The Prophetess's Tale

© Phillip Berrie, 2007.
Last Update: 15-11-07

Previous installment ...

The Prophetess, Turn 1.4:

Unlucky at cards. Lucky at love ...

Update: 28-8-06

he woke from a dream full of struggle and strife, monsters and minstrels to the realisation that the day she had seen so often in her dreams was upon her ... well not quite. From the window of her small room in the Chapel she could see that only the first light of the day ahead was visible on the Eastern horizon.

Matins was nigh and she felt obliged to attend and beg the Lord's indulgence for what she felt she needed to do. However, she knew that time was of the essence and so she dressed quickly and packed her satchel with the essentials she would need in the coming days. Then she went to perform her duty to the Holy Father and silently crave his indulgence. Next she needed to contact her real father for a dream had told her that, strangely enough, visiting him was important to her future.

Strangely she did not feel guilty about leaving her superior, The Chapel Priest, out of her plans. Too many dreams had hinted that this would be a bad thing to do. Not that he was a bad man but she did not think he would understand about what she felt compelled to do.

Back in her austere sleeping cell with everything prepared for her journey she quietly exhorted the demiurges and the four winds and in the next second she found herself in the centre of a crossroads. A crossroad full of memories of her childhood.

Before her was the wayside tavern where she had spend much of her childhood ostensibly in the care of her father. Her mother had died in child-birth, her father was a wayward spirit who though gentle enough in temper was not equipped to cater for the needs and wants of a young girl-child. For both of them it had been a blessing when she had been taken on as a novice by the Chapel shortly after her twelfth birthday.

She had not seen him since then but she knew where she would find him. Pushing open the door she entered the tavern which although it was early was already open for business. Her father was still abed for he had, as usual, been up late. She was given her own room by the landlord's wife and also was given a hearty country breakfast after which she went to her room to rest till midday.

By lunch time the tavern was in full swing, there was even the sound of music coming from below - obviously a popular spot. She knew that she would not be welcomed in the tap room as people felt guilty enjoying themselves when one of the clergy were present. Still she would have to brave their displeasure for she knew her father would be in the thick of it.

Down below lunch was well under way. Travellers, labourers and the regulars filled the smoky room, they all fell silent as she walked across to the gaming tables in the corner. She would need to replace her religious attire to be able to act freely in her mission. The silence warned the man in the chair she needed. He turned and stumbling an apology gave it up to her and immediately left the tavern intent on more worthy pursuits.

Her father looked at her and said, "Sit down girl and lay a wager. I will deal to the devil himself."

She sat and at his insistence brought forth her purse and laid a gold piece on the table.

"You won't learn if you don't put something at risk, lassie," he said as he shuffled the cards. In the background she heard the sound of the violin player's instrument and the murmur of people going about their own business.

"Father, dire times are upon us and we need to talk seriously, and in private," she said looking about at the on-lookers.

"I won't be leaving the table while my luck is good lass and these people are ... like family to me," he said and dealt the cards swiftly and surely.

"Father. Must we?"

"No pretence, Trudi," he said and flipped over the cards for her. "Your king of hearts is strong but these three black-suited cards deny you this win. Place your next bet. The game is not over yet."

"Please father," she said. "I have no times for games." Another gold coin went on the table in annoyance. "I came to see you because ... because, it has been too long since I saw you last ... and, and ... I saw you in a dream. In my dream you told me something I couldn't understand."

The cards had been shuffled and were already dealt. Once more they were barely on the table before they were flipped over. Her father then spoke clinically of her defeat. "Your red cards are strong but once again these black cards are stronger. The magus of gems is what you need."

She placed her purse on the table disgustedly and got to her feet an unusual anger colouring her cheeks. "Here have it all. I don't care about the money. Just tell me what you know."

The cards were shuffled and dealt in silence much to her exasperation. Her father looked at her expectantly.

"Oh, what's the use." She got to her feet and turned away, tears welling up in her eyes.

"Trudi!" came her father's voice from behind her as she moved away. There was a desperate tone to his voice. "You forfeit this game and I must take the winnings. Seek what you want across the river. Find the Oasis ... I can say no more."

She looked back but he was already shuffling the cards and looking around for another player. She should have never come here. He was hopeless. Addicted to his cards and his wagers. Once he had been great, or so she had been told, but now he was just pathetic.

She walked on intending to go back to her room. Suddenly a white handkerchief appeared in front of her face and she heard a deep male voice.

"May I be of assistance, Milady?"

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Game & Writing Notes:

Turn 1.4: The Prophetess really shines when she is allowed to take the cream of the encounter cards. However, she is somewhat weak so with the rules I am using allying her with another character makes a lot of sense. Since the Prophetess started with the Teleport spell and will automatically replace it and the Minstrel moves next and is of the Good alignment I decided that these would be perfect allies.

The only hitch with this move is that when she arrives at the Tavern the forced roll that occurs there indicated she was supposed to lose a bag of gold gambling. Hmmm, not obviously in character but hopefully I could use this to some nice effect in the story. Hence the connection between the chacter and the Gambler she loses the money too. The Gambler also sounds like an interesting background character so we will probably hear from him again if the die rolls indicate his presence.

Update: Had to change the Minstrel's instrument to a violin to fit in with that character.

Previous Installment ...

The Prophetess, Turn 2.4:

The Stuff of Dreams

Update: 15-9-06

rudi's dream was about wandering through a confusing maze of shops and stalls that seemed to go on forever. Fortunately she had a guide. The fact that it was a large colourful beatle who seemed to emanate bawdy music was par for the course when it came to some of her dreams.

She woke suddenly to find the music was real. It must have been quite late but the tavern downstairs was still in full swing and the music was the only nice part of the general ruckus that had disturbed her sleep. It was very obvious that these people did not have to get up to say pre-dawn prayers.

She pulled her pillow over her ears and tried to go back to sleep but it would not come. Instead she found herself thinking about her woeful situation again. What should she do now? Visiting her father had proved useless and to top it off she had given him all her money in a fit of pique. Her teleportation spell was gone and she was far from home surrounded by people who were all far too worldly-wise for her sheltered upbringing. She was quite out of her depth here.

Eventually things started to quieten down in the tap room and the style of music started to become more melancholy. The musician was really quite good the skill displayed in these slower pieces was quite remarkably. The last piece was very appropriate for the time, harking back as it did to the abdication of the last bearer of the Crown of Command. She wondered if it was now common knowledge that the Throne of Power was vacant once more.

Wasn't it the Minstrel in his brightly coloured costume who had offered her a handkerchief earlier today? She had ignored him and now she felt guilty. He had after all only been trying to help. She should really try to make amends for her rudeness. Tomorrow she would talk to him, thank him for his attempt at kindness.

When the noise downstairs finally stopped she was able to go back to sleep. Once again she dreamt of the seemingly never-ending market. It turned and twisted and she would have been hopelessly lost if it had not been for her guide. This time her guide was human, still very colourful, but dressed as she remembered him from downstair — the Minstrel. The colourful player lead her safely out of the confusing bazaar and she felt such a calmness and confidence in his presence that the rest of her sleep was untroubled by dreams.

She woke as normal in time for Matins. It was a lonely service that she performed in her room. Still this meant she was early for breakfast and the serving staff made sure she had a hearty meal when she told them she would be leaving. The cook was even kind enough to give her a handful of fruit and a loaf of bread as a parting gift along with the recommendation that others of her order would find a hospitable welcome if they were stay over as she had.

Trudi thanked the woman and left the Tavern. She had to leave — she had no money for board — and even though she wasn't sure what she was going to do she knew that her fate was somehow tied up with the Crown of Command. She would have to take to the road and see what fate presented to her. She decided then and there that she would make her way to the City and try to find Brother Miyagi on his mission to convert people to the faith. He was a wise person perhaps he would be able to give her some guidance.

Some people carrying goods were passing and she asked if she could join their group, there being safety in numbers. They readily agreed but said they weren't travelling far, just to the nearby market where they hoped to sell their produce. Her dreams of the previous night came back to her with the strength of prophecy and with them came the image of the Minstrel who had guided her to safety.

Apologising, she bid farewell to the good folk and turned back to the Tavern. Somehow the Minstrel was to be involved in her journey. She must speak with him.

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Game & Writing Notes:

Turn 2.4: I want to form the Prophetess, Minstrel and Warrior into a group. This means that the Prophetess and Minstrel must delay their moves until the Warrior's turn in this round. This means that this update for the Prophetess will be mostly story-oriented and the main action for the group will happen in the Warrior's turn.

I will make one concession in this because of the Prophetess's power and how I wish to represent it in the story. I am going to presume that the group will start travelling, staying in the Tavern hoping for the ferryman to offer them a trip across the river is an unlikely event, and the Prophetess's power is likely to make travelling the most profitable thing they can do. So I am going to draw their event cards now, including the extra one for the Prophetess, so that she can have precognitive dreams.

Results: The two event cards that the Prophetess drew for her group to be (isn't precognition a wonderful device for story-telling) were the Maze and the Market. Its pretty obvious which one she will choose (i.e. the Market for those who don't know the game) as having it on the board gives them the means to get across the river whenever they can get enough money together to buy a raft. Now I have to craft the story appropriately. What fun.

The thing I want to know is where are all the Enemy event cards?

Previous Installment ...

The Prophetess, Turn 3.4:

Shadows of Doubt

Update: 2-10-06

illars, great pillars surrounded Trudi. Pillars belonging to a huge building large enough and majestic enough to have been a palace or a temple, but it was not a building made by modern man. People passed between the pillars, people dressed in opulent but archaic costume, who spoke a language she couldn't understand. Unnoticed by the passers-by Trudi watched them go about their business. Obviously a wealthy society they wore their wealth on their persons and gave grandiose sacrifices at a shrine to a horrific idol that suddenly came alive as a dark shadow and rushed at her when she approached it.

Suddenly Trudi was awake, memories of ancient Evil strong in her mind. She shuddered and looked around, half expecting to see the creature, but all she could see was the stoic figure of the Warrior sitting by the campfire. She, the taciturn Warrior, and the handsome Minstrel named Paul, were now travelling companions. She had told the Minstrel of her situation and the impending danger to the realm of Talis and he had offered to accompany her back to the Chapel so that she could tell the Priest about what she knew. She had accepted his offer despite his insistence that the Warrior Borix — whom she did not totally trust — accompany them. She had done this partly because she had dreamt about her helping him and partly because she didn't know what else to do.

She had dreamt about the death of the Crown Bearer the night he had died and in the same dream she had seen her estranged father. She had not understood the relation between the two but had woken from that dream with the conviction that she must speak with her father. That meeting had been disastrous. He had basically ignored her, played his silly games. How could she have been so wrong?

And what had her dream of tonight meant? A shadow-worshipping, ancient cilisation. What could this mean? The whole realm was on the brink of chaos, the Crown Bearer dead, the forces of Evil no doubt marching on the Throne of Power to bring about a reign of terror. Why should she dream about a long dead pagan people and their Evil god?

She rolled over in her blanket and looked towards the east. It was almost time for morning prayers but she felt loath to perform the rite with the Warrior watching on. Feeling guilty and unworthy she said her prayers in silence, unmoving while lying on her side.

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Game & Writing Notes:

Turn 3.4: Although the Prophetess won't move until the Warrior does I can still decide where they are going to move and use her power over drawing event cards at this point. Her group enters the next square, a Woods square, on their way to the City.

Results: Ahhh, the ability of the Prophetess card is so strong. She draws two Adventure cards. The first is the Stranger card known as the Phantom while the second is 2 bags of gold. The Phantom is only usable by Evil characters so it is a no brainer as to which card is chosen. I will leave what they decide to do with the gold until the Warriors turn.

Notes:

1. This update has been delayed because I had a busy weekend and also because I discovered that there were some problems with the timelines of some of the character threads, especially the ones that have interacted. To fix this I have modified the text of some of the characters adding some time in most cases so that the interaction becomes possible. The only place where this is interesting is the Sorceress whose trip on the enchanter's transportator is through time as well as space.

2. To my mind the ability of the Prophetess to generate good things off of the Adventure deck is so great that I believe the best game-tactic for this group is to stay near the Market Place until they generate enough Gold to be able to buy a Raft and cross the River to the Temple. I shall incorporate this idea into the story so that it makes sense for this to be their future move.

Previous Installment ...

The Prophetess, Turn 4.4:

Money, Money, Money

Update: 20-10-06

old. Everywhere Trudi turned there was gold. Ancient gold, pagan gold, but valuable all the same. Her travelling companions, the Minstrel called Paul and the taciturn Warrior known as Borix were gleeful at their latest find but she was concerned that other more pressing matters were calling for her attention.

As if her concern had summoned them up a confusing cascade of images flowed through her dream: a unicorn, a giant Ogre, Father Ogam bathed in holy light and the most worrying — a dark figure holding a crown.

Trudi woke in the early morning feeling chilled, both in body and soul. Was the image of the dark figure with a crown a portent that Evil would win the Crown of Command? Could she do anything to stop this from happening? Was she doing the right thing in trying to get back to Father Ogam at the Chapel? He seemed to be hale and hearty in her dream. Perhaps she should be offering her services to their church superiors at the Temple, she was after all just across the River from that most holy place.

In the Market she had seen Rafts for sale. She hadn't thought anything of it at the time, keen as she was to get home, but if they found enough gold in these ruins she could buy one and use it to get across to the Temple.

She looked at the Warrior sitting on watch by the fire. He had proved to be reliable after all and in a situation involving magic and ancient Evil, which must have been frightening to a simple fighting man like himself. She would have to make sure he was properly recompensed for his actions, Paul as well. He had gone beyond the normal duties expected of a follower. Would they mind if she changed her mind now. Maybe if she made it lucrative enough for them they would help her get across the River.

She would broach the subject later today after she had told them about the new find of gold her dreams had told her of.

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Game & Writing Notes:

Turn 4.4: The plan is to keep this group in the square next to the Market and try and generate enough wealth using the Prophetess's ability to buy a Raft in the Market place and then use it to cross the River. Therefore the group will not move until the Warrior's turn but I will draw the two Adventure cards now to decide which Adventure card they will meet.

Result: The group has to choose between one bag of gold or two bags of gold. What a choice to have to make.

Previous Installment ...

The Prophetess, Turn 5.4:

Peaceful Slumbers, Purposeful Plans.

Update: 5-11-06

he sounds of her travelling companion, Paul, stirring up the embers of last night's fire for the breakfast brew woke Trudi. She covered a yawn with her hand and tried to identify what was wrong, for something was nagging at her half-awake mind. Then all of a sudden she realised that for the first time in years she had missed saying Matins; she had slept through the pre-dawn time specified by the temple of Good for blessing the new day.

With a guilty start she got up into a kneeling position and faced the morning light and started saying the prayers she knew so well. However, troubled thoughts occupied her mind as she went through the motions of her duty. How could this have happened? True, she was not at home at the Chapel where a bell controlled the clergy's daily prayer routine, but Matins was not normally a problem for her because she was quite often awake already at that hour, awakened by her dreams. Today however she had not had a dream, at least not one she could remember.

Was this good, or was this bad? Certainly she felt better rested than normal. It had indeed been a long time since she'd had a proper night's sleep. However, she now had no guidance as to what the day would bring. She would not be able to direct the others to any more treasure, maybe there wasn't any more. Perhaps they had found all there was to find and she would have to prevail on her colleagues yet again, financially this time, to help her get across the River to the Temple.

She would have to talk with them — as soon as she finished her prayers.

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Game & Writing Notes:

Turn 5.4: The Assassin's actions in his last turn have negated the Prophetess's ability because there is now an Adventure card on the square so she doesn't need to draw from the Adventure deck.

Her group can now either move, encounter the Fountain of Wisdom or encounter the Assassin. Moving doesn't make a lot of sense so I will give it 1 chance in 6. Encountering the Assassin I will give 2 chances in six and decided what they do if this comes up (attacking the outnumbered Assassin unprovoked is hardly Good). I will give them 3 chances in six to find and each use the Fountain of Wisdom.

Result: A roll of 6 indicates the group will encounter the Fountain of Wisdom in the Warrior's turn.

Previous Installment ...

The Prophetess, Turn 6.4:

Restful Sleep or Divine Abandonment ...

Update: 21-11-06

rudi's slumber was broken the touch of someone's hand on her shoulder. She opened her eyes to see Paul and the cup he was offering her. She started guiltily and looked round. Dim light filtered down through the canopy of tree branches above; it was well after sun up and she had slept through matins.

"Sorry, Priestess," said the Minstrel as he offered her the cup again. "You looked so comfortable I didn't want to disturb you. But Borix wants to head off soon so that we can get to the Market in good time."

Trudi accepted the cup and drank of the refreshing brew. "Thank you, Paul. Borix is correct. We must get to the Markets today. I shall get ready immediately."

She sipped at her cup as she gathered together her belongings and wondered why her prophetic dreams had apparently decided to abandon her. Or had the presence and her partaking of the Fountain of Wisdom caused her to lose that Good given gift.

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Game & Writing Notes:

Turn 6.4: The Prophetess, Minstrel and Warrior are heading back to the Market to buy a Raft to take them to the Temple. They won't move until the Warrior's turn and so this will be a story writing update for the Prophetess, one without her using her power as she does not need to draw a card in the Market square.

Previous Installment ...

The Prophetess, Turn 7.4:

Friendship.

Update: 6-12-06

atins. She had missed saying her morning prayers again. The Prophetess stared across the River at the Temple, the religious centre of her religion and felt unworthy. All the other prayers were easy to comply with but without the prayer bells of the Chapel or her prophetic dreams to give her an uneasy sleep she found it almost impossible to meet the daily commitment of her pre-dawn prayers.

Trudi watched as her friends, the enthusiastic Paul and the extremely competent Borix readied the Raft for their trip across the River. Borix was being business-like having them lash down all their belongings so that nothing would be lost in the crossing. Paul was in good spirits this morning because he had given a particularly good performance at his spur of the moment concert last night and was still full of the elation of performing before an appreciative audience. Trudi, despite these good omens, felt trepidatious about their trip to the Temple. Not because of the circumstances of the crossing. She felt she could trust these men with her very life. She was nervous because it was unusual for her not to have some idea what was ahead of her.

"We're okay to go now, Priestess," said Paul interrupting her thoughts.

Borix invited her onboard with a polite gesture but Paul suddenly held up a hand to stop her.

"A name and a blessing please Priestess," he said with a grin. "We must have a name for this valiant craft and the blessing of Good before we set sail."

"You make her sound like a pleasure yacht," said the Warrior with smile.

Trudi looked at her companions and the sturdy Raft before her. She could not have purchased it out of her own funds. They had both contributed to the cost.

"She's more than that Borix — she is Friendship," said Trudi and commenced the words of the Blessing of Good.

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Game & Writing Notes:

Turn 7.4: The Prophetess's group is about to cross the Storm River to the Temple in the inner region. The Prophetess will pray at the Temple and the results will be revealed in the Warriors move.

Current Character Summary:
Location: The Market just outside of the Tavern
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Random
Equipment: None

Previous Installment ...

The Prophetess, Turn 8.4:

Penance.

Update: 20-12-06

he'd told them everything; she'd felt she had to. She had confessed to how she had left the Chapel without the permission of her superior and worse, how she had not told him or any other church authority of the imminent death of the Crown Bearer, which she had forseen in her dreams well before the event. It had felt cathartic at the time but now the sound of the bar being put into place on the door of her spartan sleeping cell made her feel very lost and alone.

She kneeled by the narrow bed and tried to pray but she couldn't concentrate. What had happened to her life? She had disobeyed the church. She had lost her prophetic dreams. And now she was locked away in a room meant for novices who had erred. Tears welled up in her eyes and it was a long time before she was able to finish her prayer.

At least she was assured of being able to perform Matins in the morning. The Temple bells for that service would no doubt wake her. She lay down to sleep on the hard mattress but the faces of Paul and his strange Warrior friend would not let her sleep. Would she see them again? What would they think when she did not return as she had promised?

She hadn't had the opportunity to say goodbye.

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Game & Writing Notes:

Turn 8.4: The Prophetess has been enslaved in the Temple. To get out she must roll a 4, 5 or 6 in this turn. If she succeeds at this she will be able to move with the Minstrel and Warrior later in the turn. If she doesn't she will miss a turn.

Results: The Prophetess rolls a 2 and misses a turn. The Minstrel and Warrior will move seperately.

Current Character Summary:
Location: Enslaved in the Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Random
Equipment: None

Previous Installment ...

The Prophetess, Turn 9.4:

The Magus of Gems.

Update: 11-1-07

rudi woke suddenly from a dream of days past when her father, a Gambler in an out-of-the-way Tavern, had told her to seek the Magus of Gems in the desert. She had been angry with her father at the time, and still was, he had not been listening to her or taking her seriously. Why should she dream about him now? And what had that to do with the last image she had seen of a man in magician's robes standing next to a pool of water.

It was then that the Magical Vortex came upon her. She screamed as her spell was sucked away from her and in her thrashing around threw herself off the narrow bed of her cell. The moment passed as rapidly as it had come and she was left dazed and confused lying on the floor. Her Random spell had been taken from her and replaced with a spell for Teleportation; the fastest way for her to get to the Oasis. Was Good telling her that her father had been correct?

"Priestess," came a faint but familiar voice.

Trudi got to her feet and moved over to the door. "Borix? Is that you?"

"Yes. I've come to get you out. That is ... If you wish to leave."

Omen was crowding upon omen for Trudi. She had not only been given a sign but also shown that she had willing helpers for her quest.

She heard the bar being lifted and she let the door open slightly before she stopped it with her foot. "It is good to see you dear friend," she said peeking around the door. "But I'm afraid I can't let you in just at the moment. I am not decent."

Borix taken aback by her action recovered his composure quickly and said, "You must hurry Priestess for we must also rescue Paul."

"Paul? Rescue? Why?"

"He went to ask about you and they took him captive. As to the why ... I don't know. I thought you might be able to answer that."

"I don't know," she said, perplexed. "I am being chastised for breaking Church law. I do not know why they would want to chastise Paul. He has done nothing but right by me and done everything a follower of Good should."

"Things don't always happen as they should here," said the Warrior cryptically. "Now, I told Paul I would find out whether you needed to be rescued or not, so, do you?"

"No," said Trudi coming to a decision. "You must rescue Paul and then wait for me to return. I will be away for a few days. Wait for me at the edge of the desert."

* * * *

The desert of Talis: a place so hot that it saps the life from you. Deep in the heart of the desert there lies an oasis which provides succour for all who rest there be they bandits, hermits or Prophetesses. Trudi knelt at the edge of the deep pool and brought a handful of water to her lips. The morning sun was only just above the horizon but already the air was hot.

It had taken time to convince the Warrior that he should concentrate on freeing Paul, that she could get out by herself. In fact she was convinced that in the end he'd only left because they had been making too much noise and had attracted unwanted attention. Once he had gone she had dressed and prepared herself as best she could for her magical trip and when the sun had shone through the tiny window of her cell she had cast her spell.

Now all she needed to do was to find the Magus of Gems.

Nothing happened for a long time and Trudi was beginning to doubt her vision when an old man in a thread bare robe crested the nearest rise and came walking towards her humming to himself in a tuneless manner. This was obviously not her Mage. He was more a Hermit but perhaps he would know where the Mage might be.

"Good morning, sir," she ventured as he drew near. "Forgive me for intruding but I'm looking for a scholar of magic. Are there any around here?"

The man stopped and stared at her. At last he spoke; his mouth full of blackened teeth. "You spoke. You're real aren't you? ... What did you say?"

"Does a Mage live here?" said Trudi wondering about the man's sanity while gesturing with one hand to take in the entire Oasis.

"He used to," said the Hermit while digging furiously inside his dirty old clothes. "Darn it. Its got to be here somewhere," he said cryptically.

"Where did he go?" asked Trudi uncertain about the antics of the old fellow. She suspected that he'd had too much sun and it had addled his wits.

"Here it is," cried the old man ignoring her question. He pulled something out from somewhere far to close to his skin for proper personal hygiene and thrust it at her.

Trudi looked askance at him for a few moments until she realised what it was he held in his hand. It was a Talisman. Something every person in the realm of Talis would have recognised and desired. How a dirty old Hermit came to have one she had no idea. She reached forward and took the proffered jewel and then stood dumbfounded as he started to dance around her laughing hysterically.

As he danced a magical change swept over him; his rags became fine clothes decorated with sparkling stones, his matted hair untangled itself and fluffed out into a magnificent mane held back by a gem-encrusted diadem, the dirt on his fingers was replaced by silver and gold rings covered in gems. All-in-all it was a most magnificent transformation for when both it and he stopped there stood the Mage of her dreams and her father's cryptic message, the Magus of Gems, who had already gifted her with the thing she had been supposed to find ever since she had spoken with her father back in the Tavern.

A Talisman.

She was supposed to be the champion of Good in the contest for the Crown of Command. To hopefully claim the Throne of Power for the cause of Good. All of sudden she felt giddy and sick to her stomach and not at all worthy. She sat down hard on the sand and stared up at the genial old Mage who looked down at her, a smile on this face.

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Game & Writing Notes:

Turn 9.4: The Prophetess is affected by the Magical Vortex released by the Priest this means she loses the Random spell and has it replaced by a Teleport spell. She then has to roll to see if she remains enslaved in the Temple.

Results: She rolls a 4 and can leave.

Turn 9.4 continued As she now has a Teleport spell the most sensible move for her is to teleport to the Oasis to visit the Hermit and gain his Talisman. As he is already on the square she will only have to draw 1 encounter card for the square and hopefully her ability will make that the best of the top two cards.

Results: She teleports to the Oasis (replacement Spell is Immobility) and draws a bag of gold and the Mage. She chooses the Mage and discards the bag of gold. She is given a Talisman by the Hermit which is then discarded. She is given the Acquisition spell by the Mage who will stay in the square. Boy is the Sorceress going to be pissed when she gets there.

Note: The Spell deck is now depleted and so all discarded spells will be shuffled and put back into the deck.

Current Character Summary:
Location: The Oasis
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Immobility, Acquisition
Equipment: Talisman

Previous Installment ...

The Prophetess, Turn 10.4:

You Can't Drink A Talisman.

Update: 31-1-07

hat's the difference between the Valley of Fire and a Desert? thought Trudi thinking of the Talisman that lay in her pocket. The sun beat down relentlessly. There was no shade, no respite from the cruel heat, the blinding glare and the endless miles of sand. She had to walk on. To stop would probably mean death. Once again she thought about the Talisman, If it can protect me from the Valley of Fire why can't it protect me here?

The day dragged on. Trudi's mouth dried and began to taste metallic. Her skin, where it was exposed to the elements, reddened and burned despite the unguent cream the kindly Mage had given her.

After a while the walking became automatic and Trudi drifted away into a daydream. Her thoughts went back to her last meeting with her father. How he had told her to find the Magus of Diamonds. She also remembered all the jewellery the Mage that the Hermit had become had worn. Was he the Magus of Diamonds her father had told her to meet? Had her father been trying to tell her something important? Had she misjudged her father and spurned his advice?

The Prophetess trudged on, her world view changed more than she had expected, more than she had wanted.

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Game & Writing Notes:

Turn 10.4: The Prophetess has retrieved the Talisman from the Hermit and must now trek back to the Temple to meet up with the Minstrel and the Warrior.

Results: As the Prophetess does not have a Water Bottle she will lose a point of life in this square.

Current Character Summary:
Location: The Desert between the Oasis and the Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 3
Spells: Immobility, Acquisition
Equipment: Talisman

Previous Installment ...

The Prophetess, Turn 11.4:

Something Bad Is Going To Happen!

Update: 7-2-07

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Game & Writing Notes:

Turn 11.4: The Prophetess is affected by the Evil Darkness summoned by the Assassin. She misses her turn. As she has missed her turn she does not suffer the effects of the Desert as she does not encounter the square.

Current Character Summary:
Location: The Desert between the Oasis and the Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 3
Spells: Immobility, Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 12.4:

Blood Is Thicker Than Water.

Update: 18-2-07

ne step after another. That is how she got here. Even during her black out she had stayed on her feet, though she couldn't tell how far she had walked in that state — the vast brown tracts of the desert looked all the same. Now however, with the walls of the Temple before her, she wasn't sure she could take another step.

She looked at the Temple before her. She had to get there. Had to give thanks to Good for the gift of the Talisman and beg guidance for what she must do next. She should take another step but she couldn't seem to control her feet.

Suddenly she saw people running towards her — their shapes blurred by the bright sunlight — then the whole world began to tilt crazily and went from desert brown to sky blue and then to midnight black.

* * * *

Trudi woke slowly to find herself lying on a soft bed in a soothingly-dim, windowless room. She had made it. She had crossed the desert and now must surely be in the Temple's infirmary. Her next thoughts were of prayer and she thanked the powers of Good for her salvation. It wasn't until she tried to bring her hands together in a worshipful manner that she realised that she was bound. Bound by silken restraints that secured her left hand and held her right arm in a position that extended over the edge of the bed.

There was also something wrong with her right hand, some slight pain, and her palm was wet. She looked down to see blood flowing from a wound on her wrist. It ran freely over her hand and dripped into a bowl beneath her hand.

She was being exsanguinated. Why?

She tried to move her right arm, but her bonds and a general feeling of weakness prevented her. Even this small effort made the room swim. She collapsed back on the bed and once more her thoughts turned to prayer — a prayer for help.

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Game & Writing Notes:

Turn 12.4: The Prophetess is in the Desert heading towards the Temple. As she is a priestess I will give her a chance of praying at the Temple of 1-2 on d6, otherwise she will just encounter the Minstrel and the Warrior.

Results: She reaches the Temple and on a roll of 1 prays at the Temple. A roll of 3 on her 2d6 indicates she loses a life point. Now I have to work out how this happens.

Current Character Summary:
Location: The Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 2
Spells: Immobility, Acquisition
Equipment: Talisman.

Note: For some reason I seem to mainly roll nasty things for the Temple. Hopefully the Prophetess, Minstrel and the Warrior will be able to get out of the place soon.

Previous Installment ...

The Prophetess, Turn 13.4:

Deathly Dreams.

Update: 2-3-07

rudi drifted in and out of sleep, too weak to do anything under her own volition. Someone came and took away the bowl into which her blood had spilled and applied a tourniquet and bandage to her arm to stop the bleeding. This confused her more than consoled her. If they didn't want her to die why had they bled her in the first place?

During one of her dreams she found herself on a Raft on the River. The Raft founded on something under the water and she was tipped into the water and sucked down into the depths. Then suddenly she was surrounded by standing stones, digging a hole and discovering hidden gold.

She knew which one she preferred to happen, but first she must get out of the control of whomever it was that had her bound to her bed. Desperately she tried to wake herself up, but she couldn't get a proper grip on her thoughts. Instead she drifted away and became mired in even more incomprehensible dreams.

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Game & Writing Notes:

Turn 13.4: The Prophetess is not restrained in the Temple so she is going to be rescued from her current plight by the Minstrel and the Warrior later this turn. However, I can use her ability now to choose the encounter card for that move.

Results: The Prophetess draws the Raft object and a bag of gold. I will leave the decision as to which is chosen until the Warrior's move.

Current Character Summary:
Location: The Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 2
Spells: Immobility, Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 14.4:

The Challenge Foretold.

Update: 12-3-07

Serpent the size of a horse reared up from behind the rune-covered rocks. Trudi turned and started to run, her phobia of snakes overwhelming her knowledge that this must be a dream. She ran towards the forest where she had gone to sleep but just before she reached the trees a man with a kerchief covering his face stepped out in front of her, his sword drawn and ready.

"Your money, or your life," said the Bandit bringing the point of his sword up and pointing it at her face.

"Neither," said Trudi and forced herself awake.

* * * *

In the dim light of the dying fire Paul the Minstrel looked down at her with concern in his face. "Are you all right?"

Trudi was nowhere near recovered from her recent ordeals and felt the lethargy in her body dragging her back down towards sleep. However, she knew she was safe in the company of her two friends so she nodded and smiled to put him at ease and was soon fast asleep again, this time she dreamt much gentler dreams.

She slept right through Matins.

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Game & Writing Notes:

Turn 14.5: The Prophetess will foresee the encounter cards for when her group moves to the Runes square in the Warrior's move.

Results: The cards drawn are two enemy cards: The Strength 4 Serpent and the Strength 4 Bandit. They will gain 2 Strength because of the Runes square. I will leave the determination as to which they encounter until the Warrior's move.

Current Character Summary:
Location: The Woods next to the Temple
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 2
Spells: Immobility, Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 15.4:

Little Girl Dreams.

Update: 23-3-07

reams disturbed the Prophetess's sleep. She dreamt that she was once more a little girl being carried in the strong arms of her father. That she and her family were fleeing some sort of catastrophe. Vaguely she remembered this from real life. She had been but a baby when the last great game was played. The battle between Good and Evil had been particularly fierce and the forces released had brought much hardship on the common folk of the realm.

It was good to be in her father's arms. When she was this age he was the best person and best father in the world. It was only when she was older and began to have opinions of her own that he was found lacking in her estimation. He was a fence sitter. Talis didn't need any more fence sitters. The Druid, whose body still no doubt lay cold in death upon the Throne of Power had kept the peace but the realm as a whole hadn't advanced, hadn't improved during his tenure.

Trudi had left home unsatisfied with life and planned on using her own strange gifts to help people. She had dedicated her life to Good and had spoken to her father little since entering the priesthood. Still that was then and this was now and as a little girl it felt good to be in his strong arms once more.

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Game & Writing Notes:

Turn 15.4: The Prophetess has swooned and delays her move to that of the Warrior in any case so this will be a writing move.

Results: Results of the real move will be revealed in the Warrior's turn.

Current Character Summary:
Location: The Castle
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 16.4:

Tomorrow, the Portal of Power.

Update: 1-4-07

rincess Rosalind was nice. A young woman-in-the-making she showed little sign of having suffered from her kidnapping and long journey home through who-knows-what kinds of trials. And despite her own experiences she was most concerned about the whereabouts of her brother the Prince who had similarly been magicked away from their home. Unfortunately Trudi had been unable to help as she had not seen the Prince in her own travels.

The Princess smiled at her and bid her a quick recovery before moving off to talk privately to the Castle's Doctor.

Trudi turned and looked out through the window. As it happened this window faced the ancient ruins in which lay the Portal of Power. A shudder passed through her slim frame as she realised that soon she and her friends, if they decided to accompany her, would have to face the Perils that existed beyond the Portal. She wondered if she were up to the task that she had been set.

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Game & Writing Notes:

Turn 16.4: The Prophetess has been healed by the Castle Doctor and has a Talisman so its time for her party to attempt the Portal of Power counting on their numbers to get through the trials on the other side. So saying they will move onto the Portal of Power square in the Warrior's move and attempt to enter. As the party won't be drawing an encounter card the Prophetess's power won't be active.

Results: This will be a writing move in preparation for the group move in the Warrior's turn.

Current Character Summary:
Location: The Castle
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 17.4:

The Plain of Peril.

Update: 11-4-07

hot wind whipped up acrid fumes causing Trudi to cover her eyes with her hands. All thoughts that the strange terrain in front of her might be an illusion vanished from her mind. With a step she and her friends had left the ruin on the side of the mountain and traversed an unknown distance to the inner region of the realm where magic and the impossible held full sway.

In front of them the horizon wavered with an orange glow — the Valley of Fire. Behind them, beyond the door which stood upright and alone upon the plain, the horizon was a grey blur. That way was the March of Madness where a person could walk forever and never reach another known part of the realm. The sight of the ruined room that could be seen through the Portal was welcoming compared to that desolate view. Trudi watched as the door closed of its own accord.

To their left was a barren hill punctured with what looked like an abandoned Mine. A road ran towards that desolate pit from where they stood and lead in the other direction to what could only be a gigantic Crypt. Neither way looked pleasant but it looked like the road was the safest path because the ground on either side of it bubbled and belched sulphurous fumes.

Paul, her Minstrel friend, turned to her and in an uncertain voice asked, "Which way do we go?"

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Game & Writing Notes:

Turn 17.4: The Prophetess and her group have reached the Plain of Peril. Which way to they go? There accumulated Craft is greater than the total Strength so ...

Results: This is a writing move. The group as a whole will move in the Warrior's turn.

Current Character Summary:
Location: The Plain of Peril.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 18.4:

The Valley of the Shadow of Death.

Update: 20-4-07

he Plain of Peril had been daunting but navigable, the Mines simple to bypass thanks to the Warrior's straight forward thinking, but the Prophetess wondered whether their next obstacle would be so easily negotiated. The tower that sat upon the hill shouted its Evil nature at her. What nature that Evil took she did not know but it was almost palpable in its Strength. Trudi shuddered and hurried to catch up with the Warrior who strode on ahead.

Borix had said that he wanted to travel as far as he could before the sun set. He'd then set off at a blistering pace that she and the Minstrel had found hard to maintain. Even so, she was sure that the Warrior was actually being lenient on them and that he could have left them far behind if he'd really wanted to.

But now the sun was setting behind the hill — the shadow of the tower reaching out like some giant hand to rob them of the last of the sun's rays. They would have to stop for the night soon though Trudi didn't think that any of them would get much sleep tonight.

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Game & Writing Notes:

Turn 18.4: The Prophetess's group must now brave the Vampire's Tower. She won't move until the Warrior does so this will be a writing move.

Current Character Summary:
Location: The Vampire's Tower.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 19.4:

The Power of Good.

Update: 6-5-07

"omething's happened, hasn't it?" Paul said and sat up.

Trudi dropped to her knees beside him and pushed his head to the side so she could get a better look at the two puncture wounds over his jugular vein and the flow of blood that ran from them down his neck and onto his shirt.

"What's the matter," said Paul bringing his hand up to his throat. It came away red and he stared at it in confused silence.

"You were attacked," said Trudi taking off the peasant shawl she was wearing and tearing of a wide strip of cloth. "You were attacked by a Vampire. She lured you away from the camp. Now be quiet, you're bleeding and I need to have a look at the wounds."

"A Vampire," said Paul incredulously as she started to wipe away the blood.

"We have to get out of here," said Borix coming up his sword in his hand. "It's still out there." He did not look at them as he spoke but kept looking around.

Trudi tore another strip off her shawl and folded it into a pad. She put it into Paul's hand and said, "Fortunately, she didn't have much of a chance to feed on you. Now, hold this to your neck please."

Trudi spoke matter-of-factly but inside she was very worried. The creature had infected him with her corruption and would now have a hold over him. She and her superior, Father Ogham, had dealt with such a creature before and it had taken both of them to prevail and many innocents had died before they had finally defeated it.

"We must go," said Borix again.

Trudi looked at the Warrior again; there was fear in his eyes.

"No," said the Prophetess getting to her feet and helping the Minstrel up. "Dawn will see us safe, but between now and then we must all stay vigilant and watch out for each other."

The Warrior ceased looking around and stared at her.

Before he could voice a protest the Prophetess said, "Despite its strength and speed it cannot stand against the power of Good. I can protect us but I need you both to trust me and I need to be able to trust you. And we all need to watch out for trickery."

The Prophetess led her very worried companions back to their campsite.

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Game & Writing Notes:

Turn 19.4: The Prophetess's group have met and survived the Vampire of the Vampire's Tower. In the next square they will be forced to face a number of Pit Fiends.

Results: The encounter with the Pit Fiends will be resolved in the Warrior's turn.

Current Character Summary:
Location: The Pits.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Acquisition
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 20.4:

You Can Always Count on a Friend.

Update: 17-5-07

uddenly the ground next to Trudi exploded upwards in a shower of stones and dust and there, when she could see again, was her worst nightmare — a creature which had indeed haunted her dreams for many years. It was green and scaly, its inhumaness only being accentuated by the human weapons and armour it bore. The Pit Fiend hissed at her and Trudi screamed as it raised its weapon above its head for the downward's blow.

Suddenly the world seemed to go into slow motion. The Sword started to descend and too late Trudi reacted to the danger. She began to bring her hands up to fend off the blow that was aimed at her head but she knew they would be far too late. The blade became the only thing in Trudi's life and she wondered if it would be the last thing she saw. And then she wondered why her life wasn't flashing before her eyes, since the Sword seemed to be taking a remarkably long time to fall. Then she wondered why it was taking so long to fall.

Suddenly the world came back to full speed as Trudi realised that somehow she had been spared. Something had stopped the blade short of killing her. The Fiend sprang away from her and looked at its weapon in confusion. Then it looked at her and Trudi saw fear, uncertainty and doubt come into its eye.

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Game & Writing Notes:

Turn 20.4: The Prophetess's group is still under attack by the Pit Fiends and the Prophetess herself has her own Fiend to contend with.

Results: The Prophetess with a Strength of 2 rolls a 1 on her Combat die roll for a total of 3. Her attacker rolls a 6 for a total of 10 meaning the Prophetess will take 7 life points.

To survive the Prophetess needs to be helped by the Minstrel with his Preservation spell. As this is what the spell is for he will use it to prevent the damage completely.

Current Character Summary:
Location: The Pits.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Destruction.
Equipment: Sword, Talisman.

Previous Installment ...

The Prophetess, Turn 21.4:

Her Worst Nightmare.

Update: 26-5-07

he Pit Fiend snarled and advanced on the Prophetess. Once again Trudi was face to face with something out of her worst nightmare. A nightmare that had always ended with her waking, sweating and shaking, before she could see its end.

With the Minstrel's epee now in her hand Trudi tried to strike first, to take advantage of that Sword's longer reach, but she was too slow. The Fiend knocked her attack aside with a contemptuous chop of his sword. He then sprang forward to cut her with a rising thrust.

Trudi drew her weapon back to try to protect herself. Too little, too late, though she did manage to deflect the Fiend's weapon accidentally with the pommel of her Sword so that instead of hitting her in the middle of the chest the blade took her above the right breast under the collar bone. The weapon punched clean through her shoulder, the hooked curves of the blade catching, with a sickening thud, on the bones the point had missed.

Trudi looked down in stunned surprise at the metal embedded in her flesh. Surprisingly it didn't hurt. Then the Fiend began to twist the blade. Trudi screamed in agony and the Minstrel's Sword slipped from her nerveless fingers.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 21.4: The Prophetess is now at least armed having used her Acquisition spell to grab the Minstrel's epee. Unfortunately her replacement spell (i.e. Destruction) is of no use to her in this situation. Now let's see if gaining a weapon was worth the effort as the Pit Fiend attacks her.

Results: The Fiend rolls a massive 6 on his die roll for a total of 10. The Prophetess with a total Strength of 3 (counting the Sword) rolls a 4 for a total of 7. She takes 3 life points of damage and has been save from death (for this round at least) by the acquisition of the Minstrel's Sword.

Current Character Summary:
Location: The Pits.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Destruction.
Equipment: Sword, Talisman.

Previous Installment ...

The Prophetess, Turn 22.4:

Glory Bound.

Update: 5-6-07

lood. There seemed to be blood everywhere. The Minstrel lay on the ground his entire side crimson. The left side of the Warrior's face was red from his missing ear and the deep scratches across his cheek and neck. Even the front of her homespun tunic was drenched in the stuff from the Sword wound in her shoulder. Yet they all still lived and their enemies, the Pit Fiends, were all dead. Praise be to Good.

Strangely, Trudi felt no pain. She got to her feet and turned towards the Valley of Fire. "We must go," she said to her companions and began walking.

The Minstrel and the Warrior, despite their respective wounds, turned and looked after her as she moved off across the pit-riddled landscape. They turned and looked at each other then the Warrior helped the Minstrel to his feet and with the former supporting the latter they staggered off after the Prophetess.

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Game & Writing Notes:

Turn 22.4: The Prophetess is gravely injured but only one square away is the Valley of Fire where she will be safe because she has a Talisman. I will give her a 2 chances in 6 of leaving her group here and going on alone. This will prevent any chance of either the Minstrel or the Warrior double crossing her. If this chance doesn't turn up she will wait to enter the Valley of Fire in the Warrior's turn.

Results: On a roll of 3 the Prophetess will lead her group into the Valley of Fire. I shall also be rolling chances for the other characters trying to take the Talisman in this turn.

Note: At the end of her last turn I had the Prophetess drop the Minstrel's Sword. He will have picked it up at the end of his turn after the threat of the Pit Fiends had ended.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Destruction.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 23.4:

Who Shall Wear the Crown?

Update: 15-6-07

and-in-hand Trudi and her friends, Paul the Minstrel and Borix the Warrior had made their way through the Valley of Fire. It was the Talisman Trudi wore that had protected them from the destructive power of the flames but it was the strength of her friends that had got her here to the base of the pinnacle that lay at the centre of the Valley.

And now came the last trial. Legend had it that at the top of this pinnacle they would find the throne of Talis and the Crown of Command. Only one could wear the Crown. Only one could rule Talis.

But they were three, and who was to say that Trudi was the right person to rule Talis. None of her prophetic dreams had shown her seated upon the throne. None of her dreams had shown her donning the Crown.

Why not Paul? He had proven his bravery. He had proven his loyalty. His entire life had been spent honouring Talis with his telling of the tales of the history of the realm. Who better to lead Talis to future glory?

And what about Borix? He had been true to both of them despite his not being of their creed and without him they would have fallen at the last hurdle, undoubtedly destroyed by the Pit Fiends. Surely it was he who had earnt the right to sit upon the throne.

Was she the one? Was she the right person to wear the Crown? And, perhaps most importantly, if she were truly supposed to rule, why was she having reservations about her right to do so?

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Game & Writing Notes:

Turn 23.4: The Prophetess, the Minstrel and the Warrior are in the Valley of Fire about to reach the Throne of Power (in the Warrior's move).

Results: This is a writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Destruction.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 24.4:

Submitting To Kindness.

Update: 25-6-07

"aul? Can you hear me?" Trudi asked, concerned about the wide-eyed look that had come into his eyes. She leant forward and placed a hand on his. He did not respond to her touch so she turned to her third companion. "Borix, what's happening to him?"

"Nothing is wrong with me, Trudi," said the Crown Bearer his eyes snapping into focus again as he turned to look at her.

"Are you alright?" asked Borix while Trudi wondered at the change in her Minstrel friend. He's never used my real name before — had always shown deference to her calling — Is he really so far above me now?

"I'm fine, Borix. More than fine," said the Minstrel answering the Warrior's question. "Though I worry about the two of you. Evil is gathering its forces and I would rather that you ... you who are both so dear to me, were not in harm's way."

The Paul turned to look at Trudi and with a sudden intensity grasped her hand. "You are qrievously injured, my love. I fear for your life if you stay here. Just say the word and you can be back in your beloved Chapel. Safe. Removed from all danger. You know I can do this. Please, let me."

Trudi's mind was awhirl. He had called her his beloved.

Dimly she heard their Warrior friend say, "I agree. You can barely stand you have lost so much blood."

"No. I must stay. You might need me," she said in her own defence not wanting to quit the game at the eleventh hour. "I could not bear to live with myself if Evil prevailed because I had submitted. I still have my magic. I can still be of use. Please let me stay."

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Game & Writing Notes:

Turn 24.4: The Prophetess and the Warrior plan to guard the Minstrel — he who sits upon the Throne of all Talis — by blocking people who enter the Valley of Fire. The Prophetess will delay her move until the Warrior's turn as he does not have a Talisman and needs her to survive the square.

The spell the Prophetess currently holds is not very much use to her in this situation so I will give her 3 in 6 chance of casting it so that she can get another spell which might be more useful to her (i.e. a Healing spell).

Results: As she rolls a 6 she will keep this spell. Therefore this will be a writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Destruction.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 25.4:

For The Greater Good.

Update: 5-7-07

er hand felt small and soft and trapped, held how it was in the Warriors' own. It actually hurt a bit as well from the tightness of his grip, but she couldn't really blame him for that because the flames of the Valley of Fire roared up around them in their incandescent fury and he would have been burnt to a crisp in seconds if not for the protection of the Talisman she wore.

She turned to look at him. From this side his face, though coarse in features, had a certain rugged handsomeness. The other side of his face, with its injuries sustained in the course of their battle with the Pit Fiends, showed his true nobility of spirit and depth of conviction. Thoughts improper for a priestess of Good stirred in her mind brought on no doubt by the warmth of the flames.

Suddenly, the Minstrel was there, his presence strong in her mind. Trudi, I fear that you will reach the Mercenary too late. An image of a group of people standing at the entrance to the abandoned Mines appeared before her mind's eye. People who had the unmistakeable taint of Evil about their person. Evil and power. Trudi could see the magic that two of them commanded — powerful magic.

They must not gather him to their cause, the Minstrel warned. It would tip the balance too far in the their favour. You know what you must do, don't you?

"No, I couldn't," said Trudi, and the presence of the Minstrel was gone.

"Couldn't do what?" asked the Warrior, a concerned look on his face.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 25.4: The Prophetess and the the Warrior are heading off to the Vampire's Tower to try to recruit the Mercenary to the cause of Good and will enter the Pits square this turn in the Warrior's move. Chances are they won't make it before the Evil alliance does so in game terms the best thing the Prophetess can do is use her Destruction spell to destroy the Mercenary and hopefully get a Healing spell in replacement. This time I will give her a 4 in 6 chance to do this in spite of it being against her character.

Results: The die came up 5 so she will keep her spell. This will be a writing move.

Aside: The Prophetess has the ability to view other player's spell cards. This is hinted at here in the text.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Destruction.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 26.4:

For The Greater Good.

Update: 16-7-07

rudi, said the Minstrel into her mind. The forces of Evil have passed through the Mines and will reach the Mercenary within hours. I am sorry, but I could not slow them. You must return to the Valley of Fire. That will be our line of defence.

"Borix wants to run ahead," said Trudi. The Warrior turned at her words but remained silent when he realised they weren't addressed at him. Trudi smiled up at him. "I'm afraid I have been slowing him down."

It would make no difference, came Paul's reply. And he would run the risk of passing through the region of the Pit Fiends alone. No, you must come back. It is better that we concentrate our forces in the best defensive position. Not all of the enemy hold Talismans.

"There is something I can do," said the Prophetess in a whisper.

I know, said the Crown Bearer and was gone.

"Borix, we must go back. We are too late," Trudi told the Warrior.

"Damn!" Borix swore. "The Mercenary, if he is the man I think he is, will work for anyone who will pay his price. And an extra weapon against us is the last thing we need."

"His weapon will not be raised against us," said Trudi and struggled to her feet. "Stand back please, Borix, I will cast my spell. I didn't want to, but it is for the greater Good that the Mercenary must die."

The Warrior stood back and the Prophetess closed her eyes and reached out with her magical senses to where her unknowing target was camped below the tower of the vampire. Trudi noticed that he showed the signs of her visit. She hoped his death would be a relief to him.

She cast her spell.

The sound of distant thunder caused her to open her eyes from the scene of destruction. Tears made her sight blurry so she could not see Borix's face. Could not see the horror that must be in his eyes at what she had done.

"It had to be done, Trudi," he said and gathered her into his arms.

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Game & Writing Notes:

Turn 26.4: The Prophetess and the Warrior are not going to be able to reach the Mercenary before the Evil group does. I shall now give the Prophetess a 5 chance in 6 of using her Destruction spell to destroy the face up adventure card.

Results: A roll of 5 indicates she uses the spell. Their reason for leaving the Valley of Fire removed the Prophetess and the Warrior will retrace their steps in the Warrior's turn. Ironically her replacement spell is "Temporal Warp".

Note: I gave the Wizard 4 chances in 6 to use his counterspell against the Prophetess's Destruction spell and he rolled a 5. He will leave this spell to use in his own defence.

Current Character Summary:
Location: The Pits.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 1
Spells: Temporal Warp.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 27.4:

What If?

Update: 28-7-07

afe once more in the Valley of Fire the Prophetess didn't care. She had killed a man. She had exploded the poor Mercenary across the landscape ... for the greater Good. Now she was not so sure. Why couldn't Good have prevailed without her having to kill someone? Why couldn't the Crown Bearer have driven the Mercenary away? Why did it have to be her?

"Are you all right?" asked the Warrior whose hand she now gripped fiercely.

She did not answer but did loosened the tight grip on his hand. She could not let go of his hand completely for he would surely be consumed immediately by the flames that roared around them; hand-in-hand the power of her Talisman protected them both.

"It had to be done," said Borix.

Trudi ignored him, her grief had given way to confusion about her Good-given magic. It had been Good that had given her the power to destroy the Mercenary and now it had given her the power to warp time.

"What do you want of me?" she cried at the heavens. "Tell me? Show me?" She cast her spell and the flames around her dimmed as her own personal time sped up. Belatedly she realised that the spell did not effect her companion — he stood as unmoving as the flames.

Once again Good gave her a new spell — the spell of Healing. She sighed with relief and cast the spell on herself. The ache from the wound made by the Fiend's blade faded away to nothing.

The Healing spell was replaced by another killing spell. "What am I to do now?" she said looking at the Warrior. Her spell was one for personal combat, but surely not against him. Please.

No answer was forthcoming so she was left to her own thoughts and time weighed heavily in her accelerated time frame. Eventually the thought came to her What if it is I who should be on the Throne?

Click here to follow her attempt to take the Crown of Command

Trudi felt a strange wrenching sensation on her senses which disappeared almost as soon as she became aware of it. She shook her head to clear it. But what about Borix? He would burn to a crisp. I couldn't do that. We must wait here and defend Paul from the Evil ones who are coming.

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Game & Writing Notes:

Turn 27.4: As the Prophetess and the Warrior are going to stay in the Valley of Fire waiting for the enemy to reach them I shall have the Prophetess use her Temporal Warp spell to try to get a better spell. A Healing spell or an offensive spell would be of more use and I know both of these spells are still available in the Spell deck since it has been reshuffled.

Results: The first spell drawn is indeed a Healing spell which she will use to heal herself back up to her full number of lives. Her replacement spell is Psionic Blast. And she still has three moves up her sleeve.

Devil's Advocate: She is in a brilliant position to try for the Throne of Power herself at this point. I will give her 1 chance in 6 of doing so.

Results: Yep. She rolled a 1.

Even with this die roll I was undecided as to what to do because this project is simultaneously a writing exercise as well as a game. So I asked the Yahoo Talisman group which I should do. They came down on the side of gameplay, mostly. But then I had an idea. I had forgotten the power of the medium I was using. Why couldn't I do both?

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 27.4a:

Time On Her Hands.

Update: 30-7-07

ime dragged for the Prophetess at her accelerated rate. She dared not leave or even do too much because to do so would most likely doom the Warrior to a fiery death. Even now it appeared that he had only just noticed something was different about her; his mouth was open as if he were asking after her health. She wondered what she must look like to him because despite her quiet a person's normal fidgeting must be blurring her appearance. All she could do in this situations was pray, meditate or send out her magical senses and this last she did.

With her mind's eye she saw that the forces of Evil had entered the region of the Pits. There were three of them. Two of them, a man and a woman, wore the mantle of magic while the third, another man, had a crippled arm and a bloodied head. He was in such a pitiful condition that she wondered what his role in the enemy's forces could be. He would be easy pickings for the Fiends. Then she realised that these three need not fear the Fiends. Evil would not attack Evil. She and Borix were the only thing standing between these three and the Crown of Command.

Deciding to try to find out more about the enemy Trudi focussed her attention on the male Wizard and imagined what spells he might cast if they were to fight. As had happened in the past she saw visions of possible futures. And in those visions she saw that he had a large repetoire of spells that he could bring to bear. Fortunately, most of those would be of little use against her here in the Valley of Fire. The most worrying vision was one in which he worked magic to make her own useless.

She left him when he started showing signs that he had noticed her presence. Next she would focus her attention on the woman, a Sorceress from the looks of her.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 27.4a: The Prophetess is waiting for the Temporal Warp spell to wear off (this is the second turn) with little to do accept use her abilities to look at other people's spell cards. This she will do. This turn she will look at the Wizard's spells.

Results: As written above she now 'knows' what spells the Wizard has.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 27.4b:

The Calm Before The Storm.

Update: 31-7-07

brief moment was all she had to use her ability. One possible future was all she saw before the woman — warned by the Wizard of Trudi's prying — closed her mind against her. In that future she saw herself fighting the woman in hand-to-hand, magically-enhanced combat. It seemed the woman had been given the same capability — the same spell — as Trudi, by her infernal masters.

Was this Good's intention? Was she supposed to fight this woman to the death? Give her all to protect the Minstrel? And what about the Warrior? Where was he in all these possible futures?

She turned to look at him and found he had crouched down, a look of concern etched into his face by the temporal difference. It was a strong face, almost brutal. A fitting face for one such as he. Yet it was also a face lightened by the concern for her that was in his eyes.

She wondered how much longer the spell would last, but then decided she didn't care; for the moment she was safe and under the protection of someone who cared for her. She would enjoy the peace while it lasted.

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Game & Writing Notes:

Turn 27.4b The Prophetess still has one turn of Temporal Warp spell to use and is still limited by the presence of the Warrior. So she will once more investigate the spells of her enemies.

Results: The Prophetess views the Sorceress's spells and sees she holds the Psionic Blast spell.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 28.4:

Dear Borix.

Update: 10-8-07

"ear Borix. Do you remember when we first saw each other? In that Tavern?" At Borix's nod she continued. "Well I didn't know you then and, I'm sorry to say, I thought you something of a lout. A necessary evil that Paul was foisting upon our quest."

The Warrior looked at her in confusion.

"I'm glad to say that I was, oh so, very wrong. You have proved yourself to be not only a stalwart companion, but a dear friend." She squeezed his hand. She couldn't seem to be able to hold his attention; he kept looking round.

"Sorry, Trudi. I'm not sure what you're trying to say," he said.

She smiled and became shy. "You know I said I had never seen myself seated upon the Throne; I'm sure the rulership is not meant for me. But I have also never seen myself as a priestess in the future, either. I don't know what is my fate."

"Don't tell me you think you fate is to die," she heard the Warrior say, "I won't let that happen."

"No, Borix." She squeezed his hand again. "That's not it. My fate is unknown. And I don't think it is with the church ... it could be something completely different."

"Good," said the Warrior. "I'm glad. I wouldn't want your gift, you know. I think life should be lived as though every moment could be your last, but it should also be lived in hope that no matter how things seem there is always a chance they will turn out for the best."

"I like your philosophy," said Trudi and then leaned forward and kissed him.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 28.4: Because both the Wizard and the Sorceress have the ability to make Combat Psychic when they attack it is better for the Prophetess and the Warrior to be in a position so that they are the attacking party in the coming combat. Therefore they will move from the Valley of Fire in the Warrior's turn. Meanwhile the Prophetess wants to say something.

Results: A writing move.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 29.4:

He Who Watches.

Update: 20-8-07

"t is too dangerous to stay down there if only one of us has a Talisman," said Borix to the Minstrel. "How can I fight if I have to hold hands with Trudi?" he continued, turning to smile at her as he spoke.

Trudi tried to keep her face free of response. Paul had enough to think about at the moment.

"Don't worry, Borix," said the Crown Bearer. "They have been attacked by the Pit Fiends and have already lost one of their number. They might not even make it to the Valley of Fire."

"Can't you save them?" asked Trudi. "Get them to submit and send them home. Isn't that one of the powers of the Crown?"

"Yes, but only if I am alone," said Paul. "With you two here all I can do is watch. I can see everything with the Crown, you know."

Trudi couldn't help but notice the inflection.

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Game & Writing Notes:

Turn 29.4: The Prophetess and the Warrior have moved back onto the pinnacle where the Minstrel sits so as to have the advantage on the forces of Evil when they enter the Valley of Fire. This has the disadvantage of preventing the Minstrel from using the Crown of Command. They must also encounter the Minstrel.

Results: This will be a writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Previous Installment ...

The Prophetess, Turn 30.4:

Passing The Talisman.

Update: 28-8-07

ithout a Talisman I would be stuck here, that was the first thought that went through Trudi's mind. The Valley of Fire burnt continuously all round them, the pinnacle the only place that was safe, her Talisman the only way she could leave. Yet, Borix's argument was strong, and his discomfit about being dependent on the Talisman she wore, obvious.

Trudi drew the Talisman over her head and held it out to the Warrior.

"You must promise me that you will be careful," she said cradling his large right hand in her smaller one and closing it around the jewel with her other hand. "I want you ... I want all of us to survive this experience."

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 30.4: This turn the Prophetess needs to decide whether she will give the Warrior her Talisman so that he can attack the Evil characters by himself when they enter the Valley of Fire. I will give her 4 chances in 6 of doing so.

Results: On a roll of 4 she hands over the Talisman.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: None.

Previous Installment ...

The Prophetess, Turn 31.4:

The Realities Of Romance.

Update: 6-9-07

orix was seated a little away from Trudi; his eyes were closed and his face relaxed. Trudi wondered if he realised that his preparation looked very similar to the contemplation that those in the church of Good did to strengthen their own resolve. Was he reciting some sort of mantra to himself to bolster his confidence, or was he ridding himself of extraneous thoughts so the would not be distracted in battle?

Trudi sigh. If only such mental exercises didn't have to portend death. A sudden realisation made her shudder. This man, the man she could be in love with ... was a killer.

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Game & Writing Notes:

Turn 31.4: With the both the Wizard and the Sorceress dead it would seem that for this timeline at least the game is almost finished, with Good winning.

Results: Another writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: None.

Previous Installment ...

The Prophetess, Turn 32.4:

Doubt.

Update: 13-9-07

"nd where does wisdom end and compassion begin?" said Trudi in response to the Warrior's speech. "How many people have to die before you will be satisfied?" She put her hand to her mouth in dismay; she had not meant for the words to come out sounding as harsh as they had.

Borix looked at her with a plaintive look in his eyes and said, "I don't know, but surely those who come against us now will only become more dangerous if they are allowed to rebuild their strength under the guise of submission."

She could tell that she had hurt him with her unkind words but she had to try to convince him to soften his position, "But what if he comes on through ignorance. Do we even know that this man is Evil?" she said looking from Borix to Paul. "He might not be Evil. The Pit Fiends are hardly judges of character — they attacked us after all.

Borix looked at Paul for confirmation.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 32.4: The Prophetess's group are still waiting.

Results: Another writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: None.

Previous Installment ...

The Prophetess, Turn 33.4:

Concerns.

Update: 21-9-07

rudi was getting very worried. Her concerns had started when Paul's eyes had begun to glow with the same violet radiance that the Crown itself sometimes took on. She had enquired about it but he had not answered her question, instead he had sent Borix down into the flames saying that the last of the Evil ones had entered the Valley. To make matters worse Paul had not spoken again and was obviously intent on following the action below with the farsight the Crown gave him. Is he intentionally ignoring my question? she wondered.

"The Evil one is dead," said Paul sitting back with a look of relief on his face.

"And Borix?" Trudi asked.

"He's fine. He'll be back up soon."

"Paul. You didn't answer my question. Why are your eyes glowing?"

Paul turned to her and the light in his eyes died. "Are they?" he said. "Don't worry. I feel fine. In fact, I feel great. I suspect I am just getting more in touch with the Crown's power."

Trudi wasn't convinced.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 33.4: The Prophetess is still preventing the Minstrel from using the Crown of Command. This could prove important now that the Thief has become Evil. However, she can't live the Crown of Command square until she gets a Talisman. This can't happen until the Warrior's move this turn.

Results: A writing move.

Current Character Summary:
Location: The Throne of Power.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast.
Equipment: Talisman.

Note: The Warrior gave the Prophetess a Talisman in his last turn.

Previous Installment ...

The Prophetess, Turn 34.4:

The Thrall Of The Throne.

Update: 27-9-07

" don't know," said Trudi in answer to the Warrior's question. "He said the word 'Evil' and then ... He's been like that ever since. Do you think we should disturb him?"

In response the Warrior stepped up to the Throne and placed his hand upon the Minstrel's shoulder. "Paul ... Paul! Wake up," he said giving his friend a gentle shake.

Trudi breathed a sigh of relief as Paul gave a sigh and the life came back into his eyes.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 34.4: The Minstrel cannot do anything against the Evil Thief while the Prophetess and the Warrior share the Crown of Command square. I will give them 4 chances in 6 of leaving in the Warrior's turn, otherwise they will stay on the square.

Results: On a 2 they will leave, but until then there will be writing moves.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: The Wand, Talisman.

Note: The Prophetess gained the Wand when she moved with the Warrior in his turn 34.9. As I am playing by first edition rules she immediately gains a spell and will always have at least two spells. The spell she gains is the Destroy Magic spell.

Previous Installment ...

The Prophetess, Turn 35.4:

Out Of The Fire.

Update: 5-10-07

ower and knowledge had flooded into Trudi's mind when she had picked up the Wand. But it was the knowledge of destruction and she had had enough of that. She had tucked the Wand away securely inside her clothing. Hopefully it would be safe there until she found a way to be able to destroy it.

And now Borix was waiting for her again. Even injured and carrying most of their gear the man had more Strength and energy then she had. Trudi walked on up the rise, the fires of the Valley flaring under her feet with each step.

"All most there," said the Warrior offering his hand to help her up the tricky part of the slope he had stopped on.

She took his hand and let him help her up. Even with all the travelling they had done recently she knew that she was slowing him down. She wondered whether she should tell him to go on ahead. Paul had told them time was of the essence.

"The flames stop just above us. We will be safe soon," said Borix and Trudi realised there was another reason that he had set a fast pace. He had never truly come to grips with the magic of this place. It set him on edge. He would probably be far happier fighting Pit Fiends, which was a sobering thought.

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Game & Writing Notes:

Turn 35.4: The Prophetess has taken the Wand that was left in the Valley of Fire when the Assassin was killed by the Warrior. She and the Warrior are retreating from the Inner Realm (therefore no encounters) to face the Evil Thief. They will move together in the Warrior's turn.

Results: A writing move.

Current Character Summary:
Location: The Valley of Fire.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Note: The Prophetess now has the Assassin's gear that he discarded in the Pits.

Previous Installment ...

The Prophetess, Turn 36.4:

Cross Purposes.

Update: 14-10-07

orix climbed from the Pit, a small collection of valuables wrapped in the shawl she had dropped down to him for the purpose. Trudi took a quick look around. Still no sign of any Pit Fiends thankfully. He handed her the bundle and she stood back as he began brushing dust from his armour.

"There's a cross in that lot," said the Warrior with a frown on his face. "Strange thing for someone Evil to be carrying."

Trudi unwrapped the bundle. It contained a Water Bottle, a Talisman and the Cross. The Cross, it was a potent symbol of power that was anathema to all Evil spirits; she'd heard stories about it for years. This was what she'd felt calling to her from the bottom of the pit.

"Do you trust, Paul?" asked Borix disturbing her thoughts. "No, no. That's not what I meant. Do you think the Crown is changing Paul?"

"What do you mean?"

Borix pointed into the pit. "We only have his word that these people were Evil. Could he be lying to us?"

"What?" The word escaped Trudi's lips and she almost dropped the things in her hands.

"Don't get me wrong," said Borix. "I've just examined them and they sure look unsavoury ... but if that's the case, why were they carrying that Cross?"

"I ... I, I don't know," said Trudi.

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 36.4: The Warrior and the Prophetess are on their way to the Portal of Power to try to intercept the Thief. In the Warrior's turn they reached the Pits and retrieved gear left their by the Assassin. The Prophetess got most of this equipment. They will move to the Vampire's Tower in the Warrior's move.

Results: A writing move.

Current Character Summary:
Location: The Pits.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Previous Installment ...

The Prophetess, Turn 37.4:

Renewed Spirits.

Update: 20-10-07

fter a good night's sleep Trudi was raring to go and feeling in good spirits. She even lead her Mule for a large part of the day instead of riding it. Borix, on the other hand was even quieter than his normal taciturn self. Trudi suspected he hadn't slept much, if any, of the previous night. He certainly hadn't wakened her for her watch. Tonight, she decided, she would take first watch and try to do the same for him.

The day wore on as they climbed out of the wide valley that was dominated by the Vampire's Tower. Before them were the Mines; their last challenge before the Plains of Peril and their meeting with the champion of Evil. She hoped they would be on time. If he managed to reach the Mines then the chances of finding him in that warren of passages were slim.

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Game & Writing Notes:

Turn 27.4: The timing has worked out such that the Prophetess and the Warrior can not reach the Plain of Peril in time to encounter the Thief. The only other place they can encounter him is in the Valley of Fire which means facing the Pit Fiends again. They can only hope that the Thief doesn't make it through his next challenge: 1-5 they will continue to retreat and of 6 they will head back to the Valley of Fire.

Results: On a roll of 5 they will retreat into the Mines in the Warrior's turn.

Current Character Summary:
Location: The Vampire's Tower.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Previous Installment ...

The Prophetess, Turn 38.4:

Eternal Vigilance.

Update: 26-10-07

rom the top of the ridge in which the Mines lay the Prophetess looked down upon the darkness of the Plains of Peril. Behind her the Valley of Fire lit the horizon. Ahead of her she could see a single source of light; the campfire of their enemy. The person they would confront and perhaps kill tomorrow. A shudder ran through her frame, a shudder that was more than just the cold.

"Mind if I join you?" Borix's voice made her jump.

"You should be sleeping," said Trudi. "Tomorrow will be hard."

"I don't need much sleep," said Borix. "Two hours is about all I really need."

In the light from the horizon she could see this was true. The dark rings under his eyes that had been there at their evening meal were gone and the eyes themselves had regained their normal alertness.

"I'm not the only one with magic, am I?" she said not really expecting him to reply.

A frown creased his brow and then disappeared. "It's a curse, actually," he said. "I was cursed with a long life and eternal vigilance — I was young and foolish at the time — I suppose the punishment was seen to fit the crime."

Words escaped Trudi. Borix smiled at her and reached over and with the tip of his finger closed her mouth.

"Maybe I'll tell you about it some time," he said and got to his feet. He then offered her his hand. "But for the moment, you are the one who should be sleeping. You will need to alert tomorrow as well."

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 38.4: The Prophetess and the Warrior will reach the Plain of Peril in the Warrior's turn.

Results: A writing move.

Current Character Summary:
Location: The Mines.
Stats: Craft = 5, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Previous Installment ...

The Prophetess, Turn 39.4:

Fear Of Death.

Update: 31-10-07

he tufts of dry grass were hard to pull up. That the grass could live at all on the Plain of Peril was an indication of how hardy it was; it did not give up without a fight. So it was with Evil in Trudi's experience so she was surprised that the Evil contender for the Throne, that they had travelled all this way to confront, had not been here.

Could they have missed him?

Not according to Paul, whose farsight with the Crown of Command was far greater than her own ability. So if he hadn't gone into the Mines, where was he?

Trudi straightened her back and looked at the brooding pile of stone that was the Crypt, where is lay many leagues away. Had he gone that way? Was Evil so sure of itself that it felt capable of confronting Death itself in its quest for the Throne of Talis?

She shuddered and hoped that Paul would not ask it of Borix and herself to tread that same path. For although she knew her faith to be equal to the task she feared that her Strength would not be enough.

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Game & Writing Notes:

Turn 39.4: The Prophetess and the Warrior have reached the Plain of Peril. The Dwarf is on the other side of the Portal. The movement for these two characters will occur in the Warrior's move.

Results: A writing move.

Current Character Summary:
Location: The Plain of Peril.
Stats: Craft = 5, Strength = 2, Gold = 1, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Note: The Prophetess gained a Bag of Gold from the encounter deck in the Warrior's turn 39.9.

Previous Installment ...

The Prophetess, Turn 40.4:

Less Haste, More Speed.

Update: 6-11-07

" think you should see the Doctor at the Castle," said Trudi in an effort to make her Warrior companion stop his headlong charge down the mountainside. The pain in her side had forced her to stop, but Borix seemed indefatigable. She needed a chance to catch her breath and let the stitch in her side abate.

"What?" said Borix stopping and turning back to her. "Why?"

"Your face ... dear Borix," she said as he retraced his steps to where she was sitting on a rock with her hand to her side. "Where the Pit Fiend scratched you with its fangs."

In the pre-dawn light she saw his hand come up to the side of his face where the Fiend's fangs had left their mark.

She took a deep breath and said, "I don't like the look of those wounds." She put her free hand over his. "If they become infected you could lose more than your good looks."

"Good looks ... I have good looks?"

She smiled and said, "Okay. Now that I have your attention. We have to stop for a while. I need to have to have rest or it will be me you need to take to the Doctor."

TO BE CONTINUED ...

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Game & Writing Notes:

Turn 40.4: The Prophetess and the Warrior are chasing the Thief. In the Warrior's move they will move onto the Castle square.

Results: A writing move.

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 5, Strength = 2, Gold = 1, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Previous Installment ...

The Prophetess, Turn 41.4:

Sole Searching.

Update: 12-11-07

nce more Trudi and Borix were about to set off. Trudi looked down at her shoes; she had done so much walking since the start of this adventure she was surprised that her feet didn't match the sorry state of her shoes. At least she was fairly sure that her soul was in a better state than the soles of her shoes.

It looked like Good was going to win the battle for the crown after all; Paul sat upon the Throne and there was only one Evil contender left. According to the Minstrel the Thief had managed to kill the Dwarf but had been grievously hurt in the process. She and Borix were to finish the job for it was clear that the man would always be a threat as long as he lived.

With a sigh Trudi looked up to where Borix was standing in the doorway — the man's energy seemed boundless. His face was etched with worry lines so she put a smile on her face and got to her feet. One way, or Good forbid, the other it was all going to be over soon.

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Game & Writing Notes:

Turn 41.4: The Thief killed the Dwarf in turn 40.14 now its up to the Warrior and the Prophetess. They will catch up with the Thief in the Warrior's turn.

Results: A small writing move.

Current Character Summary:
Location: The Castle.
Stats: Craft = 5, Strength = 2, Gold = 1, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.

Previous Installment ...

The Prophetess, Turn 42.4:

Going To The Chapel.

Update: 15-11-07

"s it really over?" Trudi asked the area in general. She had wandered away from the others; she couldn't bear to be near the bloodied corpse. Her voice and thoughts were directed at Paul, the Crown Bearer. She hoped that his farsight ability would allow him to hear her.

Yes, answered Paul. You and Borix are the only other people who have Talisman. So unless you have misgivings ... it is done.

"No. I do not wish the Crown. I have seen enough of conflict," said the Prophetess. "What I want is my old life back. Though I think perhaps I have burnt my bridges with Father Ogham; I left him rather suddenly. I doubt he'll have me back.

Do not worry about that. Father Ogham fought the Good fight as well. Unfortunately, he was one of the victims of the last of Evil's minions.

Trudi brought her hand to her forehead and bowed her head. "Another, dead. How many people had to die for you to ascend the Throne, Paul?"

Eventually, Paul changed the subject. You should go home, Trudi. The people of your Chapel need you. You have done the Good thing and I think you should be proud of what you have helped achieve.

Trudi sighed and then pulled herself up straight. "Yes, I suppose you're right. Can you get us home with the Crown?"

Yes ... but not the way you think. I'm afraid if we are going to make this all worth Borix's effort you are going to have to walk.

"Oh no. Not more walking," wailed the Prophetess.

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Game & Writing Notes:

Turn 42.4: With the Thief dead its all over bar the shouting. Or is it. I should give the Prophetess a chance for trying for the Crown: 1 chance in 6. On a 2, its all over. The Prophetess will head home with the Warrior in the Warrior's turn.

Results: This will be the Prophetess's last move.

Current Character Summary:
Location: The Runes.
Stats: Craft = 5, Strength = 2, Gold = 1, Lives = 4
Spells: Psionic Blast, Destroy Magic.
Equipment: Mule, Water Bottle, Cross, The Wand, Talisman x 2.