Graf Silth's Mission
Games Master’s
Information Into Limura II
The Verdini Tribe
The
Verdini Tribe inhabit an area in the eastern reaches of the Fimbrethine Forest.
Within their area was the Salubral spring created by
Artesia and blessed by
Sostrina, Magha of Healing. Its
waters had the property of speeding up the healing of wounds, so an Elf
Sorceress by the name of Matrigna, set up a surgery and small hospital there.
For many years she treated the Verdini tribe as a doctor and midwife there. This
being close to the Chaotic State of Hunara there were often casualties from the
fighting to be treated. As a devotee of
Opita Dam she carried out certain magical obstetric experiments. Being long
lived, she reasoned that if the Verdini children had their natural spell
resistance lowered, it would be easier for her to heal them! So in time all the
Verdini tribe had lower than normal spell resistance. Whenever hostile forces
were around they would hide in their forest particularly, in the Rupie Chase, a
craggy area in it that was easy to defend. Everything was fine until just after
the Battle of Lungstrete in 702 ATN. Then some young women brought the badly
wounded wizard Beevil to be healed. He had been fighting on the Chaotic side but
the young women persuaded Matrigna that that did not matter. He was a patient
badly needing her help! Alas he later seduced her into Chaotic ways and it was
she who later cast the spells that gave the wolves larger litters. When he was
healed he, and his young women moved into a cave in the Rupie Chase. Beevil was
not just a Chaotic wizard but in fact a demon follower of
Polymorphia, the Magha of monsters.
Hence his shared interest in obstetrics! The Chaotic High Command on the advice
of The Horrub, decided to assist him as best they could, at a time when the war
was going heavily against them. So sundry chaotic fighters and monsters came to
join him in the Rupie Chase. When he converted Matrigna to Chaotic Scelta, the
pond at the Salubral Spring lost its healing properties, although the spring
itself kept them. Anyway Matrigna had lost interest in helping the Verdini, so
she burnt down her hospital and moved into the Rupie Chase with Beevil. One
of Beevil’s magic ploys was to make Matrigna cast strength boosting spells on a
pack of wolves. These grew to a giant size compared to the normal wolves and
were called the Whorgi. Under their
Koppelieter Weispfote, some of these fought their way through the encircling
tribes during the wolf round up. This was easy for them as the Verdini were
manning that sector of the round up and they were terrified of both the Whorgi
and especially Beevil and Matrigna. Brave enough given numbers in daylight, at
night they feared the creatures that this evil pair had created. They dared not
challenge them as Beevil had abducted Vaggo’s daughter Viraga and three other
maidens as hostages, two years ago.
The Verdini on 15th Fourth Moon 707ATN
A
messenger from Arch Druid Gravido reached
the Druid Bondusto, saying that the party of dwarves travelling eastwards
through the forest were thought to be inoffensive. Bondusto passed the message
on to Chief Vaggo who quite frankly did not trust dwarves! He had had some
disagreements with the Raghi dwarves in the past. So he set scouts to look out
for these new dwarves. The Verdini had long had a hide in the bramble bushes at
the northwest end of the Raghi cultivated fields. When the scouts reported that
the new dwarves had not only fought the Raghi but beaten them badly, Vaggo took
fright. He asked Bondusto just how sure he was, that these fighting
dwarves were inoffensive? Bondusto was a foreigner originally from Oblivia.
After Matrigna’s spells the Verdini had had no magicians of their own. Bondusto
explained that he had just relayed the message from the Arch Druid and even the
wise Gravido might be wrong! Watched by scouts the intruders marched to camp at
the Salubral Spring. At nightfall Vaggo left a squad to watch them. A horn blast
would bring the rest of the force {within D6 +4 moves.}Amongst other
things Vaggo wondered what Beevil’s reaction might be to these unexpected
arrivals? Beevil had chaotic imps spying on him and the rest of his tribe as a
matter of course. He regarded the Verdini forest reach as being his own, with
good reason. If Beevil ordered Vaggo to attack the dwarves, it was a case of
doing so or using the dwarves to fight Beevil and his monsters. The dwarves were
reputed to have high spell resistances so they might do better against him and
Matrigna, were he rash enough to try it? In his heart he felt that his daughter
Viraga, stolen two years ago as a hostage, was now lost to him. She and the
other three might not even still be alive!
Besides, Eliza the giant green Lizard that guarded Rupie Chase, had just eaten
an Ent and would be asleep or at least somnolent, for a day or two! Yes, if the
dwarves could be persuaded to help, now was the time to strike! He could offer
his warriors to assist in their travels?
Verdini Tribe
Chief Vaggo, Druid Bondusto, Subchief Vaggson,
Hornblower Vaggy, 22 spear warriors 2 nurses, In Camp 21, 9 on watch
Total 30
In Camp
Vaggo, Druid Bondusto, Nurse Lema, 16 spear
warriors
Vaggo
Lea, Mo 6", Fa 5/10, TR +3, SR +1, D-5,
C-4, W -3, A 0, Ob 1.0,
Me +2 +0 = 2 +2 1st
Round spear st 0. Shield parry 6+ St 4 Speaks Wosha, Simnith
Druid Bondusto
Mo 5”, Fa 5/10, TR
3, SR 4, D-4, C –3, W –2, A 0, Ob 0.8,
Me
0 –1 = -1 sickle staff st 0 (dagger) Speaks Washa, Simnith, Jedonese Reads Runes
2nd
level Magician: Charm Sing, Charm Spell,
Detect Magic, Detect Scelta, Magic Illumination, Quench Flame, Stranger Sensing,
Disarm,
Lema
Spear Nurse Ind Mo 5” Fa
5/10, TR +2, SR 0, D-4, C-3, W -2, A +1, Ob 1.0,
Me -1 -1 = -2 +2 1st round, spear st 0 1st Aid Kit
Improves wounds 1 level
Spear Warrior
Fol Mo 6", Fa 6/12, TR +1, SR -2, D-4, C-3, W -2, A +2, Ob 1.6,
Me +1-1 = 0 +2 1st
round, spear st 0. Shield parry 6+ St 4 Speaks Wosha
Night Watch
Vaggson, Vaggy, Poma, 6 Wicker Spear warriors = 9
Vaggson
Off, Mo 7", Fa 5/10, TR +2, SR 0, D-5, C-4,
W -3, A 0, Ob 1.6,
Me +2 -1 = +1 +2 Khepesh
st +2. Shield parry 6+ St 4 Speaks Wosha, Simnith
Vaggy
Hornblower Ind,
Mo 6", Fa 5/10, TR +1, SR -1, D-5, C-4, W
-3, A 0, Ob 1.2,
Me +2 +0 = 2 sword st 0.
Shield parry 6+ St 4 Speaks Wosha, Simnith Horn signals 48”
Poma
Spear Nurse Ind Mo 5” Fa
5/10, TR +2, SR 0, D-4, C-3, W -2, A +1, Ob 1.0,
Me -1 -1 = -2 +2 1st round, spear st 0 1st Aid Kit
Improves wounds 1 level
Wicker Spear Warrior Mo 7", Fa 6/12, TR +2, SR -1, D-4, C-3, W -2, A +2, Ob 1.6,
Me +2-1 = +1 +2 1st
round, spear st 0. Shield parry 6+ St 4 Speaks Wosha
Beevil’s raid party led
by Matrigna
Sorceress Matrigna,
demon Bevit, his pet Tung, the Undead Goblins Phil and Phat, the Giant Serpent
Griper*, the Demon Gringham*, Winged Panther Phlyer*, Watcher Imps Nob & Pik (in
the Gheist Flache,) M* needs to Invoke
Spirit to call them = 10
Matrigna
Off Mo 7", Fa 4/8, TR +4, SR 4, D-4, C-3, W -2, A +2, Ob 1.2,
Me -1 +1 = 0 M dagger st 2 Speaks
Quenith, Simnith, Edin, Kazid (P), Kharsh, Jedonese (P) Carnivore, Canine,
Ausprek (P) Reads Lerumint, Runes,
4th
Level magician. Impose Imp, Exorcise Imp,
Charm Spell, Curse of Thaluz, Double Crop, Invoke Spirit, Ease Pain, Inflict
Revulsion, Reshape Flesh, Sleep Spell, Speak Beasts Language, Soothe Mind,
Strength Increase, Transmorphism, Transfiguration, Creature Taming, Temporary
Wound Nullifying, Counter Spell, Create Illusion, Terror Beams, Breaching Bolts,
Magic Bolts, Magic Trance Sleep, Detect Magic, Detect Scelta,
Guilt Blush, Stranger Sensing.
Bevit
Ind, Mo 4”, Fly 5”, Fa 8/16,
TI2, TR 3, SR 4, D –4, C –3, W –2, A
+2, Ob Fly, Me 0-0 = 0 sword st +1 Horn Signals 48”, 2nd Level
Magician: Fire Missiles, Ignite,
Pass Flache, Speech Throwing, Vertigo,
Flame, Smoke Screen, Shikald’s Breath. Skin Scorch,
Speaks Kharsh, Wosha. Reads
Runes. Master of Beast demonTung
Tung
Bea, Fly 6”, Fa 5/10, TI2, TR 3, SR
0, D -4, C -3, W -2, A +1, Fly, Me +1 -1 = 0
Teeth st -1, Speaks
Kharsh, Canine
Phil*
Fol Mo 5", Fa 10/20, TI2, TR +3, SR
-2, D-4, C-3, W -2, A 0, Ob 1.0,
Me +2 -2 = 0 each touch
of 1 worse than a wound deducts 2 Fatigue points Slave of M
Phat*
Fol Mo 5", Fa 10/20, TI2, TR +3, SR
-2, D-4, C-3, W -2, A 0, Ob 1.0,
Me +2 -2 = 0 each touch
of 1 worse than a wound deducts 2 Fatigue points Slave of M
18c Serpent Griper*
M Bea, Furt
Mo 5”, Fa 5/10, TI 5, TR 6, SR -3, D
-6, C -5, W -4
Me +4 -1 = -3 st -1 if a
strike of 1 or more dice as under stun gas spell power 8.
Furtive movement
Halberdier needs D10 7+ to spot within 6”
Demon Gringham*
Ind, Fly 7”, Fa 5/10, TI4, TR 4, SR
0, D -5, C -4, W -3, A +1, Fly, Me +3 -1 = +2 teeth st 0 Speaks Kharsh, Shriek
TI 4 at 12”, TI5 at 6”
Panther Phlyer*
Bea, Fly 10”, Fa
6/12, TI4, TR 4, SR -1, D -5, C -4,
W -3, A +1, Fly, Me +4 -1 = +2 teeth st -1 Speaks Feline
Imp Nob
Mo 4” Fa 10/20, TR 3, SR 0, D-3, C -2, W -1. A
+1, Me -1 -1 = -2 stun st -2 stun 4. Speaks Kharsh, Wosha,
Normally plays in the
Gheist Flache where it can be seen and heard but not touched or harmed by
missiles. Spells Flache Transfer,
Mouthwash, Trip, Haunt Revenge.
Flache Transfer spell @ Maghi 3+
Zearth^
Used to transfer from
the Mondo Morvali to the Gheist Flache or from it to the Spoinage Flache. D10
= 3+ transfer, 2- Fail. If failing on a second try at the spell in a day test ^!
^ D6 5+ OK, 4 Crackle lose powers for 10 moves, 3 lose powers for
20 moves, 2 lose powers 40 moves, 1 lose powers 80 moves.
Imp Pik
Mo 4” Fa 10/20, TR 3, SR 0, D-3, C -2, W -1. A
+1, Me -1 -1 = -2 Pick st 0 . Speaks Kharsh, Wosha,
The Whorgi Pack
Liable to be sent after dawn at the Salubral Spring.
Weispfote & 6 Whorgi
Weispfote
14c Lea Bea Mo 11”, Fa 6/12,
TI 3, TR +4, SR -2, D -5, C -4, W
-3, A +2,
Ob 2.3, Me +4 -1 = +3 teeth st 0 speaks Canine
14c Whargi Bea Mo 10”, Fa
5/10, TI 3, TR +3, SR -3, D -5, C
-4, W -3, A +2, Ob 2.1
Me +2 -1 = +1 teeth st 0 speaks Canine
Salubral
Spring GMs Plan Key
It is a dark night DDL
moving general shapes seen 12” identified 4”. Light breeze 4” from the west. The
Dwarves have noticed the glow from behind the bushes at 24.
7.
18c Serpent Griper*
M Bea, Furt
Mo 5”, Fa 5/10, TI 5, TR 6, SR -3, D
-6, C -5, W -4 Me +4 -1 = +3 st -1 if a strike of 1 or more dice as stun gas
spell power 8.
Lawic Lizard Bea Mo 5”, Fa
3/6, TI 2, TR +4, SR -2, D -5, C -4,
W -3, A +1,
Ob 1.3, Me +1 -1 = 0 teeth st -1 will attack Chaotics 4”