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.

  1. Crag
  2. Dead tree
  3. Cave
  4. Ladder up onto crag
  5. Matrigna, Bevit, Tung, Phil & Phat watching
  6. Serpent Griper sneaking along cliff bottom once Gringham shrieks D10 7+

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.

  1. Bushes
  2. Dense Bushes with Lawic Lizard

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”

  1. 3 Mules & Halberdier
  2. Tent Druid, 2 Halberdiers, 2 Mace Dwarves, 1 crossbow dwarf
  3. Tent Graf & Grafin
  4. Tent Pouth & 3 Abigails
  5. Tent Princess & Ladies Ceiling & Shalaka
  6. Log with Melda, Sir Shure, 1 Mace & 1 Crossbow Dwarf
  7. Pond, ordinary potable water
  8. Spring Water with Holey Water properties
  9. Salubral Spring with silver statue of Artesia, Warded with a Leydonic bolt power of 8 for anyone touching!
  10. Trees
  11. Crag. This is the route the Panther Phlyer will come when called.
  12. Warning Fire
  13. Warning Fire
  14. Warning Fire
  15. Bushes
  16. Bushes
  17. 25 Camp fire with Vaggson & night watch party
  18. Imps Nob & Pik watching from the Gheist Flache
  19. Bushes
  20. Bushes
  21. Demon Gringham will shriek challenges when alerted.

  

Our starting Forces             

       

On to Starting Out In which Graf Silth deals with a dwarf patrol, someWild and Voracious Wolves and fights a duel! On to the Journal of Lady Ceiling in which she records the detail of the quest part 1
On to the Night Action On to Lady Ceiling's Journal Part 2
On to the Action at the Fields of the Raghi  
On to the Defeat of Bishop Borin and his Pursuit of Graf Silth On to Lady Ceiling's Journal Part 3
On to the Action at the Salubral Springs  
On to a side show in the Forest  
On to the action at Rupie Chase On to Lady Ceilings Journal Part 4
On to the the Butterfly Glade On to Lady Ceilings Journal Part 5
On to the Blasted wood On to Lady Ceilings Journal Part 6
On to Market Day at Lo-Li <