GAMES(1999-2000)


The Plane of Tortured Souls (16/06/2000)

*** Mission ***

Debrief:
Jean-Paul, Nova and Maul have all been resurrected. Jean-Paul immediately returned to his duties as Josephine's body guard. 
Nova retired to his (heavily shielded) apartment in the Tower of Roaring Flames and has begun catching up on his research.
Despite being the most powerful Fire Mage in the College, he still doesn't appear to be interested in a teaching post. The
only sign of activity is the muffled boom's coming from his laboratory. After a brief bout of in-fighting in the Temple of 
Might, Maul has re-established his position. Several memorial services for Priests of Might have been held over the last few 
days. (Such services are normally short and along the lines of "X is dead.  He wasn't as good as he thought he was. He'll not 
be missed.")

Speaking of memorial services, one was held for the distinguished Pathfinder Iilson. All Pathfinders and Guards attended this
service, which was only marred by the missing body of the fallen hero. He will be sadly missed.

The Druidess Pimpernel has had several long meetings with the Baron which have included several ranking members of the 
Kingdom and the Eagles who have recently arrived.  

It appears that the one surviving Arch Druid "Palpatine" has turned to Necromancy to defend the woods. Some of the few 
remaining Druids and Lay-Druids have joined him, but most have formed the Druidic Resistance. However, Palpatine has been 
actively recruiting Necromancers and Dark Druids to expand his power base and has been building an army of Orcs, Goblins and 
mercenaries.

He's also researched a number of unique rituals. These include the production of Undead creatures which are part plant, such 
as the Wood Ghouls and Wood Zombies the party met, and also a way of joining together several creatures together.

As he grows in power, Palpatine is corrupting the woods, making it dangerous for anyone who is not part of his power base to 
enter the area. No course of action has been publically announced, though patrols along the border have been stepped up.

*** Points ***

PLAYERS

Base 69 Dude!

Tarrack +5
- (+3) Holding the line and getting stuck in every day.
  (+1) Good use of miracles to enhance the party.
  (+1) For smacking Mara when she fell asleep on duty.

Mara +6
- (+2) Fairly good use of Fire Darts, especially on the Wandering Spirits on the Plane of Tortured Souls, but generally on
  all the Bad Things.
  (+4) For roleplaying G'Mord after the "Body Swap Incident".

Fidallo +3
- (+3) Solid Guard performance, holding the line on all three days.

Hawkeye +3
- (+2) Keeping the Ghouls amused on Friday night when the entire party had been paralysed.
  (+1) Taking on the Knight of Death on Saturday night even after it had Drain Life'd him.

Carabas +3
- (+2) Leaping into combat to heal party members.
  (+1) Fairly good all round use of miracles.

Telann +5
- (+3) Good use of Extended Ice Blades for the party.  They very rarely had to ask for a powered weapon.
  (+2) Roleplaying the being blown about the camp by the Air Sprites.

G'Mord +5
- (+4) Roleplaying Mara after the "Body Swap Incident".
  (+2) Roleplaying in the Swirling Fog on the Plane of Shadows.
  (-1) Leaving most of the Warriors attacking the Knight of Death on Saturday night. It doesn't matter if he couldn't hurt
  it, as the Guard Leader its his job to be there and _defend_ his troops and also to drag their body's out if the die.

Mathonwy +3
- (+2) Gratuitous amounts of healing and keeping the party going.
  (+1) Party leadership.

Simkin +6
- (+2) Probably the best maintained and played character. 
  (+1) Reasonably good use of spells.
  (+3) Roleplaying Mad Jim after the "Body Swap Incident". If not
       quite as obvious as G'Mord/Mara, it was still well done.

Mad Jim McFeegle +1
- (-2) Berserk? I don't think so. I'm possibly influenced by the quality of Mad Jim's previous berserk's, but most of the 
  time I could tell no difference between normal Mad Jim and Berserk Mad Jim. Mad Jim's discovered the "Peeved" Rage, a more
  controllable version of the "Berserk" Rage.
  (+3) Roleplaying Simkin after the "Body Swap Incident". If not quite as obvious as G'Mord/Mara, it was still well done.
     
Physog +5
- (+5) Probably the best Guard performance, from the lowest ranking one there. Physog bravely defended the party from "The 
  Man with No Name" despite being unable to damage him. He also defended the Druidess Pimpernel at the tree from both Troll
  and mad Goblin bombers and was one of the few people who actually joined Maul, Nova and Jean-Paul in the line (though
  Mad Jim tried).

Kendal +4
- (+4) Very brave and well executed Throat Slit on "The Man with No Name".

Iilson +0
- Who knows what valuable contribution that this most puissant of Elven Scouts would have made if a tree hadn't fallen on 
  him. May his memory live longer than he did ;-)

MONSTERS

Base 35

All +3
- Various sprites, both nasty and nice, (especially the chasing people around the campsite).
  ArwenP having to think quickly when the party unexpectedly resurrected the dead Druid on Friday night.
  Elvis/Lord of Shadows [the King is not dead after all :-)].
  Ent chasing the corrupted sprites around the camp on Saturday.
  "American" tourists on Sunday.
  Goblin pine cone bombers.

*** Comments ***

None.

Barony Games (11/06/2000)

*** Mission ***

Debrief:
MYSTERIOUS DISAPPEARANCES AMONGST GLADIATORS EXPLAINED

Due to the heroic efforts of Highland hero "Mad" Jim McFeegle, the true
cause of the recent decimation of gladiator numbers in the Barony has come
to light.

A near-dead Jim dragged himself to the gates of the Barony outpost at Upper
Bogglehampton last night, sporting a broken arm and leg. When asked how he
was feeling, he replied, "Ach, it's onlie a flesh wound! But I ripped that
bastard's heart out, so I did!" He illustrated his point by holding said
organ aloft. We believe he was referring to the gentleman who's head adorned
the end of the beserker blade he was carrying at the time.

Further questioning over a round or ten of not-so-wee drams revealed exactly
what had happened. "Och, weel," said Jim. "I got this card thing with the
gold around the edges, an' it had all this writing on it. Not having time
for all that poncy reading stuff meself, I got Dougal to read it for me. He
said it was an invitation to some kind o' Highland Games thing, only not in
the Highlands o'course, 'cos that were last month. Now me bein' somethin' of
an expert at these things, I had to go along to show those wee lowlanders
how a *reel* man does these things." At this point Jim started singing
something. Fortunately, we couldn't make out any of the words. Eventually,
though, we managed to get him to tell us more about what happened.

"Oh, aye, the games. Well, it were me against a whole load o' them gladiator
people, y'kno, the ones who wear all that poncy armour - except me mate
Feyd, o'course, but he weren't there anyway. But there were all these games,
which had things like hitting people lots, which were good, and one sneaking
around one, which was a whole load o' crap in my opinion. A proper fighter
shouldnae go hiding in the bushes! Anyway, me being a proper fighter an'
all, I gied them all such a kickin', and I were winning, when the two who
were organising it suddenly started hitting people for real! There were
people droppin' like people all over the place, and then gettin' up as
orrible zombie things. I canae remember much after that, just that I gied
them such a kickin' too. An' then this witch doctor walked oot, and he was
this old McFeegle who'd been bad and stolen one o' our clan's beserker
blades. Noo we canae have such things happening, so I chopped him into itsy
tiny pieces, even tho' he were a coward and got some dead people to hide
behind."

It would appear, then, that the ex-McFeegle witch doctor had been holding
these gladiatorial games in order to gain himself an army of highly-skilled
undead. But with the witch doctor gone, this huge threat to Barony security
has been vanquished. The thanks of all of us must surely go to Mad Jim for
his actions.

by our War Correspondent, Kate Firstadie

*** Points ***

PLAYERS

Base 9

Mad Jim +5
- (+3) For actually bringing out an existing character,
       and running the risk of being zombified.
  (+1) For doing far too well at every game we ran.
  (+1) For a very impressively fought last battle,
       despite being on the point of collapsing from
       exhaustion.

MONSTERS

Base 9

DavidS, DavidW, MikeH +2
- (+1) To all three for doing really well in the games,
       and putting up with being, basically, the play-testers for them.
  (+1) For managing to give real character to the pre-
       statted gladiators we gave them - it's a shame
       they were so (necessarily) short-lived.

GavinL -7
- (+1) For a brilliant performance as the ex-McFeegle witch doctor
       necromancer.
  (-8) For being late.

*** Comments ***

None

Encounter at Coomb Deep (04/06/2000)

*** Mission ***

Debrief:


Congratulations on a fine mission.

Your work today will make a fine addition to your careers 
with the Barony and I can only wish that all of my patrols 
were as competent.

It seems that you gave the orc raiding party a very bloody 
nose and they've withdrawn. Initial reports say they are 
scouting in the opposite direction and seem unlikely to 
bother us for a while.
The reference to a red triangle tattooed into the forehead 
of the orc shaman is still under investigation - many 
tribes do use such marks to identify important people but 
the College are suggesting that their may be more to it 
than that. 

Humact Saul's solution to the tree goblin nuisance seems to 
have been taken to heart, especially after you rescued the 
tree goblin's headgoblin.

We believe that thanks to your efforts to mislead the 
mercenaries that the Brethren had hired to retrieve their 
brother Lantz, an all out assault on Jameson's Village was 
avoided which undoubtedly saved Barony lives, even if 
Jameson is a pompus twit.

The Leonic Sword was found exactly where you said it would 
be and the named guard has been thrown in the brig and will 
be facing a military tribunal within the next couple of 
days.
The sword has been placed in a more secure location and is 
under constant guard from my most trustworthy troops. It 
may however, be made available to patrol members if they 
are deemed responsable enough and the need exists.

A combined force was despatched to arrest Lord Bane but 
only found a small chest at the meeting point with a 
parchment inside with the names of you five patrol members 
on and quite a good sketched likeness. 
The obvious conclusion from that is not good and I 
recommend you watch your backs.

Queries into the whereabouts of a Chaos Priest known as 
Angmar are still ongoing. Any information will be passed on 
to you as and when it becomes available.

Once again, congratulations on a job well done.

*** Points ***

PLAYERS

Base 10

All +1 
- For completing numerous minor goals appropriately, for intelligent 
  roleplaying and interactions with both friend and foe all day and 
  for coping without any party wound healing without my having to add 
  any unstatted healing encounters (the potion was dropped in but I'm not 
  going to count 6 standings worth of healing as anything 
  more than a trifle in that game).

Saul +1 
- For some wonderful ploys laced thorughout with fervent prayers for 
  forgiveness for lying and for coming up with an excellent non-violent 
  solution to the Tree Goblin problem. 

Carabas +0 
- Fulfilled the function of both back-up healer and back-up warrior admirably. 
  Some nice use of Dexterity 2 miracles too.

Kestrel +1 
- For surviving and contributing as by far the weakest member of the party 
  and also for some nice costume (esp. the bandanna though we still think 
  the jewels were cool) even if I can't claim it put me off as much as it 
  obviously did AlexT. Btw, did you ever find out what I was contemplating 
  for the Tree Goblins? ;)

Hunter +0 
- Generally useful as ever, though still needs to be a touch more wary.

Fidallo +0 
- Capable warrior work, even once diseased. Would have been nice to see the
  guard take charge but I know it takes effort to override the masterful 
  presence of the priests of our system. ;)

MONSTERS

Base 5

All +1 
- For characterising people and creatures fantastically, for roleplaying 
  when expecting fights, for kitting up for fights then standing around 
  gormlessly as the party talked their way past and for generally being a 
  really good and reliable monster team.

RichardB +1 
- For a great Dark Bear druid who used the combined prayers really well 
  and just as I'd visualised them, though you need to shout the big Drain 
  Life number louder, and also for throwing yourself into the NPC roles 
  despite exhaustion.

WarrenJ, AlexT +0 
- Good performances from both but that's covered above. Glad you got to 
  have fun with the bow eventually!

*** Comments ***

None

Training Mission (28/05/2000)

*** Mission ***

Task: Prior to the full campaign into Draxia and in order to 
fully prepare our defenses against invasion we need to 
gather further information about the Kaarth and Saar, a key 
goal in this project is to gain possession of specimins of 
these species, preferably alive but dead will do, we can 
always try to resurrect them in controlled conditions if neccesary.

Outcome: Although Kaarth and Saar specimens were not recovered, key 
information to aid in future expeditions to Draxia has been gathered, this 
information however is classified and the patrol members and all involved 
are reminded that details of the mission are not to be discussed without 
express permission from Captain Vareeen or Grand Seer Annias.

Debrief:
"Considering the inherent difficulties faced by such a 
small party especially the lack of a scout and a life 
healer, I feel that you performed your tasks admirably. The 
information gathered from this mission will be of great use 
in preparing the next sortie into Draxia where we hope to 
sabotage their shipyards and supply facilities.  The 
reliance on my support during the day was as voiced 
previously worrying as I will not be able to accompany 
future missions to draxia as I have been draughted into 
training new recruits.  here are some individual comments 
i have to make about your performances below."

General Arkteer


Mad Jim - You need to be more cohesive with regards to the 
party structure and not be lulled into feelings of 
immortality. Unfortunately you learned this lesson the 
hard way as you had to be resurrected on no fewer than 3 
occasions during the mission. That said you performed well 
and your deaths were often such that they shielded the 
other members of the party from attack.

Feyd - A very impressive performance your swordplay was 
certainly skilled and I hope you will be able to help me 
instruct the new recruits.  You were particularly pivitol 
in breaching the enemy's fortified wall to assualt their 
spell caster thereby saving the party from much punnishment.

Volkar - Considering your lack of experience compared to the 
likes of Feyd you too worked well protecting Alquadiris 
from attack while supporting Feyd and Jim in the combat line.

*** Points ***

PLAYERS

Base 7

Mad Jim +1 
- Kept to the spirit of the game.

Feyd +2
- Ditto, and competent fighting.

Alquadiris +2
- Put up with a game rather adverse to priest involvement. Kept well to morals.

Volkar +1 
- Solid performance as an under ranked character.

MONSTERS

Base 6

GavinL +1 
- Statting plus great characterisation of the ghoul, try not to kill Jim so often in the future though.
  
IanH +0 
- Even if you did play the hardiest mage of all times.

VictoriaM -3 
- Shame you left early you set the game off to a great start.

*** Comments ***

1) Due to the nature of the game in particularly the fact that it was put together very late, and my poor organisation I have 
split monster ref points amongst the monsters particularly to GavinL who helped stat encounters, the base also includes a 
bonus for all monsters for their roleplay during the day.

2) Otherwise known as the LATE larp, which stands for Live Action Training Exercise.  General Arkteer with the help of some 
volunteer guardsmen, (unfortunately the actors guild could not spare any men) to conduct some training combat scenarios. In 
this manner Jim only died simulation deaths. 

Cult Wars 3A - The Far off Menace (21/05/2000)

*** Mission ***

Outcome: On the return through the cave Annias stops at the fork and examines the floor and some small tracks. He then 
sighs and continues on through the portal not revealing what this was about even when pressed. (Hunter couldnt smell anything 
useful and only observed small claw marks across the floor). On arrival through the portal you leave the cave and the portal 
vanishes behind you. You return to the goblin camp where Annias speaks to Skumble. Skumble gives some orders and the goblins 
pack up their things and a team of goblin scouts run off in the direction of the cave. You return to the barony.

Debrief:
"Thank you for your news although I wish it was of a better 
nature. Grand Seer Annias has provided me with the 
information he gleaned from the cultist library, it 
revealed the basic history of the Cultists of Ny'Darch 
and the role of the Kaarth and Saar, as well as the new 
revelation regaring the Dark Ones, a detailed report can be 
obtained as per request.

The Kaarth force is much stronger than we feared. The camp 
described seemed very organsied and well provisioned and 
your notes revealed that the Karrth fleet will be ready to 
sail in just over a year. Even without the current 
problems in the barony and the unresolved issues concerning 
Lanister and Brassk who have been strangely quite of late 
we would be hard pressed to strengthen our forces 
sufficiently, as it is (sighs and shakes his head). The 
army is made up primarily by the Lizardine Kaarth but they 
seem to be reluctant to involve in battles leaving that to 
the Saar, which from reports are as strong as ogres and 
quick of mind, and their human mercenaries.

The college and priesthood are looking at your revelations 
regarding Karrth's affinity with poison and hope to be able 
to develop some form of antidote. It is a shame that you 
were not able to bring back any specimens for study however 
as such research is limited to samples taken from your 
armour and weapons. Annias seems troubled by something he 
obseved in the Kaarth Cave and is researching the cultists 
library further. The goblins have proven once again loyal 
and Skumple is most apologetic for Thaggraxa's treachery.  
Annias has taken a few guards along with him and together 
with the goblins they are setting guard on the portal 
against Kaarth infiltration. Further transport through the 
portal is forbidden until further notice. Once preliminary 
reports are gathered from our research we may need to send 
a further mission to try to recover some specimens for 
study or ideally to sabotage their shipyards, your help 
again would be greatly appreciated if this comes to pass.

You are dismissed...Oh and one last thing, be wary of the 
Dark Ones from your reports they seem emmensely powerful 
and seem to only be working with us now as it suits their 
purpose, we can only hope they destoy each other I suppose"

General Arkteer

*** Points ***

PLAYERS

Base 9

Mathonwy +1
- Another solid mission, I especially liked the kick in of 
  the weakness after been paralysed.  As much as I hated the 
  looming pear that followed sticking to your morals of truth 
  was done well, as was your reaction to discovering Ventus was unliving.

Brothers +1
- A Particularly brave choice to go it alone with the Argyle 
  group, however your brotherly dichotomy broke down a few 
  times. Despite the fact that you are wearing lots of 
  armour you still need to react to blows a bit more.
 
Ventus +2
- Good performance for a substantially lower ranked 
  character. Good roleplay of the unliving scenario, and 
  good use of air blasts.  Very good reaction to the terror affects.

Hunter +2
- Good roleplayed reluctance to accept the mission while 
  still being polite to Gerneral Arkteer. Marvelous flight 
  and avoidance of the demon...even if you did lead it back 
  to a meditating party...still that wasnt your fault was it. 
  Nice dive into cover from the approaching monster ref (even 
  if I was out of character and looking for the party to make 
  sure they didnt get themselves killed)

Annias +1
- Good show from Annias, explained the findings in the 
  library well (was a bit more well Turnipy i.e the blowing a 
  rasberry at the banshee incident than I imagined). Good 
  input at the decision making re the Argyle group, leaving 
  the final decision to the militant party.

MONSTERS

Base 5

CarinaS, NatalieW +1 
- For the banshees, simply marvelous.

MikeH +2 
- For the demon chasing hunter as well as general help during the day.

MarcusO +0 
- For helping organise encounters, and getting 
  consistently beaten in as me as the Dark Ones. However 
  getting out of bed late did you no credit.

MatthewA +1 
- For the fire mage that simply didnt die...how could 
  he be the last monster standing? Makes no sense and the 
  Paper, Scissors, Stone bit.

LudwigK +1 
- Solid show for a monster who was happy to play 
  the little monsters all day (oh you did the death 
  knight) and for helping set stuff up.
 
JamesB -1 
- Point total for being lazy and only getting here 
  to be killed by the dark ones. Still point for showing up 
  despite lateness, now thats commitment.

*** Comments ***

1) First just a general comment to say that I think the 
experiment of a fully invite only party (with the late 
addition of Ventus) worked out well.  As I've mentioned to 
MikeT I'd like to re-clarify that the status of non-barony 
memebers is dubious and can (as long as done sensiblily) 
be interpreted by the GM. In this case the brothers and 
Hunter were non barony members. Hunter accepted the 
mission afer a suitable bribe (O.K the barony couldn't find 
any other scouts OK!).  As far as General Arkteer was 
concerned the Draxia campaign is a fully military mission 
and once accepted the members should abide by barony 
heirarchy and that means listening to your superiors 
politely.  However, I think the brothers got the point and 
their initial reaction was roleplayed well.

2) The party base has basically been dropped because the party 
had to be bailed out by the Dark Ones at the end and hence 
really couldn't finish the game (yes, I know you had power 
left but the Dark Ones didn't and you just might have 
needed them). The reason for the Dark Ones arrival or 
flange intervention was two fold. Although you salvaged 
the brothers all alone situation quite well you also 
compromised the mission somewhat by revealing and then 
leading the nasties to the rest of the party. The riskier 
but possibly better choice would have been to try and take 
on the Kaarth then and sneak back to the party. As it was 
you had to fight both groups of Kaarth at once.
Secondly Mathonwy's healing potion was forgotton and 
remembered (by Mathonwy who was unconscious?) during time 
out. Had such an eventually been prepared for then the 
party with Mathonwy's healing could have held out against 
the Kaarth. This probably would have meant the death of 
AlexT again though?! As it was you missed the big fight at 
the end and failed to exploit the emergent secondary 
mission (see debrief).
Another reason was the messing about in the cave. The 
party has seemed to become obssessed with blessing undead.  
Why bother when the banshees and shadow were not frightening 
people (except poor Ventus) and were being bounced by the 
brothers. You would have done much better had you just let 
them regen and beat them in then and there. 

Vampire Returns - Part I (14/05/2000)

*** Mission ***

*** Points ***

PLAYERS

Base 11

Jeremiah +1 
- For holding together a party in difficult circumstances.

Fiddilo, Simkin, Llandriel +1
- For being brave enough to submit to the "unlocking of potential" ritual.

Mathonwy +0
- An average performance, but no memorable actions.

The Raven +0 
- A strangely subdued performance for the Raven.

Chase -3
- (-1) For failing to react to blows. Ok, most hits you
  were only taking 1 or 2, but 2 is still a dagger stab,
  so it should get some reaction other than a disdainful shrug.
  (-1) Unheroic roleplaying. Paladins are supposed to be
  paragons of virtue and holiness, taunting an ally is
  not at all heroic.
  (-1) For snide out of character remarks. This isn't the
  first time its happened, all it did was get all the
  monsters pissed off. As has been said before, if you
  don't enjoy it, don't come. 

MONSTERS

Base 6

*** Comments ***

1) Firstly, I think this was the first game that excluded
a class of player, in this class Humucti. This wasn't
deliberate, I just happened to write a game that when
it was written was unplayable by Humucti. In game
terms, the Baron (or one of his subordinates) decided
that sending humucti on a mission to negotiate with a
Vampire would be a little stupid, so simply didn't
assign any to the mission. I know that this means that
anyone with a humucti wouldn't be able to play them on
that game, but you can't expect to always be able to
play what you want. It was after all, just one game. 
What do other people think about this?

2) Secondly, it appears that once again I've gained the
reputation of being a party killer, so I'll explain
this to those who missed it, or didn't get the drift
of what went on.
Basically, in a roleplay encounter with a Vampiore,
instead of the party giving the Vampire any respect,
the party proceeded to take the p**s. It felt like the
players were seeing just how far they could go,
thinking I couldn't kill them all. Wrong, like I said
at the start of the game, I'd have no qualms about
killing someone if they did something stupid, and
winding up a Vampire (in his own crypt), is a very
stupid thing to do. If the party did attack him, he
would have killed them all.
Then, outside the cave, Chase gets into a fight with 
the Vampire, after taunting him. He survived because
LudwigK was unsure what to do, so teleported away.
Then came the interesting part, after a battle with
several undead, the party turn to the vampire (acting
through one of his minions) to perform a ritual to get
the party home. Basically, all the monsters agreed
that there was no way Chase would simply be allowed to
go home, after the fight, so we (the monsters) had to
decide what to do. After a long discussion, we decided
(all the monsters, it was a group decision) that the
vampire would allow him to go home, but would kill him
on the way, (and as Chase was allowing the ritual to
be cast on him, he couldn't stop it, or he wouldn't be
teleported at all). So, the party arrive back at the
Barony with one dead Chase. Moral of the story: Don't
tease a Vampire. 

Lady Mordilla (07/05/2000)

*** Mission ***

Task: The Western boundary of the Barony has been successfully pushed further
back through some orc-held lands. The orcs have been obliterated and the
Barony has reached the edge of a landowners estate.

The holding is owned by one Lady Mordilla. She has agreed to join with
the Barony in exchange for a favour. The favour involves dealing with
what Lady Mordilla calls "a small problem". Although she says the problem
is small she has warned of undead in the forests which form part of her
lands. The Humacti have been contacted and hopefully one or more of their
numbers will be able to join the mission.

Debrief:
Upon returning to the Barony, the party meet with Area Commander Narmy.
Marshal Mathonwy is asked for a brief on what happened.
The party members are contacted a few days later...

Area Commander Narmy Reports:

Congratulations upon what can only be described as a successful mission.
Not only did you acquire for the Barony Lady Mordilla's lands, but also
her manor house.

The Butler Tomkin, although of dubious racial origin, has requested to
join the guards, and due to his obvious skills in combat has been given
the rank of Drill Captain.

It appears the weapons improved by the blacksmith have retained the
physical improvements made upon them. As the people concerned are not
affiliated with any kingdom guilds it has been decided they may keep them.

The Manor House has been thoroughly searched and contains many valuable
items although most seem old and fragile. Each member of the group is to
receive a cash bonus when the monetary forges are established. This is to
be equivalent to three months pay for a guard lieutenant.

The College has expressed an interest in the magical field surrounding the
house and have sent people to investigate.

The Temple of Freedom has sent representatives to examine the library of
the house. Initial reports suggest that many of the books are
written in ancient temple runes, some of which are unrecognised.

The lands surrounding the house seem verdant and will be put to good use
as farmlands. The forest seems void of any animal life, except a river
which contains a jovial group of water sprites.
The size of the river combined with the lack of bridges makes an ideal
natural boundary, and patrols are being set up to patrol to this extent.

On a more serious note, I and my superiors were alarmed by the
complaicancy in allowing Orcs to roam in Barony lands. No damage was
really caused though and the Orcs were quickly captured. It seems you were
lucky this time.

The Temple of Life has expressed a concern for those who were bitten by
lycanthropes. They are to go to a temple to be checked for possible
contamination.

The parties quick thinking in a situation contrary to the known facts has
lead to success. My congratulations and thanks to you. I shall bear your
names in mind if ever I require a specialist group in the future.

Area Commander Narmy

Later on, Commander Narmy contacts those on the Witch mission with some further
developments:

The College has completed its study of the "barrier" surrounding the manor
house of the late Lady Mordilla. The barrier appears to prevent
full-blooded orcs from entering the building. Half-orcs seem to be able to
pass through unhindered. This has made the house of military interest and
it is currently being renovated into a fortification. This work is
expected to take upwards of three months.

The Temple of Freedom has been able to translate all of the Runes found in
the manor library into current Barony script. However some of the oldest
tomes, cannot be read still as the language is not known. The Temple have
begun some research into translating it.

Several scrolls have been recovered from the library and some books
detailing the history of the family and the area. Details will be
appendixed to this report. The cellar has also proven to have a large
store of wine.

Wildlife has returned to the forest and the Pathfinders report that the
lands have so far remained peaceful. A working relationship has been
forged with the sprites there, and the Temple of Freedom has agreed to
provide some scrolls with information the sprites find interesting
whenever patrols need to pass the river. 

The one person who reported to the Temple of Life regarding lycanthropic
bites was given a clean bill of health. The temple is glad that only one person
was bitten.

Thank you again for your recent efforts.

Area Commander Narmy.

Appendix:
Lady Mordilla and Lady Druella were the only children of the previous Lord
and Lady De Windermere-Knightley. The lands have been the families lands
as far as the records show. Orcs were apparently prevalent in the area
until a spell was cast to drive them from the lands. The spell worked but
at the cost of Dame Fruciscia De Windermere-Knightley's life.
The barrier on the manor house is believed to be the last remnant of the
spell.
The orcs were driven beyond the hills to the far west and have not been
seen since. Whether or not any remains of the Broken Skull clan exist is
unknown. The family had built a strong export business as the fruit grown
on their land was known to be a powerful aphrodisiac. With no male heir to
take over the business, the family had lost most of the trade. The sisters
were not interested in the business but in the spells and magic of their
late grandmother. The records end shortly after this time.
Who the trade was conducted with is not detailed in the books that have
survived, only that they lived downstream of the manor. As this direction
leads to the sea, the trading partners could be almost anywhere.
The family lineage spans back for about 700 years prior to the current
day, and they do appear to have been genuine nobles. The estimate of 700
years includes an approximation to the date of the runes found in the
newest books, which would mean that the sisters had been alive for nearly 250
years.

*** Points ***

PLAYERS

Base 12

Saul +3
- (+1) Costume: Simple but effective. I like the cross.
  (+1) Roleplaying: Incredibly no audible swearing, opportunistic quoting. Good
  humacti roleplaying avoiding non-undead things.
  Involvement: Always at the front finding things out.
  (+1) Singing: For in tune-ness and keeping the rhythm.

Ezekiel +0
- Costume: Nothing individual or outstanding.
  Roleplaying: Nothing outstanding.
  Involvement: Would have liked to see more on this front. Especially if you're in the Temple.

Bregan +1
- Costume: Nice as usual.
  Roleplaying: Stupid stupid Bregan. We like him. Shame he died.
  (+1) Involvement: Fatal amounts.

Mathonwy +0
- Costume: Usual good standard.
  Roleplaying: (The Healing Beacon) Needed to make his authority known better as leader.
  Involvement: There when needed, but rather shouted down by the Humacti.

Zanthris +2
- (+1) Costume: Keep wearing the hat thing. I think it needs an 'annoy sprite hat' lammy.
  (+1) Roleplaying: Grouchy as always, but very obedient to leader.
  (+1) Involvement: For pushing the witch into the river.
  (-2) Safety: For pushing CarinaS down a (steep) hill and not heeding warnings on pulled blows (over several events).
  (+1) Singing: For reading difficulties.
              
Turnip +2
- Costume: Didn't smell enough:>)
  (+1) Roleplaying: Good effort with the accent.
  Involvement: Quietly doing things from the back. Useful with Magic Sight. Nice interaction with witch.
  (+1) Singing: Very scotish

Mad Jim +3
- (+1) Costume: Great as always. Still remembering the "inept". Especially considering the temperature.
  (+1) Roleplaying: Please teach me to shout in Scottish. Tried very hard to kill the witch.
  Involvement: We feel sorry for him being unable to kill things. (see, he does need Dougal - let me back!)
  (+1) Singing: Very scotish

Kaylin +0
- Costume: Good standard.
  Roleplaying: As effective as ever.

Dryak +1
- Costume: as above
  Roleplaying: as above, plus good r/p of protecting (the at the time dead)  Bregan from the witch.
  (+1) Involvement: Good interaction with sprites. Showed bravery.

Hunter +0
- Costume: Boiling to death bonus.
  Roleplaying: Standard.
  Involvement: Good information finding (as always).

MONSTERS

Base 6

MarcusO +1
- (+1) For roleplaying the bribe.
  (-1) For annoying the GM by taking a bribe.
  (+1) For singing, for in tune-ness and keeping the rhythm.

CarinaS +1
- (+1) For witches.

JamesB -1
- (-1) Late

PeterW +0

LudwigK +0

MarcD +0

PaulT +0

MikeH +1
- (+1) For terrifying the party as an ent.

*** Comments ***

1) Most miraculous event: TimS calling Divine Intervention and it worked (wolves encounter).
Involvement: This is to do with involvement in the plot. Not just are you at the game.

A New Larp (09/04/2000)

*** Mission ***

Outcome: 
It was the morning after Christmas,
and all through the Barony,
Not a creature was stirring,
Not even G'Mord...

Upon waking up on Boxing day, you all have monster hang-overs, but are
otherwise no worse for ware than that (Saul hasn't lost a death threshold).
It all seems to have been a mass hallucination / dream / nightmare. The only
real puzzle is that both Mara and Telann retain their items (which the
college and the life temple ascertain are soul stones, and allow you to keep).

The only embarrassing thing left is memories of the night before... :

Saul +10 
- Consuming 2 Sunday's worth of Communion wine, followed by 10 Hail Mary's 
  and 10 Our Father's for penance.

G'Mord +10
- (+3) Blubbing to Fiddilo whilst being grossly drunk.
  (+7) Doing an impressive "Hat Dance" wearing ONLY the hat.

Telann +10 
- Beating G'Mord in an arm wrestle (Causing G'Mord to blub).

Mara +10 
- A jaw dropping and trouser raising table dance and strip tease.

Fleidre +10 
- Getting a naked Mara to Tango with him without having to knock her out first.

Fiddilo +10
- (+4) Winning the "How far can I projectile vomit" contest.
  (+6) Getting a tattoo on his left arm (Bonus point available for 
       displaying proudly, a good and amusing tattoo.

*** Points ***

PLAYERS

Base 0

Saul +2
- (+1) Excellent role-playing as a gladiator.
  (+1) Superb costume. Nice one. Handled being blown to pieces very well.

G'Mord +1 
- Mad costume, and well timed item use.
  Well role-played, esp. chasing the ewok.

Telann +1 
- Hilarious use of command spell to beat the peasant at wrestling.

Mara +0
- The elven cannon, well done.

Fleidre +0
- Again, a most dangerous individual against Storm Goblins.

Fiddilo +0
- Nice try at commanding the party, a little more force required, but otherwise, well
  done. Nice monkey, good monkey...

MONSTERS

Base 5

StephenE +1
NatalieW +1
AlexT +1
MikeT +1
- All monster bonuses for putting up with three inexperienced monster refs,
  and the ever-changing capabilities of the Storm Goblins.

*** Comments ***

None

SIC TRANSIT BINKY (26/03/2000)

*** Mission ***

Debrief:
Thanks to the party's efforts, it appears that the problems with the
Death cultists in the Chumley area have been dealt with - at least,
there have been no more reports of problems in that area.

What we do find confusing, though, is how a mission that was expected to
last *at most* 2 hours (given that Chumley was under 30 minutes' walk
from the keep) actually took 3 days. Moreover, nobody in the area seems
to remember seeing any of you in that entire time.

As such, I would very much appreciate reports from every member of the
patrol, especially the Guards and the Pathfinders, explaining these
matters.

Guard Captain Legume
Chumley Area Watch

*** Points ***

PLAYERS

Base 12

All +1 
- For the sausage in a bun incident.

Adiuvo +1 
- For good leadership in the rolepaying encounters.

Fleidre +1 
- For putting up with being a zombie and being dismembered by Bowen.

Iilson +1 
- For a very well performed Rite of AshKente.

Bowen -4
- (+1) For good leadership in the fights.
  (-5) For attempting to sabotage the game from the outset. It
  appeared, from the monsters' point of view, as if you were
  deliberately setting out to spoil the game for everyone
  else. The main points raised were:
  * Lack of roleplaying in what was advertised specifically as a roleplaying LARP.
  * Trying to tell the monsters what they ought to do.
  * Whipping hits and drumrolling.
  * Snide, OOC comments all day.

Lothlann +0
- (Gets 10 base monster points, for leaving early)

MONSTERS

Base 6

GregP +1 
- For a masterful rendition of Greebo.

LudwigK +1 
- For the dragon summoning ritual.
  (Gets 1 base monster points, for arriving late)

RoyA +1 
- For Herne the Hunted.

VictoriaM +1 
- For excellent roleplaying all day.

IanH +1 
- For being Blind Io all day, and coming up with some amusing
  effects for spells and miracles.

MarcusO +1 
- For a very good Bursar, and for getting one of the answers
  right in the UU Challenge (despite having never read the books)
  (Gets 5 base monster points, for arriving late)

DavidS +0
- (Gets 5 base monster points, for leaving early)

*** Comments ***

1) If you don't expect to enjoy a LARP, please don't bother to turn up.
Those of you who have GMed will know the time and effort that goes into
writing and statting a LARP - please don't cause that to be a waste.

Into The Woods (19/03/2000)

*** Mission ***

*** Points ***

PLAYERS

Base 14

All -2
- (-1) It was the general concensus amongst the monsters that
  the party was dragging its feet, so don't really
  deserve full points for time wasting. "OOH, a spider,
  lets watch it for about half an hour" being a prime example.
  (-1) This one's for mission failure, or rather for a very
  half hearted attempt, that failed. Although the pool
  was purified (to a point), the party failed to notice
  that the pool was still generating monsters after the
  liquid was poured in (and this was pointed out). They
  also left the Dark druid completely unharmed, so he
  was able to recreate the pond with relative ease.

Hunter +1
- This is for being the only one brave enough to get
  close to the pool, and actually purifying it.

Zanthris +0
- (+1) for good scouting.
  (-1) for unpulled blows

Mathonwy -1
- For unpulled blow and repeated blows to the hands, which 
  _really_ hurts, especially when its cold. TimS was unable 
  to hold a weapon in the last fight, as his hand was too sore.

MONSTERS

Base 7

*** Comments ***

None

The Beast Of Blackwatch Castle (12/03/2000)

*** Mission ***

Debrief: The patrol is commended for it's success. You 
achieved all your mission goals and gained some unexpected 
successes as well.

Area Captain Avon is pleased to report that Treeleaf and 
Biter have contacted farmer Giles and passed on a message 
conveying there gratitude for the patrols help. They've 
also kindly offered to ressurect Simple, Farmer Giles's son.

The contact with the Council of Nine group is also being 
proclaimed as a first step towards amicable relations 
between the Barony and the Nine, though aiding the Warlock 
against the Tree Goblins at the edge of the forest might 
have been a good next step.
Patrol command, however, understands your actions given the 
first comments from the Temple of Might on the item that 
you captured and your descriptions of some of the items 
affects.

On a less happy note, the Rabid Rabbit tribe of goblins 
appears to have moved into the area permanently and will 
require a major patrol action to drive them out. For 
now a state of extreme hostility exists between them and 
the Barony. Farmer Silverleaf has already seen off a couple 
of raiders...

*** Points ***

PLAYERS

Base 9

Vikarna +0 
- A short and violent introduction to the world where the bad guys have Animal 
  Leap too. Perhaps next time you have an opportunity for healing (and from a 
  fellow druid too!) you'll take it. Impressive use of Thunderclap, but need to 
  learn more precision with it.

Balatan +0 
- I didn't see much of the bat druid except passing by with claws at one point
  harrying zombies nicely though.

Cyrac +1 
- Always in the front line and driving the party to further action. Some good 
  roleplaying of a priest of Might - the party would probably appreciate 
  him meditating on the wisdom of preserving party members in 
  case they can be made into something useful later.  

Kestrel +0 
- Always in the thick of things and being generally useful.

Volkar +1 
- Sometimes a one man front line, including throwing off exhaustion to fight 
  the (pathetic?) zombies whilst the rest of the party lay around either 
  medding or resting. A good solid warrior performance.

Turnip +0 
- Some good moments and some nice mixing of barbarian tendencies with the 
  intelligence of a witchdoctor in training.

Ventus +0 
- A good combination of combat skills and magic to form an effective back-up fighter.

MONSTERS

Base 5

IanH +0
WarrenJ +0

MikeT, AlexT +1
- For zombieing repeatedly in the face of the revelation that zombies are 
  much weaker with fists now and having to climb up and down the valley side 
  more often than someone should have to on a hot afternoon.

*** Comments ***

1) If there's an opportunity for healing by an ally or 
friendly NPC then it may be wise to take it, especially as 
the party lacked Life healing. NPCs will rarely volunteer 
their power but may be willing to expend a portion of it in 
exchange for the patrols aid.

2) It's usually wise to have a rear guard, or just someone 
who's watching the rear of the group in general, just in 
case. In the goblin fight the party pushed forward without 
regard for flanks and got at least two goblins behind them 
who caused trouble.
On the other hand, the NPCs were very impressed by the back 
lines attack over the top of the Thunderclapped warriors 
into the Thunderclapped goblins... 

The Nine (05/03/2000)

*** Mission ***

Task: Patrol members have been temporarily re-assigned to
Blackwatch Castle, near the South Western edge of the 
Barony, due to reports from the Pathfinders of alarming 
numbers of mercenaries congregating in the area.

As yet very little is known as to why the mercenaries are 
gathering, but the Baron is assuming trouble is on the way 
until proven otherwise and is mobilising forces of his own.

The patrol is the advance guard of these forces and is to 
reconaisance the area where Pathfinders have specified the 
highest concentration of soldiers lies. They must attempt 
to discern any hostile intent and if possible to identify 
and meet with whomever is gathering these mercenaries to 
discover why they are building an army.

Hopefully more information will be available before 
the patrol departs and no doubt Pathfinders will meet up 
with you on the way.

Patrol will report to the briefing room by third gong 
tommorrow morning. 

Area Captain Avon

Debrief: From: High Marshal Altis

I have assumed control of all dealings with Akshar and, 
with advisement from Lady Flame, all dealings with the 
Council of Nine. 

The current political situation is not any more stable for 
your last piece of work and I've just returned from the 
meeting that was arranged, having bargained heavily.

Unfortunately, in these times of constant threat, with a 
potential invasion to the north and another from across the 
sea, with the Grinning Skull orc tribe and the Drow on the 
move, we are forced to bargain with those whom we could 
otherwise have the upper hand against.

Anyway - I have the following to say:

Firstly, any rumours concerning an alliance with Talon 
against Akshar are just that. Patrol members should act on 
fact, not hearsay.

Secondly, the Council of Nine demand the immediate return 
of the personal talismans of the Necromancer Galvick and 
the Fire mage F'Nar. Given the current situation I believe 
we should comply although Lady Flame has persuaded me to 
stall for time so that these talisman's can be studied. 
Immediate delivery of these talismans to a College member 
is required.

Thirdly, the female assasin, Artemis, who appears to have 
some kind of grudge or long term contract concerning the 
Nine is declared wanted, alive preferably, dead if 
necessary. She is, however, to be considered extremely 
dangerous. 

Fourthly and most importantly, the patrol were instructed 
that this was a reconnaisance mission  to discern hostile 
intent of the gathering army and to forestall it if 
possibly, report on it if not. 

In actuality the patrol has attempted to declare war on the 
Nine (I say attempted because the fate of Fire mage F'Nar 
is not considered important enough to start a war over, 
especially given that reports indicate that the whole 
combat was a mistake, and the Necromancer Galvick appears 
to have escaped without permanent injury and is treating 
the whole event as an amusing anecdote), brought the Barony 
to the notice of Akshar's forces and also allowed Jackal 
forces to escape with knowledge of the Councils plans.

All patrol members should be aware of the following - 
whilst within Barony lands, Barony law is upheld, whilst 
within the Borderlands, military law is upheld, whilst 
travelling in another, non-hostile factions lands, their 
laws are to be upheld as long as this poses no threat to 
the patrol or the barony as a whole.

Repairing the damage done by your actions will take much 
skillful diplomacy and patrol members are instructed to 
meditate on this whilst they undertake extra training with 
Guard Leutenant G'Mord for the next two months.

Addition by Lady Flame:

All College members are instructed to maintain distance 
from all members of the Nine. The Nine are as of now 
considered undesirables and all necessary dealings with 
them are to be conducted by the patrol commanders.

*** Points ***

PLAYERS

Base 9

Kailyn +0 
- The brothers continue to be the most annoyingly 
  capable pair of players I know.  

Dryak +0 
- Some dubious healing of Cryptic going on here. 
  Not bad enough of a flange to be penalisable at this stage 
  but you should be aware that as long as you're statted as an
  Order priest a "normal" priest, whether of Chaos or not, 
  will perceive you as an Order priest and your miracles of  
  Order alignment. Nice to the point deal making too.

Fleidre +1 
- For some interesting roleplaying involving the 
  council which came out of left-field and contributed to the 
  refs nervous break down.

Phil +1
- A good start with much keenness demonstrated. You need to 
  watch your back a bit more though a scout should be second 
  in paranoia only to the elven mage.

Rheinna +1 
- For a good first time, experience will give you the attitude 
  in combat to match your attitude in words and this was a good first 
  time out considering you were surrounded by characters who were, for 
  the most part, confident of themselves and their abilities. 

Jeremiah +0 
- Capable warrioring, slugging away in the front 
  line - keep up the good work.

Bodan +0 
- Solid soldiering and capable leadership - did 
  well to be steering the diplomatic meeting to some form of 
  agreement against improperly briefed and confused NPC's.

Alquadiris +1 
- For mental breakdown in the car park. Alquadiris never fails to 
  impress, though what impression he leaves is highly debatable. 
  The fact that you're an Order Priest though and a member fo the 
  patrol requires that you aid the patrol for it's duration. Lowering 
  of base points is loss enough for now, but if Alquadiris makes a 
  habit of failing the patrol he will start to lose points 
  for not being a useful member.
  (Gets 5 base player points)

Cryptic +0
- A point lost for a meddly of things - giving 
  the Jackals the Councils plans, thereby opening up the 
  possibility of the Council of Nine being defeated and 
  Jackals impacting the Barony, commentary on the scouts 
  approach to the Jackal ambush, which, whilst amusing, gave 
  all the Jackals hidden around warning to power-up and be 
  ready for the ambush to start.
  A point gained for roleplaying chaotic behaviour and for 
  the Double Weakness of F'Nar which saved the party a severe beating. 

Doken +0
- Typically good roleplaying from Ant, with Doken 
  doing the accepted animal druid thing of popping up where 
  he was least wanted.

Arrayn +0 
- Not quite sure whether to class you as a 
  monster or player, or even if you'll ever appear again. 
  Gave the party a scare, even if it was unintentional at 
  first, so a few points to put towards a PC if you ever return...
  (Gets 3 base player points, for arriving late)

MONSTERS

Base 5

VictoriaM, CarinaS, PeterW, IanH +0
- All did admirably considering we were outnumbered and constantly scurrying around.  

MarcusO +0
  (Gets 4 base monster points, for arriving late)

DavidG +0
- Just in time to play a bunny wabbit - aren't you glad you turned up!
  (Gets 1 base monster points, for arriving late)

*** Comments ***

None

Invasion (27/02/2000)

*** Mission ***

Debrief: Having received information both from reports by members of 
your patrol, and from interrogation on the captives 
returned by the experimental Air Mage device, we can 
conclude that a large force of humans is attempting to 
invade the Barony from this direction.  

The groups you attacked and cleared out appear to have been 
the advance units of this army, sent to secure a beach-head 
on Barony soil.  Information gained from scrolls recovered 
by your patrol, and other details gathered, shows that the 
following army is approximately five days behind these 
advance groups. It is likely that this consists of at least 
nine human assault groups of considerable numbers.

Peasants from the threatened villages have been gathered in 
from Bigsfield for their protection, and Guard garrisons 
from several surrounding forts have been moved in to defend 
the area.  A substantial number of troops have now 
fortified across the plains, and Pathfinder divisions have 
deployed beyond this area to locate an advance sighting of 
this army.  We are confident that these precautions will be 
more than sufficient to repel these invaders.  
Congratulations are due to your party for reporting this 
danger in time for us to react, and the villagers of these 
plains extend their gratitude for their rescues and your 
help!

The one called "Drathen" was returned from Up Wood by 
Guard-Sergeant Jeremiah and his patrol.  We have learned 
from the Justice temple that he was recently exiled from 
the Barony for being a member of the proscribed Temple of 
Chaos.  He was taken into custody and interviewed.  (His 
interrogation was preceding slowly and erratically until a 
certain Warlock's presence was requested from the Thorn 
Knights, at which point he became most talkative, although 
"Mummy keep the bad Elf away!" became a little monotonous 
at times).  He has revealed that, although he created the 
small Orb items himself, they only served as conduits to 
the main "Orb of Souls", which Drathen merely found after 
some research.  We cannot ascertain the truth of this 
claim, however Drathen stuck to this story even under 
extreme duress.  
	As for the raiding parties that attacked the local
villages, they do not appear to have anything to do with 
Drathen himself - apparently he seized upon the opportunity 
to assume control of some and create more chaos.  The 
partial capturing of your patrol he considered extremely 
fortuitous, but not planned.  With the destruction of the 
Orb, any control exerted over its victims vanished, and the 
life- and power-loss effects were reversed.  The Temple of 
Life, in particular, thank you for destroying such an evil 
and potent anarchistic object.

Finally the Air Mages responsible for the creation the item 
you tested are pleased with results of the trials, and have 
smoothed out the final details of its operation.  It can 
now be routinely deployed in the field, and the receiving 
point has been transferred to within the Keep's holding 
cells.  You are thanked for your participation in this 
matter.

Guard Captain Anonimouse, Area command.


Thank you all for your destruction of the Soul orb 
recovered from this mission, although i would have prefered 
an opportunity to study it more closely your actions were 
fully justified.

I believe this orb may well have been a powerful atefact of 
Ny'darch so its presence in this area may suggest that 
Ny'darchs followers were spread more widely accross the 
barony than we believed.  In order to ascertain whether 
this is true and to therefore devise any neccesary action 
would those with information regarding the properties and 
powers of this item please send me this information 
immediately.  Furthermore i would like to study the smaller 
soul orbs, as although they are only relicants of the 
larger created by drathen they may provide invaluable 
information.  If any one has these items or knows of their 
location then again send word immediately. 

Information recovered in this manner may lead to a change 
in plans so full details of any further operations on this 
subject will be delayed until i have all the information to 
hand

Grand Seer Annais, advisor to 
General Arkter

*** Points ***

PLAYERS

Base 12

Jeremiah +0
- Sorry to give you charge of such a befuddled mission, but 
  it worked OK and you provided much needed warrior abilities.

Mara +1
- Reports from my monsters indicate a truly horrible level of 
  Fire Dart damage: you have 3 serious singeings and a total 
  of 6 confirmed kills (!). Sent in report.

Kryptic +1 
- This was for the perfect intended use of the mini-Orbs, 
  "Wracking Pain"ing and greatly aiding the final two 
  encounters.  There would have also been another '+1' for 
  comprehending some of the plot, IF the rest of the party 
  had also stood a chance of doing so.  As it was you did 
  have an unfair advantage.   
 
Adiuvo +1 
- My monsters were very impressed with your Death-aligned 
  role-playing, especially the extreme refusal of healing at 
  the final battle.  And you were nasty as a extra warrior, too.

Mathonwy +0 
- Wonderfully sufficient healing provision: necessity of 
  standard gratuitously flangey NPC healing encounters 
  obviated. Impressive warrior too.

Aurelius +1  
- And this was a brilliant deployment of Air Blasts from a 
  relatively low-ranking Mage.  You single-handedly wasted 2 
  enemy mages, and finished off a 3rd, plus a commendably 
  deft take-down of Kryptic there at the end.

Llandriel +1
- For being the first one to crack the Chaos ward - very 
  good going.  Also for all the spell immunities handed out 
  in the Bowl - you rendered our mage completely powerless.
  (Oh yes - nice torturing of Drathen, too.)
  (Gets 8 base player points, for arriving late)

Zanthris +0 
- Continued excellent sneaking, scouting, and backstabbing - 
  as always.  Special commendation for the poor Priest of 
  Might -  the breaking of that battle line was down to you.
  (Gets 8 base player points, for arriving late)

Jordell +0
- Also good scouting for the party - and you survived some 
  nasty close scraps with Drathen, too.
  (Gets 8 base player points, for arriving late)

MONSTERS

Base 6

LudwigK, PaulT, IanH, MikeH, MarcD +0		
- Thanks for doing a great job against horrible 
  odds; that is, putting up with the Late and the Unfortunate 
  GMs ;).  We apologise for all the contradicting orders...

*** Comments ***

None

Upper Bogglehampton III (20/02/2000)

*** Mission ***

Debrief: The final encounters that were missed due to me giving up resulted in the
party getting permission from Cuttar to traverse the woods at will, but
for a probationary period they are not allowed to carry metal weapons
while in the woods.

Illustrious was very angry and has withdrawn his recommendations to the
baron and left the keep in search of more worthy patrol members.

*** Points ***

PLAYERS

Base 12

Stalker +1 
- For doing such a good job as animal druid ambassador.
  (the claw hand/animal leap combo is disgusting)

Feyd +1 
- For holding to gladiator beliefs in the face of great temptation.

MONSTERS

Base 6

All +1
- For continuing to fight on in very un-rewarding
  circumstances and putting up with an increasingly pissed of GM.

DavidS +1 
- For roleplaying bob in my absence.

StephenE +1 
- For good advice and nice-roleplaying.

*** Comments ***

None

Upper Bogglehampton II (13/02/2000)

*** Mission ***

*** Points ***

PLAYERS

Base 11

Lomax +2
- Excellent roleplaying - kept the balance well. The most infamous use of 'Unholy Word 2' of all time.

Dryak +1 
Kailyn +1
- Good combat, watching your brother's back.

Mathonwy +1 
- Good grovelling to Cuttar to savlage some hope for a return to the barony.

LudwigK +1 
- Good negotiating with Cuttar what was with all the psycho act? are you leaving the temple or what?

MONSTERS

Base 6

MarcusO +1
MikeH +1
RichardB +1 
- For excellent animal druids, the ritual scared me and I knew it was peaceful, and well played
  combat considering you were statted while running after a fleeing Lomax.

*** Comments ***

None

The Lone Tower (06/02/2000)

*** Mission ***

*** Points ***

PLAYERS

Base 12

Kryptic +1
- For being chaotic, and taking the wrong door,
  even though he knew it was wrong.

Hunter -1 
- For not getting involved. At the gate you should have either got
  involved, or got the party quickly rather than just watch someone 
  screaming for help.

Flaidre -1 
- For not really getting involved. In the last fight especially.

MONSTERS

Base 6

AlexT +1 
- For playing a monster that meant he got pummelled for a good 10 
  minutes, and not killing anyone.

*** Comments ***

None

Cult Wars 2 - Return Of The Cultists (30/01/2000)

*** Mission ***

Task: Our Seer has been carefully monitoring the information 
from the scrying stone.  It appears that the cave residents are 
the remains of an old cult who worship Ny'darch some sort 
of demon/god whose practices involve the manipulation of 
creatures souls.  The group the previous party met were 
mercs and would be cultists who were guarding the cave 
while the cultists were seeking out the scattered parts of 
the Soul Sword.

Recent reports are that the sword is almost complete, were 
it to be re-formed Ny'darch would be released upon the 
land, this cannot be allowed to happen...

Debrief: Thank you for your assistance in the bannishing of 
Ny'darch, they were mere days away from completing the soul 
sword and summoning Ny'darch directly.  Once formed I doubt 
I would have had the power to stop him.  The ritual however 
did not go quite as planned as the head cultist was able to 
embody the soul of Ny'darch once I had completed the soul 
sword for the ritual and with the death of his mortal body 
Ny'darch was able to come to full strength, fortunately 
Ny'darch was disorientated from this process and you were 
able to distract him long enough for the ritual to be 
completed. I even gather some of you managed to hurt the 
beast with powerful chaos miracles and by turning their own 
weapons against him.

Unfortunately the fact that Ny'darch was bannished while in 
corpereal form has led to a slight complication that will 
need further research. I believe that breaking his spirit 
link in this manner allowed some of his captured souls to 
escape into the ether, specifically the four elemental 
globes that you witnessed, though their may have been other 
weaker forces that fled before the link with the mortal 
plane was fully sealed.  From your reports I gather that 
these globes were tormenting the souls of the remaining 
cultists trying to keep them in eternal pain as a from of 
revenge, on this note I must thank Gaylen for putting an 
end to this torture, no matter what these cultists may have 
done they did not deserve such anguish.

As to the full nature of these elemental forces I am not 
sure, only that they are purely magical in essence, I 
believe they may be the souls of the dark ones, four 
elementally powered dark elves who vanished mysteriously a 
long time ago around the time of the soul cults peak. I 
will search for more information on these in the hope that 
some measures can be taken to safeguard against their return.

Returning to Ny'darch the bannishment will leave us rid of 
him for the forseeable future, and with his loss, any 
remaining cultists, that is those not captured by the drk 
ones, will lose their power and we believe the various 
mercenary forces that the cultists established to protect 
their ends will dispand, so those two remaining mercenaries 
shouldnt be of any future bother. However, I heard 
Ny'darch call upon his "faithful servants the Kaarth" in 
his last moments, quite what the Kaarth are I have no idea 
but I hope that he was bannished before his call to them 
was completed.

Annias
Grand Seer

P.S Captain Vareen informs the party that Weasel made his 
way back to the camp safely and is recovering with the 
other refugees from the area and reports indicate that the 
remaining goblin tribe has moved back into its cave and 
that hostile activity in the region has been fully removed.
Skumble the goblin shaman sent word to the border guard 
asking for news on how the king died, from your reports a 
suitable account was given, Skumble thanks you all for the 
revenge you exacted on his murderers and indicated that 
barons men would be welcome in their land as long as they 
remained peaceful. General Arkter is discussing the 
possiblily of exploiting this friendship with the goblins 
in some way, perhaps as an extra information source. 

*** Points ***

PLAYERS

Base 12

Hunter +1
- Wisely avoided much of the trouble during the day, 
  which he made up for by trying to get the entire goblin 
  tribe to eat him for lunch.  Great roleplay with the whole 
  cat rescue thing.

Gaylen +1
- Again great scouting keeping a fair distance ahead 
  of the party and keeping well out of the fights. Rather 
  dubious decision to stay half way up a hill and have his 
  legs chopped off though.  Great use of Harm though.  One 
  of the few people to actually hurt Ny'darch.

Kailyn, Dryak +1
- Cant really seperate you two point wise.  As 
  always fought together solidly especially guarding the 
  cave. Good use of supplementary miracles to weaken the 
  monsters. Good job finding the would be stab in the back monsters.

Rowanne +0
- Unfortunately had to leave early.
  (Gets 3 base player points).

Kryptic +0
- Interesting first outing for the mad priest. Good use 
  of double weaknesses to reduce the number of broken limbs 
  flying about, although much more care must be taken when 
  using the mad dive on the monster tactic. I was a bit 
  dissapointed you backed down to your anti order healing 
  doctrin, if you'd persisted you'd certainly have a got a 
  point but. Good use of chaos to solve the problem, 
  although at one point i did hear a comment like "lets focus 
  on the middle tile" none too chaotic.

Aramis +0
- I hate staffs. Stalwart as ever particular in the 
  fast healing to the goblin king and diplomacy to help with 
  the goblin encounters. Althoguh generally used to great 
  effect, must be more careful with staff blows.

Jordell +0
- Good first time out for the character with his 
  work cut out for him, especially as filling the role of 
  front rank fighter with the distinct absence of any guards.

Adiuvo +0
- Didnt see a lot of the mage during the day, which is 
  how it should be, quetly powering up the party.  An 
  interestning choice to stand right next to the demon when 
  everyone else wiesly moved away though.

Ezekiel +0
- Solid preaching throughout. Saved his energy 
  until the cave, could have got stuck in a bit more wioth 
  the undead though (although ther hold distance with them 
  seemed to work well enough.  Good job at doing in the lead cultist.  

Iluminati +0 
- Fair performance for a low rank mage, passing round those 
  helpful power ups...not much else to say really.

Ventus +0
- Really need to get a costume i'm afraid, i know 
  it can cost a bit, but Jeans generally dont cut it.  made 
  up the potential lost point though with good use of 
  airblasts to stop spellcasters finishing their incantatations.

Flaidre, Aurelius +0
- Pretty much as above, defended selves well when needed and 
  wisely kept back to power up the party from afar.

MONSTERS

Base 6

DavidW +1 
- For the boring but vital role of Annias

MikeH +1 
- For the heroic goblin king and excessive wearing of face masks

*** Comments ***

1) Firstly, thanks to everyone particularly the monsters for 
putting up with the disorganised GM.  Its so frustrating 
to have a perfect mental image of how you want your "film" 
to run but no idea how to explain this to others.

2) The party faced a difficult start with limited front rank 
fighters and quite a few mages.  Despite this the party 
worked well together.  Good use of diplomacy to deal with 
the goblins (saved yourself a fair fight there).  The party 
was a bit slow to get stuck in and save the goblin King, 
but then again those 14's are a bit scary.  For the ambush 
on the party the party did very well (despite the naiivity) 
to save the goblin king, in light of the distinct lack of 
front line fighters.  At the cave the party worked well 
together although getting the party seperated on either 
side of the ward for a bit was a little unwise.

3) If possible please take some thought with costuume for 
characters as a little bit really does go a loing way.  
Weapon blows were generally better than previous with very 
little weapon rolling, however greater care needed to pull 
blows especially with doble handed weapons.  Oh and with 
miracles and spells you need to REALLLY shout the final 
call and clearly point (or shout target character) 
especially when monsters are wearing masks.

Upper Bogglehampton I (23/01/2000)

*** Mission ***

Task: In an effort to re-populate U.Bogglehampton, and to make it more
hospitable a large caravan of skilled masons,builders,farmers and frontier
settlers is being despatched to the village.  It is to be heavily guarded,
but to avoid unwelcome attention and ambushes a small patrol will be sent
out before the caravan in order to identify potential threats and deal
with them.

Outcome: The party managed to complete several tasks for the tree druids,
most importantly closing an underground passage that Orcs were using to
enter the barony lands without risking a trip through the druids wood.
The party paid a visit to the 'Cave of eternal Life', in order to power
themselves up to face the undead denizens of Lower Bogglehampton that had 
been ransacking the region.  During this outing they met a strange
character who seemed to emerge from the dark, handed them a powerful
ritual item, and upon return of the item caused concern by saying "Undead
can't see me, they don't worry me." and similar things and then vanishing
into the darkness again - watch this space! The party shook of any nerves
they had and proceeded into Lower Bogglehampton, and with a combination of
luck, holy power and the timely arrival of the caravan guards vanquished
the headman of Lower Bogglehampton and forced him to leave the area.

Debrief: The rebuilding and repopulation of U.Bogglehampton has been
carried out successfully and no reports of trouble have been made.  There
has been no further Orc incursions, and most suprisingly scouts have
reported no evil occurence in L.Bogglehampton, and the aura of death which
was there has gone....perhaps the headman's cry of "I'll be back" was
untrue!

*** Points ***

PLAYERS

Base 12

Ilson +1 
- For excellent roleplaying of fear

Rowanne +1 
- For excellent roleplaying of courage

Mathonwy +1 
- For good leadership and supporting the party well.

MONSTERS

Base 6

LudwigK +1
- For consistently excellent roleplaying of monsters, really
  putting heart and soul into his performances - keep it up.

StephenE +1
- For roleplaying of guard in final encounter.

*** Comments ***

None

Sarama the Dark (16/01/2000)

*** Mission ***

Task: With the advent of the new year the King ordered a new 
assault upon the Kingdoms foes throughout the borderlands, 
sending out heralds to instruct the villagers to remain in 
their homes celebrating for an additional week whilst 
patrols swept through the land slaying all who they 
encountered.

Unfortunately, the heralds were not very circumspect in 
their proclamations and so, with an exact date for the next 
patrols arrival, the nasties began to plan...  

*** Points ***

PLAYERS

Base 8

Kailyn +0 
- The brothers are constantly being in the wrong 
  place at the wrong time (from the monsters point of view) 
  and being able to fight once they get there. 
  Pestilentially annoying and often fatal to boot.

Dryak +1
- For taking the note despite knowing he was going 
  to be picked on mercilessly for doing so and for 
  roleplaying the brother link to the extent of dragging a 
  still paralysed healer the length of the battlefield and, 
  from the sound of it, threatening him with death if he 
  didn't come out of paralysis and heal your brother RIGHT NOW!

Fugan +0 
- Judicious use of Flame Blades did a lot for the 
  parties success. Nice pose on the paralysis, by the way. 

Llandriel +0
- A good performance as a frontline fighter in the absence of guards.

Hunter +0 
- Needs to exercise a little more caution. In a 
  scouting role you really don't have to approach the enemy 
  at all unless its for a few quick blows to the back and run.
  I'm afraid that curiousity literally killed the cat.

Rowanne +0 
- Good solid warrior work.

Alquadiris +0 
- Carried out the functions of an Order priest 
  well. I'm still incredibly annoyed I didn't manage to catch him.

Bane +1 
- for the most perfectly timed Throat Slit maneouvre 
  I've ever seen, thereby finally putting an end to Sarama.

MONSTERS

Base 4

AnthonyF +1 
- For putting up with being drafted into the monster 
  group and for the zombie that new three words, "Protect the 
  master", and said them so often the master had to tell him to shut up.

*** Comments ***

1) All in all, enthusiasm out stripped the plot and I confess 
to being a little taken aback when I tried to finish and 
was met with cries of "I'm sure there's some more bandits 
round here somewhere!".

The Brethren (12/12/1999)

*** Mission ***

Outcome: Due to recent high levels of activity by the Brethren 
within Kingdom territories, the Baron ordered a crackdown on 
the organisation.

The Pathfinders managed to gain information about a secret 
meeting being arranged between a high up member of the 
Brethren and an unknown party.

Guided by the Pathfinders, an emergency patrol of Guards, 
other patrol members and local volunteers (including one 
individual still wanted for questioning by the Thorn 
Knights), fought their way through dangers untold to the 
castle beyond the Goblin city... sorry, through hordes of 
mercenaries employed by the Brethren to reach the meeting 
site and slay the Brethren leader.

Resurrection and questioning of the Brethren boss would 
follow success and hopefully would lead to the destruction 
of the a large portion of the Brethren.

Debrief: All patrols are requested to be on the look 
out for signs of a mage group going by the handle "The College Of Nine" 
or just "The Nine". 

The recent mission to capture the Brethren area controller, 
Krang, turned up an unexpected bonus. 

During the conflict at the meeting place a rogue Fire mage, 
Lazar, was killed and returned to the Barony by Fugan 
Silverbranch for resurrection and "questioning". 

The subsequent interrogation revealed that a new power is 
growing in the wilderness. The College of the Nine was 
apparently originally formed for mutual protection, but has 
now become a power in its own right out in the lands where 
our control is nonexistent.

Just how much of an active threat, if any, The Nine pose to 
us is still being ascertained, though we have gathered from 
Elementalist Lazar that they have a significant interest in 
our own Colleges resources.

Also, the number and concentration of necromancers over the 
New Year clean up period seems to be unusually high. None 
of those encountered have been reported as showing any sign 
of not being independent operators, but the possibility of 
an organised attempt to reduce patrol strength cannot be 
ruled out.

Lady Flame
The College  

*** Points ***

PLAYERS

Base 10

Alquadiris +1
- Partly for putting up with Bane's threats, but mainly because I 
  loved the whole concept of the Order priest grabbing a demon so 
  the fighters could mosh it. From now on this is known as 
  "The Alquadiris Maneuver".

Kailyn +0
- No doubt some interesting roleplaying going on here but as I have 
  no idea what the characters are supposed to be I can't really tell. :(

Dryak +0
- See above.

Jeremiah +0
- A good warrior performance, but took a dubious amount of glee in 
  torturing the Brethren scout. In the end that's down to you to 
  decide how sadistic your character is, but if he's going to be 
  nasty perhaps he should follow Anarchy?

Fiddilo +0
- A little unsure in the command position but turned out a good 
  warrior performance.

Bodan +0
- Again, typically good combat work. Note that pestering the leader 
  for orders instead of thinking for yourself isn't going to earn 
  any bonus points and may get you ordered into a frontline of your 
  own, about 20 metres in front of the party.

Bane +0
- As in -1 for the ear incident and +1 because apart from that you 
  played a nasty half-Drow exceptionally well.

Fugan +0
- Performed well as usual - Fire damage did most of the killing in 
  the last encounter.

Hunter +1 
- For getting stuck in with Claw 4's against 10 fire 3's and for 
  making everyone stop and laugh with your animal leaps.

MONSTERS

Base 5

*** Comments ***

1) The ear thing: Firstly, that one partial Illuminatii follower 
should harm another is ridiculous - TimS, you have to learn to fight 
these little impulses. Secondly, that everyone just stood there and 
watched is, well, understandable but not entirely forgivable. I was 
as flabbergasted as everyone else but guards should still have 
seen a suspect member of the party attacking another member.
Mat, you need to brush up on the med rules as you were really the 
trigger on that. If you'd lept up everyone else would have moved, 
TimS would have died, and the refs would have one less problem to 
solve...As it is, deciding that the incident never happened was one 
of the biggest flanges I've been privileged to see but it did get 
the game back on track so it was probably the right thing to do. 
Sorry TimS, but next time everyone should, and "hopefully" will, kill you.

Graks Demise - Part III (05/12/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 12

MONSTERS

Base 6

*** Comments ***

1) Party needs to assess strengths and weaknesses of their members are try
maximise the strengths and minimise weaknesses.  Don't have your priests
fighting ogres when there are fighters to do it etc. MORE PLANNING AND
STICK TOGETHER.

Graks Demise - Part II (28/11/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

Graks Demise - Part I (21/11/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

MONSTERS

Base 5

*** Comments ***

None

Cult Wars 1 - A New Cult (14/11/1999)

*** Mission ***

*** Points ***

PLAYERS

Base 10

Bregan +1
- All round well done, especially the timely dismissal of 
  those Skeletons.  A bit reluctant to continue the fight 
  back to the caves though.

Lee +1
- Fought well and fitted nicely into the guard battle 
  line for a first time out. Shame about the zombie thing really...

Bodan +0
- Solid guard work throughout. Coped well with a 
  difficult decision on the rescue mission with no real 
  correct answer considering how beat up he was.

Fiddilo +0
- Solid guard work as part of the front line and stood 
 his ground, taking some serious unholy damage as a clay pigeon. 

Jeremiah +1
- Again, good guard performance and did the right thing 
  in attempting to support the Warlock in the rescue mission 
  despite orders not to. The guards creed to protect ALL 
  members of the kingdom extends to those still alive who've 
  just rushed into combat ahead of you, even if they seem to 
  be able to look after themselves!

Alqadiris +0
- Used his healing and other miracles effectively and 
  logically in a "difficult" climate. 
  On the other hand, once the party decided to go back for a 
  rescue mission he should have been organizing it in an 
  attempt to improve success rather than disrupting it.

Carabas +1
- Good use of healing power and other miracles (needs to 
  pull his nose out of a book long enough to study his own 
  miracles a bit, though). Notebook was a nice touch- just 
  dont lose it.

Llandriel +1
- Typically capable performance from the Warlock, 
  especially brave (foolhardy?) going down to face the 
  necromancers (effectively) alone. 

Lothlann +1
- Good scouting and tanked in on his warrior side when 
  the going got tough including going down to fight the 
  necromancers. All round good performance for a first time.

MONSTERS

Base 5

AnthonyF +0

TimS +0

TonyC +1
- Nice pathfinder and spying stone.

MikeH +0

CarinaS +0

VictoriaM +1
- Good first time out.

*** Comments ***

1) The party worked quite well together keeping good form despite the
constant goblin attacks to protect the less armoured members of the 
party, however did allow themselves to get split up with quite damaging 
effects i.e the merc fight at the start.  

2) Regarding the final battle the party faced a difficult choice 
regarding the rescue of the missing party members (whose capture 
was a bit unfortunate, one ran the wrong way and the other just 
got caught before fleeing down the hill). The party especially the 
guards played their conflicting standing order to protect all citizens 
of the kingdom and the specific orders of minimal engagement given 
by Bowen well.

The Skull (07/11/1999)

*** Mission ***

Outcome: At the end of the day, Rathias and Lanfear were captured by
the Humacti and are currently being held under maximum security
in their Headquarters.  They are under interrogation, but so
far have refused to talk.

Cranial and Darke managed to escape the Barony with the Skull.
After some initial investigation by House Darkfang, pressure 
has been brought to bear and now all knowledgable members of 
the Alliance are involved in probing its secrets.

The only information so far released is that the Skull contains
a still sentient and powerful spirit which calls itself "Morden
Flay" and that when he was alive, he was one of the Guardians of
the artefact that is the final goal of the Alliance.  

You will be told more when your superiors deem that you need
to know.

*** Points ***

PLAYERS

Base 10

All +2
- Since the players performed very well under very trying conditions

MONSTERS

Base 5

All +1
- Again, all the monsters were good.

LudwigK +1
-  For the hopping/falling Skeleton told to get up by his master.

TimS -3
-  For scattering the party all over the countryside by making up a
   completely over-statted Human Warrior.  (Bouncing Rank 16
   miracles and doing Halt 16's.)  This meant that over an hour
   was spent trying to find them.
   Was the sole cause for the two party members being captured
   by getting bored as the Rock Goblin Shaman, attracting the 
   attention of the Humacti and then describing one of the party
   while he stood there with them! And then, just to add insult 
   to injury, didn't transport him out because he made some minor 
   errors in the pass phrase.

*** Comments ***

1) Some reminders on the guidelines for being a monster:
- Do *not* make up monsters on the spot.
   
- If you don't know what you should be doing, ask the Monster
  Ref(s).  If you can't find one, go to the monster kit and wait.  
  On a personal note, I write up the plot, including monster stats,
  and carry it 'round with me, making sure that all the monsters 
  know where it is.  If I'm not around and you feel that time is
  pressing, then its simple to look in the plot for the next
  encounter and stats.  (By the way, these stats *do* include the 
  rank of the monster.)

- Its more important that the players enjoy themselves than you
  do.  Don't be difficult, arsey or obstructive just because you
  feel like it.  (If the Monster Ref specifically briefs you to be 
  one of those things, then that's a different story!)

2) Players should try to get into the habbit of searching the bodies 
(especially when they're evil).  I'm aware that we do not have any 
physical representation for money in the system and 9 times out of 10 
nothing will be found.  However, remember I'm the "Nice GM" and 
sometimes you will find some sparklies.

  eg: Amulet: Heal Life 20/Heal Body 20/Life Gift 20 1/day,
              Resurrection once ever.

      Necklace: Permanent Plant Walk,
                Barkskin 4 1/day
                Tree Heal 2 1/day

      Superior Sword: Strengthen 2 1/day

(these could all have been picked up in one of the encounters)

Halloween (31/10/1999)

*** Mission ***

Outcome: Well, everyone makes it home, even Mara who had to be rescued by Nameday
after having fallen down a cliff. Nameday and Mara also get the druids
bodies to the nearby temple of life, and they are restored after much
praying by Nameday. Needless to say they are quite happy to let a certain
number of barony residents settle in the area, as long as they are careful
and considerate to the needs of the forest...

Bregan's "wolf" bite is looked at carefully, and treated thoroughly by
members of the temple of life. They think he'll be fine, but really
shouldn't let it happen again, as these things can have cumulative
effects...

There is still a Wraith Lord at large in the area somewhere, the Humacti
have been informed and will be sending people to investigate, but with the
destruction of the artifact, the Plane of Tortured Souls seems to have
returned to it's normal location, leaving the region (relatively) back to
normal. The paladins responsible for guarding the temple of life are
overjoyed to get Benedictus back, and there are rumours of much shouting
and smiting at the temple of Might the morning you get back...

But next morning there was no sign of the necromancer's body, and howls
are still being heard in the hills nearby the next evening....

*** Points ***

PLAYERS

Base 18

Bregan +2
- Got stuck into the Undead at every opportunity and took part
  in the valiant rearguard at the end which gave the party time
  to get away.  (As the healer, I wish he'd learn to parry a bit
  more, though ;-)
 
LLendriel +0
- Good Warlock'ing, but nothing exceptional.

Mathonwy +1
- Good use of healing but avoided the nastier fights.  Which is
  perfectly reasonable given his rank and lack of armour.

Mara +1
- Used her ranged attack spells to good effect when called upon,
  but needs to stay nearer the front rank so that time's not wasted.

Chase +2
- Behaved like a Paladin, laying into the many evil creatures that
  were found.  Also took part in the valiant rearguard action.

Fiddilo, Boden +2
- Another good Guard performance.  Never appeared to hesitate going
  into the fray even though they were both relatively low ranking.

Fazer +0
- Needed to push his spells forward more, especially as they take 
  longer to cast.  Could have also performed more secondary "lookout"/
  "watching" roles rather than hiding a lot.  And as for the begging
  for mercy... not exactly the behaviour expected of any Barbarian,
  no matter their class.

Phosphor +2
- Performed with honour in a difficult game given her rank and lack
  of spells once it became dark.
 
Doken +2
- Came up with some key ideas at the Temple of Life.

Fleidre +1
- Getting better, but still needs to push himself forwards more.

Kendal +2
- Good work from the lone Scout, who as well as warning us of most
  things, used his Bless and Heal Life miracles to good effect and 
  took part in most of the fights.

MONSTERS

Base 9

All +2
- Again, all the monsters were good.

*** Comments ***

1) As most people found out, extra care is required when fighting in 
the dark especially from the taller people who have to concentrate a 
bit harder to avoid hitting the heads of shorter opponents.

2) As long as there's a physical remnant of an Undead, be it a corpse,
dust or ashes, it can be blessed.  Non-corporeal Undead (or any other
creature) should not fall over when "killed" but simply put their hands
in the air, signifying that they have vanished.

Dark Druids (24/10/1999)

*** Mission ***

Outcome: The cleaning out of Ak the Mighty's tribe from the Twerton 
area was well done and with the water supply now 
decontaminated the villagers of Twerton have returned home 
to till their fields.
Also the surviving traveller who the patrol rescued from 
the Twerton area has now joined the Twertoners and is 
settling in nicely.

The bad news, however, continues to increase, with reports 
of Dark Druids added to those of the Drow incursion with a 
link between the two currently being investigated.
If that wasn't bad enough the villagers of Lower 
Bogglehampton have reported strange noises in the night IN 
the village and sightings of what is believed to be the 
ghost of the previous headman. With all this and the 
disappearance of Blind Ben the night after the patrol came 
through, Marshal Bill has decided to move the village to 
safer lands. 

This should not however reflect on the patrols performance, 
especially given the difficult conditions created by the 
low Pathfinder presence in the area.
All will no doubt be relieved to hear that Knight 
Pathfinder Commander Drift is giving this problem his 
personal attention.

That is all for now.
You've all earned a few days relaxation, then we have a 
couple of hundred Orcs in the East Fenshaw area we want you 
to deal with...

Area Captain Avon
Guards

*** Points ***

PLAYERS

Base 9

Llendrial +1 
- Got stuck in when required, especially against nasty Chaos Priest guy.  
  Also, good use of Endurance's meant that he wasn't a drain on the Priests
  at all.

Fugan +1
- Also got stuck in on nasty Chaos Priest guy.  Good use of Burn and 
  Melt spells, especially in the Goblin Cave to take out the staff. 
  [For Warlock's, he's a complete nightmare, but as a player he's good 
  to have around :-)]

Flaedra +1
- Pretty good for a newbie, stayed out of trouble and made good use of
  his Trip and Rust spells.  Needs to shout louder to get his spell 
  effects heard, though once he starts picking up player names it should 
  be easier.

Amalthea, Fiddilo, Jeremiah +1
- All the Guards did very well, once again putting the higher ranking
  Guards to shame by their courage and willingness to fight opponents
  more powerful than they are.
  (And for setting up a perimeter defence around the cave 
  in the rain whilst the priests got to pray in the dry).

Alqadris +1
- Once more demonstrated good Order Priest/Judge roleplaying.  Does 
  need to join in with the game a bit more, though.  Its not just a
  moral exercise.

Chase -1
- Failed to use Lay-on-Hands when people were seriously ill (ignorance
  is no excuse).  Did a lot of Uklor style "roleplaying" 
  avoiding fights in which people could hurt him - in a 
  Paladin, especially one sworn to Life and its 
  preservation, this is not justifiable. It is just about 
  possible to say Amalthea was not weaker than yourself but 
  you should have been compelled by your oaths to stand 
  shoulder to shoulder with the other guards.

  eg1: "I would fight, but they're doing Power damage"... but it was
       mostly 1 or 2 points of Power damage and you'd take that in 
       bruising anyway!  And with 7 points of armour all over, it
       was only those 1 or 2 points that were going to hurt you.

  eg2: "X turned his back on me and ran away so I couldn't fight him"
       ... but you could have chased after him or gone after someone
       else.  Not everyone was running away.

  Again, as a Paladin, Chase should have been standing in 
  the middle of the line fighting the bad guys, not 
  sneaking in blows from the side.

  Needs to show more obvious bravery and be more obviously involved in 
  fighting. In combat, I nearly always saw the guards fighting dangerous 
  opponents, but hardly ever saw Chase.  And when I did, he was just 
  dancing about avoiding getting hit rather than attacking.  I expected 
  more from a Paladin. 

Mathonwy +1
Chappie +1
- Both healers did well, using their limited Standing to good effect,
  especially on the Guards who all took a fair amount of damage.  Both
  overcast when required, saving the lives of other members of the party.
  They were unfortunate to get Weakness'd in the last combat, which
  effectively took them out of the fight.

MONSTERS

Base 5

All +1 
- All others for getting all the monsters to do (almost)
  exactly what was wanted and for being dead lots in muddy 
  and wet conditions.

AlexT +1
- For being rolled into what was effectively a pool 
  by the hobgoblins and still playing dead. I'll keep you in 
  mind if I ever need a dead peasent ;).

*** Comments ***

1) Spell and miracle vocals: Vocals are an essential element 
of casting and (3*level) words are required as a MINIMUM. 
If full vocals aren't used the casting can and should be 
ignored.

2) This isn't a dig at anyone in particular - its VERY easy to 
forget to do full vocals or to free both hands in the 
middle of a raging melee - but it is important and 
everyone, monsters and players, need to get it right.

Rescue (17/10/1999)

*** Mission ***

*** Points ***

PLAYER

Base 12

Stalker +1
- For excellent scouting (had a lot of practice, but still cool)

Bregan +1
- For roleplaying in undead encounters - suitably mad/angry

MONSTER

Base 6

DavidS +1
- For life rituals and actually making a NPC do what I wanted.

*** Comments ***

None

Barbarians (10/10/1999)

*** Mission ***

*** Points ***

PLAYER

Base 10

MONSTER

Base 5

*** Comments ***

None

The New Patrol (03/10/1999)

*** Mission ***

Debrief: The documents recovered from the cave turned out to be detailed reports on
all the Barony keeps in the borderlands, including troop numbers, food
supplies, tactics and dispostion of forces.  These were all handed to the
deputy-chief of internal security.

The Baron is pleased that the information gathering service appears to
have been slowed down, if not destroyed. The rumours of Grak's
involvement and the disappearance of the black-cloaked human has led to
increased levels of security and patrols.

*** Points ***

PLAYER

Base 10

Shug +1
- For Shug's barbaric assault on Mage.

Llandriel +1
- Warlocks revenge attack on Shug.

Nanonenuni +1
- For v.impressive death role down the hill.

Zanthris +1
- For bloody annoying but excellently executed backstabs.

MONSTER

Base 5

MatthewA +1
- For 'Mad Peasant' encounter.

*** Comments ***

None