good powerups.
  (Player Base 64, Monster Base 7)

Lomax +3
- (+1) Puzzle bonus, 
  (+2) Holy word salvo!/good support.
  (Player Base 64, Monster Base 7)

MONSTERS

Base 54

GregP -6
- (-8) For the incredibly dangerous shield-leap. Not Acceptable.
  (+2) For a COOL wolf.

DavidM$ +2 
- General good performance. Maybe helped the party a bit too much...

Mike$ +2
- For the Necromancer spraying his lifeblood round the cave.
  (Base 18)

Sarah$ +2
- For the drow.
  (Base 18)

Clive$ +2
- For the druid/scout.
  (Base 18)

*** Comments ***

1) High level spells/miracles are now available by request. 
Level 5 miracles/spells can be requested at rank 15, with each additional
5 ranks earning an additional available rank of spell. Good favour within
the guild is important in getting requests/anything at all...

2) Generally, once you'd got used to working together, party coherence was
pretty good (with a couple of exceptions...). Support from Mages/priests,
and the scouts weren't afraid to get stuck in when necessary. Fighters
generally held a line and fought well.

3) First night, we could have allowed more for the lack of life healing in
the party, but a healing encounter was (literally) just round the corner.
Even a cursory scout before retreat would have found it.

4) Shields. hold close to body at all times. I was clonked in the face 3
times in 3 consecutive fights by 3 different people, and I was far from
the only one (although it did improve later). These are basically
thinly padded chucks of wood, and are banned in a lot of systems. Please
don't make us ban them too...

5) Weapon blows and stabbing. Occasionally, thrusts happened, usually with
unfamiliar weapons. Head shots occurred too (but will,
occasionally...) Think, practise, and be careful. I can say little else.

6) The "leap at shieldwall incident". I think we're all aware how
dangerous this was. It WILL not happen again. Understood?
Apart from pulled weapon blows and light hand taps/grips this is supposed
to be non-contact. This also goes for the pulling of weapons out of
peoples hands, no matter how strong your character is. Occasionally there
will be a monster which might do this with shields etc, but if you grab a
weapon you are immediately assumed to have taken full damage from the
weapon concerned, and the force of the blow causes you to lose your
grip...remember , we use lightweight weapons at slowed speeds, a real
mace/sword or staff would break fingers/cut them off...

The Beacon II (18/04/1999)

*** Mission ***

Outcome: 
Eagles: Message recieved, additional messages passed on. Ssdly, the scout
had the passwords [spot forgetful GM flange ;-)], but luckily the party
decided to believe the justice priestess...PHEW!

Talon Beacon: Seems to be having bad fang-like tendency efects upon
locals. Eeeeek.

Talon Demonologist and fire mage moved into local area, Chaos Templar sent
to deal with them (opposed Chaos Lord), was hit with big ritual and
sprite-ed. Party rescued "sprite", who as the talons were dead, decided to
leave area anyway, avoiding hostilities. 

Booty that has become available:

Hawkeye currently has possession of a sword - Fire Blade 2 1/day
(Identified at the college)

Potions: Ressurrection
	 Ice Blade 3 
	 Stormskin 3
	 Heal 20

Anyone wishing to request an item should apply to patrol acquisitions
(me), Ressurrection potion is available to any member of the above party
who wishes to take it out on a mission, but if unused must be returned afterwards.

The nice pendant was a talisman, the red gem ring a whoppy fire ritual
item which the college fire mages are now playing with, and won't give back.

*** Points ***

PLAYERS

Base 8

Mogwyn +0

Caffery +1 
- For single handedly holding the line.

G'Mord +1 
- For attempting to take command.

Mad Jim +1
- Much gratuitous running into battle, and getting distressed by wee sprites.

Bunty +0
- Good reporting back to party.

Lomax +0
- Good back up healing...burnt lots of life though, also got stuck into the fights.

Kendal +1
- Always at the front of the scouts - usually spotted though ;-), +1 for 
  the "I CAN'T MOVE! When slept/entangled".

Uklor  +0
- Did steal a potion from the cave before the battle started, kept
running away from fights though.

Iilson +0
- A mite suicidal in the cave? Good scouting though.

Hawkeye +0
- Attempted to command of the pathfinders (with some success?).

MONSTERS

Base 4

CatherineH +0

Sarah$, Mike$ +0

GregP +1 
- For entangle after sleep combo.

CarinaS +1 
- For running around like a lunatic as the firecrow.

*** Comments ***

1) Warrior types need to be more cohesive - a unified front is more dangerous
than lone fighters running in without backup. Scouts also need to help in
combat when necessary, but again, teamwork is the key - at present, most
still fight as individuals. Spell backup, especially ranged was pretty
good though. Scouting was pretty efficient, although combat backup is
necessary (they seemed to make the same mistake as the fighters on the
lone attack approach), and you don't have to tank in! The threat of an
attack from behind is often enough to distract a foe, or hit-and-run tactics.

The Beacon (28/03/1999)

*** Mission ***

Debrief: The Baron is most perturbed to discover a strange "beacon" appearing in
his territory (as if enough wasn't going on as is...), and your report is
the first, but not the only one. A number of these things are springing
up, and are currently under investigation by high ranking members of the
college and temples...with large groups of bodyguards...

Nothing more has been seen of this Heart individual, the general opinion
seems to be that if his wherabouts are discovered, report it asap, and a
powerful group will be despatched to deal with him and his fanged
friends...

The McSweeneys have placed a cordon around the beacon you found, with
backup from certain members of the temples, with orders to let none
interfere with it, and especially not to let anyone hit it to "see what
happens" until further investigations have been completed.

*** Points ***

PLAYERS

Base 7

Bowen -1 
- For BLATANT flanging in an attempt to gain extra points.
  Also for some very dubious activities given he is a GUARD and follows
  ORDER. His superiors may be having words....

McFeegle +1 
- For gratuitous overacting and barbarianness.
  (I'll pack the wet wipes next time - they might get the blue stuff off...)

MONSTERS

Base 4

*** Comments ***

1) Don't EVER make frightening gestures at small kids. They may enjoy it,
they may be scared SH**LESS. Don't take the risk guys...

2) No matter how good it looks, don't carry people for real. The last
thing we need is for someone to do their back in. Although MikeH was quite
impressed with being carried away from the fight, that's what STRENGTH is
for...just grab them by the arm, say STRENGTH! and they'll come along....
Otherwise, a couple of people without strength can probably "drag" a body
along at a slower rate, but just roleplay it rather than actually carrying
them please!

The Orcs (21/03/1999)

*** Mission ***

Debrief: On returning to the Kingdom, Ambassador Turin is resurrected and asked
what happened.  However, his story doesn't shed much light on the matter.
His bodyguard had told him that she'd seen an Orc talking to a man in
black, wearing a black glove on his left hand.  He'd told her to fetch
the party and then asked the two Chieftains who were there about it and
both denied all knowledge.  Shortly afterwards, he felt a stabbing pain
which was the lat thing he remembered.

  The Baron is not pleased with how the mission went.  Of the three Orc
tribes, not a single one has left Lanister's side, let alone joined the
Kingdom  Even though, the Ambassador has informed him, the negotiations 
had been going well.  In addition, Templar Hershey, the local representative
of the Temple of Justice, is not pleased with Aramis or the one known as
The Raven for leaving without even attempting a cursory investigation.

  Every member of the party who went out are asked for a report on the 
mission to see if anything can be discovered about what transpired.
 
  On the potions, The College looks them over for a while but can't do
much with them as they don't appear to be magical in nature.  Taking them
to some of the Temples reveals nothing apart from the fact that they
aren't religious in nature, either.  The Guild of Artificers looks them
over for quite some time, but all they can say is that they contains some
really strange mixture of "stuff" and they're not sure what they do.  They
would be interested in talking to their creator, though.

  The Baron decides that they should be divided evenly amongst the party,
as far as possible.  There are 9 potions left, altogether.  Please step
forward and take one...

*** Points ***

PLAYERS

Base 10

Bowen, Talan, Bunty, McFeegle +1 
- For playing the Old Hag-witch curses well.

MONSTERS 

Base 6

BenjaminD, JamesA +1 
- For being tied up, in the dark, wearing Orc masks for nearly an hour.

CarinaS, DavidG +1 
- For the Jackal style ambush in the cave. 

*** Comments ***

1) It was roughly a 6 hour game.  Base Monster points is 6 and base Player
points is 10 (yes 10).  The extra 2 points will be awarded on receipt of
the reports requested by the Baron (send to me directly, please, *not* to
everyone on the list).  Failure to send a report is refusing a direct 
order from the Baron and Bad Things (tm) may happen.  Additional Player 
points (beyond the extra 2) may be given for the reports. I'm also splitting
the extra 6 Monster Ref points in half with Arwen, so we both get 9. 

2) Casting: casting a Level 0 miracle or spell requires 1 hand to be free 
all other levels require both hands.  This wasn't explicit in the rules, 
though it is now.
So, for example, if a protection is removed from an object, you can't hold 
a sword and shield and recast the protection.  Similarly, you can't have 
either hand holding a staff while casting a Level 1 Strengthen 1. (Best 
method is to lean it against your body while doing the vocals and then 
grab it at the end.)

3) If something is broken, then you can't carry it away to fix it as its
basically in bits on the floor.  It is possible to drop it, then spend a 
few seconds picking it up again to simulate the picking up of the pieces.

4) Shield Bashes are dangerous and illegal.  You are not allowed to run into
someone with your shield or swing your shield into someone in order to
push them back or knock them over.

5) Apart from that, the party worked in a coordinated fashion, most of the
time.  Fighting in caves is always an interesting experience and I think 
everyone, monsters and players, handled it very well.  

6) You can't use Dexterity skill to avoid any touch spell or miracle.  If
the attacker successfully puts his hands on you, then you take the full
effect (though most spells/miracles require both hands to hit).  So, for
example, Unarmoured Dexterity 1 does not negate the effects of a Poison 
Touch 1.

7) Weakness lowers your Strength category by one level.  Thus, if you have 
Strength, you are not immune to Weakness you just don't have to collapse
in a heap on the floor.  You do, however, lose all advantages of Strength
(ie: you can no longer rip out of things and your damage is no longer 
increased by 2).

8) Both Strength and Weakness are not cumulative.  Which means that if you
have a Strength spell/miracle and have a Weakness cast on you then further
Strengths/Weaknesses have no effect.

Drow (07/03/1999)

*** Mission ***

Outcome: Drow are abroad within the land. All should be aware of this new
threat to civilisation, and report any Drow activity immediately.
Information regarding their actions is more important than opposing at
present, so appropriately strengthened forces can be dispatched to deal
with the problem. However, in spite of drow activity in the area, new
resources have been obtained, which are now under joint study by the
appropriate authorities. Be vigilant, the discovery of the foul Dark elves
in the land is a blow to our establishment in the area. 

*** Points ***

PLAYERS

Base 10

Aramis +0

Anspar +0
- Brave but unsure novice with commanding superior...

Tarack +1
- Commanding and Arrogant.

Hermione +2 
- For bravely going into Cave alone...

Bowen +0
- Guarded and followed orders.

Amalthea +0
- Fought Bravely ;-)

Asila +0
- Good first time out, excellent broken arm.

G'Mord +1
- Suitably annoying.

Simkin +0
- Good mage backup.

Sural +1
- Excellent backup.

Karl Darius +1 
- For Spotting the Drow - practise throatslit!

Galen +0
- Good scouting also!

Iilson +0
- Same again...

Hawkeye +1 
- And again - Good attempt at the ghoul.

MONSTERS

Base 5

RachelSt +2 
- For Zombie Attack and sending the party in various directions.

CatherineH +1 
- For waiting in the Cave alone for AGES.

*** Comments ***

1) A quick point  - combat was better this time around, fewer wild swings,
fewer head hits. Mage enhancement of party members was excellent, although
they generally have firepower too (the easiest way to take down gross
fighters is to pelt them with spells until they fall over).Otherwise, a
reasonably cohesive party! The only criticism of the fighters is they need
to co-ordinate more - when ganging up, ALL ATTACK TOGETHER rather than one
at a time - this isn't a cheap martial arts movie!  ;-) Considering the
number of inexperienced members though, a pretty good performance all round...

The Challenge - Part II (20/02/1999)

*** Mission ***

Outcome: A new resource has been made available to the Barony, and especially the
College, with the rebirth of an elf known as Linardith. Trapped within a
dagger for centuries, Linardith now walks among us again thanks to the
noble sacrifice of an elderly elven maiden. Members of the patrol
succeeded in securing the Dagger, offered as a prize in a village
competition, and it was then carried to a ritual site where Linardith was
freed once more to walk among us (exact details of the ceremony are
classified.) All patrols are ordered to be on the lookout for a rogue
Water mage, Aqua, who falsely claims membership of the College, and is
wanted for obstructing patrol business....he often travels with a female
warrior known as Brave, and a scout called Sly, and one other armoured
warrior. Approach with caution.

*** Points ***

PLAYERS

Base 22

Simkin +1
- For again excellent roleplaying.
  (Although needs to be more careful of his choice (time and place) of med site...!!!)

Bunty +1 
- The blinking assassin....

Fate -1 
- For skyving off early.

MONSTERS

Base 11

MarcusO -5 
- For viscous blows.(Self imposed, we ALL need to be more
  careful still, although generally it is improving....)

TimS +1 
- Good demonologist and troll

CarinaS +1 
- For fenora.

*** Comments ***

1) Good party performance. The fighter traded blows mightily (of course,
with that much armour it IS easier to...), the backup fighters got stuck
in (although some need to consider the defence option - you CAN go to
other players for protection - don't just wait for them to offer it...).

2) Having said that, power protection was made available quickly when
required, and mage backup in fights was effective and regular...healing
and life shields were generally available when necessary, and most deaths
were unfortunate (several fights WERE pretty tough...) Scouting was top
quality, but combat-wise, the most inexperienced (Bunty) seemed to have
the idea - hit and run - scouts can rarely cope with much toe-to-toe
fighting, and need to watch their backs...even fighter/scouts... ;-)

3) OTOH, power protection generally stacks with unarmoured dex, so even
though Fate had headed off, Sural could still have powered up most of the
scouts to dodge/bounce the ghoul's power 4, but that was a VERY chaotic
fight...also, entangles/binds/grips work REALLY well on ghouls and such -
unless they are pretty powerful they rarely have strength...

The Challenge - Part I (07/02/1999)

*** Mission ***

(See Part II)

*** Points ***

PLAYERS

Base 10

Shug +0
- +1 for consistent accent and endless distain of the jesse elves,
  but -1 for hiding behind a mage at one point.

Fizzog +0  
- Good overall, but a bit dangerous in a couple of combats and
  MUST react to spells. Good backup healing though.

Bunty +1 
- Good use of Blink, generally good scouting.

Twinkle +0 
- Good overall.

Hermione +0  
- Good first time attempt at fighting. Protect the LEGS! ;-)

Simkin +2 
- Good spell use, consistent character roleplaying...

Dewdrop +1
- Some good wide sweeps when scouting, kept in character.

MONSTERS

Base 5

TonyC +2 
- For continuing to battle on despite repeated head hits/blindings!

*** Comments ***

None

Assassins (24/01/1999)

*** Mission ***

Outcome: All loyal citizens of the Barony will rejoice to hear that Baron
Van Heusen is recovering rapidly from the severe wounds inflicted upon him
by members of the Dark Blades in their failed assassination attempt.
Special congratulations to the members of the Patrol group which hunted
down and slew the perpetrators of this crime, especially the Guards
Verence deLacy and Amalthea and the Templar Caffrey. Although Jadek,
leader of the dark Blade strike force was slain, a reward has been offered
for information leading to the identification and capture/execution of the
Dark Blade Area commander, known only as E, and of course, the Orcish
Warlord Brashk who financed the contract.

*** Points ***

PLAYERS

Base 10

Amalthea +2
Verence +2
- For stalwart defence against superior opposition

Hawkeye -1
Twinkle -1
- For hiding while their fellows were fighting against superior odds, there
were exposed mages/priests at the back, and even a distraction/threat of 
attack could have evened the odds by diverting forces from the front line...

MONSTERS

Base 5

JamesB +1
- Good scouting, completely fooled the party.

DavidS +0
- Amusing Lunatic, but didn't die properly

DavidW -1
- Didn't die properly.

*** Comments ***

1) Given that this was a direct attack on the Dark Blades, and an orc
incursion was occurring at the same time, I hope this passed on an
atmosphere of seriousness and real danger. Going up against assassins is
risky at the best of times, much worse when they know you're coming.

2) Players generally seemed to work quite well as a party, apart from the
total scatter at the final encounter. Given the low power of the party
near the end, attacking the Fang was possibly unwise, as it was much more
interested in eating....top marks to the final battle line near the end, a
solid wall of blades - but could have done with some backup really.

3) Monsters have got to be aware that when they monster, they are going to
die in almost every encounter, and when you die (player or monster) you
fall over! And stay down until time-out! A theatrical death-stagger to a
very nearby comfortable/drier spot is ok if you're going to end up in a
very big puddle/very prickly bush, but if you're down, go down and stay
down! Otherwise (as was commented), you have players who have to actually
ask the monsters if they're dead yet. Not really condusive to suspension
of belief!!!

Whimsey (20/12/1998)

*** Mission ***

Outcome: Rumours of the opening of an uncontrolled rift to a Plane known
as Whimsey have been put down to drunken high spirits around the time of
Yuletide. This fanciful tale was apparently concocted by mischeivous
members of the patrol, bored with the long, cold nights on the border, and
included such ludcirous claims as the existence of an Emperor Min and his
spies, A psychotic Christmas fairy, a red-nosed were-deer, a temporally
confused Easter Bunny and a Custard Monster. It was decided that, in the
spirit of the season, no action was to be taken against the members of the
patrol responsible, but that it had "better not happen again". In the
meantime, the bards and minstrels of the region have enough new ideas to
keep them in business for months!

*** Points ***

PLAYERS

Base 10

Uklor +1
- For the ogre mask/claws.

Dethanius +1
- For spraypainting his hair.

MONSTERS

Base 5

ArwenP +1
- For wearing stupidly thin clothes given how cold it was.

JamesA +1 
- For gratuitous Big Gay Christmas Carol.

MarcusO +2 
- For thin clothing and excessive Christmas fairyness.

*** Comments ***

1) It was noted that in fights, there seemed to be an awful lot of fleeing
and a distinct lack of party coherence at times - the party that sticks
together has much more chance of co-ordinating attacks/defending weaker
party members successfully, while isolated party members (Uklor versus the
backstabbing scouts in the cheese monster scenario/Dethanius in the
fight to rescue rudolph) tend to get trashed/lose body parts etc...

2) A number of additional rules changes are imminent too - especially the
reduction in power of life shields, which make character death pretty
unlikely at present...

...Cheese (15/11/1998)

*** Mission ***

Outcome: The secret of the mysterious disappearance of a
notable Alchemist, along with a large portion of local livestock has now
been solved...Nubely on the Wold is safe today, thanks to the efforts of
our Gallant patrol, who rescued the amnesiac alchemist Pasteur from the
woods, and then after leading him to safety, sought his aid in destroying
a foul Cheese monster which had been terrorising the region. Created in an
experiment-gone-wrong, the creature was rendered susceptible to damage
by a concoction of Pasteurs, after which the creature was summarily
dismembered. Rumours of the recovery of a portion of the creature by
forces hostile to the barony are unconfirmed.

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

TREACHERY! (25/10/1998)

*** Mission ***

Outcome: TREACHERY! Captain Lanister, once trusted commander of the Baron's
forces at North Keep, has declared himself independant, and with the aid
of Orcish allies from the mountains to the north, has swept out, capturing
a large portion of the Barony. East Keep and Storm Keep to either side are
now under seige, and only the brave sacrifice of the Northhaven militia
weakened the orcish force sufficiently for defensive measures to be put in
place...The Baron has placed substantial rewards for the capture/confirmed
death of Lanister and his renegade officers, and all leave has been
cancelled. All patrol members, Guards and Pathfinders are to report in
immediately, and word has been sent to the Earl regarding this situation.
This violation of the Baron's trust will not go un-punished!

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

The Exchange (11/10/1998)

*** Mission ***

Outcome: Diplomatic negotiations with the Colonel of the 4th Eagle Protectorate
were opened with an exchange of gifts between the 2 leaders. however, a
second faction, the 2nd Jackals, attempted to disrupt this exchange, and
only brave defending of the Colonels "gift", a fire mage, by the Patrol
members involved allowed the exchange to continue...These improving
relations may prove of vital importance in light of the following piece of news.

Debrief: To finish the scenario, the mage is delivered safely to the Baron, who is
a mite alarmed at the Eagles choice of gift, but is very pleased with you
for delivering her intact, and puts you all forward for a commendation.
Congratulations. the info on the Talon priest encounter is also recieved
with interest (deaths of forest creatures which are then being raised...)

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

1) A few of you weren't pulling your blows too well, but that will
get better with practice.

2) Weapon damage has occurred to several latex weapons, presumably from
dragging tips on the floor. These all belong to people, they are personal
kit, not the clubs. If you borrow a latex weapon from someone, PLEASE TAKE
GOOD CARE OF IT.

4th Eagles Protectorate (20/09/1998)

*** Mission ***

Outcome: The increased Bandit activity in the area, including the ransacking of
the Temple of Life, was due to a large group of Bandits setting up in the
area in a very organised fashion. Patrol members intercepted a group of
Enemy scouts, delaying the retreat of these bandits, and allowing an Army
led by the Baron himself to bring the bandits to battle and destroy them.
In the process, contact was made with a neighbouring faction, the Hassani
4th Eagles Protectorate, who are willing to discuss terms of
non-aggression with the Barony.

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None