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The Sorceress's Tale

© Phillip Berrie, 2007.
Last Update: 19-8-07

Previous installment ...

The Sorceress, Turn 1.2:

It's not what you know but who you know ...

Update: 23-8-06

oving with a surety at odds with her apparent frailty and the darkness of the night the elderly woman strode quickly along the road, a walking stick and a bulging satchel her only visible burdens. Her mind however was in turmoil.

Why does it hurt? I hated him, didn't I?

When the dark wizard Alastor had pronounced Filz dead earlier that evening she had found it hard to believe. Hard to believe that the ruler of the world, who had watched benignly over the world for the last fifty years, could be killed while he sat upon the Throne of Power. Hard to believe that the man she had loved all that time ago was now dead.

The memories of a younger woman, who had been smitten by the handsome young man with his strange ideas, had come flooding back to bother her. Memories of a dalliance with the handsome young druid who in the end had proven to be her worst enemy.

When the previous Lord of All had abdicated his position and all those of power in the land had vied to take his place it had in the end been Filz, her lover, who had cheated her out of her chance for glory. He had even used the Crown to make her submit to his will. She still bitterly remembered the pain, both physical and emotional that that had caused.

She shook her head clear of these disturbing memories. Her chance had come again and this time no one would stop her. She had come to an arrangement of convenience with the Wizard and the Ghoul and it would be foolish to take them for granted as they all wanted the same thing, but she knew something they didn't. She had an advantage and she hoped that it would all be over by the time they realised that they had been duped.

Let them slow down the forces of Good from their own attempt to take the Crown of Power. She would even add some confusion of her own to the mix during her journey, but her destination was not the King's Castle and her goal was not to gather together the forces of evil. They could all fight and search as much as they liked as far as she was concerned for she already knew where she could find a Talisman.

She chuckled evilly to herself and strode on.

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Game & Writing Notes:

Turn 1.2: Following on from the idea of the villains initially co-operating with each other I have sent the Sorceress off to induct some of the other characters into the forces of evil. Moving into the plains square between the Graveyard and the Village the random adventure card she drew was the Hermit who according to the die roll was placed at the Oasis on the middle region. This is being intepreted in the story as the Sorceress knowing someone who holds a Talisman.

Previous Installment ...

The Sorceress, Turn 2.2:

Death of Innocence

Update: 12-9-2006

he Village was a place of danger for Sybil. The Mystic lived there and she had had a long running enmity against that crotchety old man and his penchant for Goodness and now that the Throne of Power was vacant she would need to be wary that he might be taking a more active role in the politics of the Realm of Talis.

Still it had been a long walk, a night and a day, and even with her magic aiding her she was beginning to feel tired. A night in a real bed was very inviting. She reduced her gait to one that matched her looks and entered the Village with downcast eyes and unremarkable mien.

The smell of ale was music to her senses and its delightful air directed her footsteps to the entrance of a small public house she knew. There was a group of men gathered around the entrance and she stopped a little distance from the door to see what was happening.

A young Monk was extolling the virtues of his religion. Trying to spread the word of Good in vain to a bunch of men whose only thoughts were of quenching their thirst after a hard day in the fields. Sybil felt her gorge rise at his pious Goodness and felt sympathy for the men.

A Monk, here in the Village, could they possibly know of her mission? Were the forces of Goodness even now afoot trying to bring their own rule of law to Talis? Sybil became angry that one of the enemy might dare to stand in the way of both her immediate and long term goals.

He's only a monk, she thought to herself and when the men had finally made it past him into the house she approached him, with murder in her heart. They were alone in the street and one way or the other it would be quick.

The Monk lifted his begging bowl at her approach and launched into an obviously rote speech, "Do You Have a Moment to Talk about Good ..." he asked. His speech died on his lips when he saw the malevolent look in her eye.

He was quick but she was quicker and before he could lay a hand on her she had him caught in Psychic Combat. He had been taken completely by surprise and his defences were pitiful. He lasted only seconds and then only remained standing through the power of her will over his body. The glazed look in his eye and the small trickle of blood that leaked from one nostril onto his robe was the only outward sign that he was dead.

Sybil the Sorceress snorted with contempt at his weakness and after relieving him of the purse that hung at his side let him fall to the ground. She stepped over his body and entered the drinking house.

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Game & Writing Notes:

Turn 2.2: The Sorceress is in the Fields outside the Village. She can move back to the Graveyard (and take advantage of the downed Wizard), stay where she is and risk drawing an event card or move into the Village and confront the Monk. As she knows the location of a Talisman and has a Healing spell as her one spell I decided that she would move into the Village and risk an encounter with the Monk and later on the Elf.

She is far stronger in attack than in defence because of her Psychic Combat ability so still aware she has a Healing spell I decided she would confront the Monk in Psychic Combat.

The Results: We have our first death. The Sorceress (Craft 4) attacks the Monk (Craft 3) and rolls a 6 in Psychic Combat against the Monk's roll of 1. The Monk takes 6 life points of damage and is killed. The Sorceress then takes his belongings, namely one bag of gold.

Previous Installment ...

The Sorceress, Turn 3.2:

A Most Magical Escape

Update: 29-9-06

aving a sword stuck into your chest hard enough to push you backwards out a window would slow down a lot of people but not so the Sorceress. Magic is a powerful force and a Heal spell fixed her broken bones, healed her sword wound and even cleared her head of the effects of last night drinking; Sybil was damned sure she wasn't going to die smelling of ale in the backyard of a drinking house.

The Sorceress scurried away from beneath the window she had been defenestrated so pointedly from. She needed to put some distance between herself and that murderous Elf and his elven sword before he came to check on his kill. Luckily she had been so drunk the previous night that she had fallen into bed without bothering to change out of her clothes. So she still had her street clothes and boots on, though her blouse were now bloodied and torn, and most importantly she still had her gold hidden on her person. The Elf was welcome to the rest of her belongings and she fervently hoped he caught some terrible disease if he was sick enough to go snooping through them.

She snuck through back streets down to the river. It was tempting to cross the bridge at this point to continue on with her original mission but that would be too obvious and she needed to give any pursuit the slip. So instead she walked back along the river in the direction of the Graveyard. That Elf had to be dealt with and sooner rather than later. Hopefully the Wizard would do that for her; there was bad blood between those two anyway.

The fields outside the Village were strangely deserted. She wondered why until it occurred to her that the death of the Monk yesterday had probably spooked the villagers and she had probably brought the wrath of the Elf down on herself by acting suspiciously. Still, killing that naive fool had been delicious, her mistake had been to stay in the Village. Not for the first time she rued her love of alcohol.

Feeling very conspicuous she walked as fast as she could along the riverbank. It would have been faster travelling along the road but there was nowhere to hide in the cultivated fields. When she could no longer see the Village she sat down under a weeping willow to consider her position. Alastor the Wizard would not be very impressed with this set back to their plan and she had to admit that she was almost as frightened of him as she was of the Elf.

It was at this very moment she heard one of the strangest sounds she had ever heard. It sounded like someone repeatedly stroking down the strings of a violin with a horsehair brush. The sound got louder, as if it were getting closer, and then suddenly stopped. Intrigued she got up and looked about and then saw one of the strangest sights she had ever seen.

Not thirty paces away, in a place where nothing had been just minutes before, there was now a man standing of a platform in front of a strange altar. The grey-bearded man wore long grey robes, a pointed hat with flaps that were tied down under his chin and dark spectacles. He was doing things to the altar, which on a second inspection, looked like no altar Sybil had ever seen in all her long experience with sacrifices.

"Hello," she called before she remembered that it might not be a good idea to draw attention to herself.

"Hello, yourself," he replied looking round to find the person who had spoken to him. He then spied her peeking out from behind the curtain of willow branches and said, "Oooh, come and see, come and see. I have invented the most remarkable device."

His enthusiasm was boarding on manic but his device was obviously highly magical and any Evil Sorceress worth the name would have jumped at the chance to somehow gain an advantage from this opportunity. She stepped out from under the tree and hesitantly approached the man who was still beckoning her to come and look at his amazing achievement.

"Guess where I've just come from?" he said suddenly and then answered his own question "— the City — and all in the wink of an eye, thanks to my Transportator."

"Don't believe you," said Sybil, fully aware that magic could teleport people over large distances and that this was perhaps an opportunity too good to miss.

"What! What say you old woman. Do you doubt the word of the Marlo the Enchanter. Come I will show you. I will take you to the City and back before another hour has passed."

So engrossed in his own magnificence was the Enchanter that he failed to notice the evil grin that came over Sybil's face. She could kill two birds with one stone if she played her cards right, and perhaps an old coot if he annoyed her enough. The City was one of the places she was supposed to go to recruit people to the cause of Evil and if the silly fellow lived up to his boast she would also escape the clutches of the Elf.

She stepped up onto the platform and said, "Go on you old fool. Take me to the City. I bet you can't."

The man smiled, welcoming the challenge, and said, "Hold onto that rail and close you eyes. It will get very bright and it probably wouldn't be wise to get frightened and fall off into the void in transit."

Sybil complied, a little worried by his last statement, and tightened her grip as the strange violin-like sound started again and built up to a crescendo.

A brief bout of something akin to vertigo later the Enchanter said, "There you go. First stop the City."

Sybil opened her eyes and sure enough she was in the City — well almost. She was actually on a flat piece of ground next to the bridge just outside the City, but that was good enough for her.

"Thanks for the lift, chummy," she said and hopped down off the platform.

"What! Don't you want to go home? Well I never," called the man after her. The last thing she heard was the sound of grating violins rising to a crescendo again — she never did see him again.

Here in the City Sybil realised she needed to be a bit more respectable than she was, so before she did anything else she would need to pay a visit to her dear sister and borrow some more proper clothes — the blood stains were particularly unfashionable, she decided. Her sister the Enchantress lived in one of the better parts of the City but Sybil knew that a lot of less respectable people often visited the house through the back entrance.

In fact you never knew who you might meet inside.

Table of Contents or Next in Sorceress thread ... or Next installment ...





Game & Writing Notes:

Turn 3.2: The Sorceress escaped death in the last turn because she had a Heal spell. Now she has no spells and both the Elf and the Druid are in the Village with her so things are a bit dicey for her.

Combat-wise her best option is to attack one of the other characters using her Psychic Combat which will at least give her an equal chance. I don't like her chance against the Elf who has the same Craft as her and has an extra life and if she attacks the Druid then the Elf will be able to attack her in Physical Combat during his turn in which he has an even better advantage.

Her other option is to run and count on the random event that she must draw changing her circumstances. I shall also force her pursuers make a roll to see if they can track her because she should be trying to keep her escape hidden. The Elf will have a good chance to track her but not a 100% chance.

Trying to escape is the option that appeals to me most from the point of view of the character surviving, so this is the one I choose. I decided that there would 2/3 chance that she would head towards the Tavern and 1/3 chance she would head towards the Graveyard.

Results: The direction roll indicates she heads back towards the Graveyard and when she moves the random event card gives her a lucky break as she draws the Enchanter. One of the options available with the Enchanter is teleport to any square in the same region. This is her best option as it gets her away from the enemy pieces next to her and so I have her teleport to the City which is where some of the characters she was supposed to enlist to the cause of Evil are based. In the City I have her encounter the Thief instead of the square itself and she proposes to pay him to join up with her and move as a group.

I hope you will forgive the liberties I have taken to the genre.

Previous Installment ...

The Sorceress, Turn 4.2:

The Sorceress in Disguise.

Update: 17-10-06

arsight is an amazingly useful ability. Sybil the Sorceress lay on a bed in her sister's mansion in the City and with her magic spied invisibly on her wayward son. Luckily she hadn't gone blundering after him in a rage when she had first found he had run off for if she had she might have frightened off his new companions. The axe-wielding Dwarf and his tame Unicorn were a much better prospect for allies than her no-good son but she would have to be subtle.

* * * *

Sybil had had to leave the City well before dawn to make sure she could catch the Dwarf before he moved off from the camp next to the river where they had spent the night. Having found the party and after deciding to use a little magic to disguise her face she had to wait, somewhat impatiently, until she could talk to the Dwarf alone.

"Hello there, Mister Dwarf," said Sybil taking the stout little warrior by surprise.

The Dwarf whirled, dropping the firewood he'd been carrying. The axe that had been in his belt was now in his hand.

"Hello, old Human," said the Dwarf looking her over suspiciously. "Where did you come from?"

Sybil had taken the opportunity to get a new suit of clothes while visiting with her sister. Not any of those frilly and fancy clothes the Enchantress wore but some good solid work clothes beguiled off one of the more matronly of the servants. So with the pack of food and other travelling necessities she had likewise coerced from the same servant she looked innocent enough, apart from the fact she was well off the road.

"Saw your fire late last night from my own camp downriver aways," she said pointing in the direction of the City. "Thought I'd drop by and see which way you fellows were heading and if you were interested in a travelling companion — I'd be willing to pay."

"You will have to speak to the boss," said the Dwarf pointing towards his own campsite. "I have been hired as a guard to take him to the Chapel on the other side of the Crags."

"Is that right," said the Sorceress, "and how much is he paying you?"

"Why do you want to know?" asked the Dwarf.

"I would be willing to pay twice that for you to take me safely to my destination."

The Dwarf's eyes became thoughtful. "And where might that be?"

"Across the River to the hills just on this side of the desert."

"Hmmmm," said the Dwarf bringing his free hand up to stroke the end of his beard. "The quickest way to do that would be to head off to the Woods and make a Raft to cross the River."

"Yes. That's what I thought immediately I saw you and your wondrous axe," said Sybil.

"Perhaps he wouldn't even mind waiting while I took you across River," mused the Dwarf. "I think perhaps we can do business. If you can prove you have the coin you speak of."

Bringing out two of her three bags of gold the Sorceress smiled benignly and said, "And there's more where this came from."

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Game & Writing Notes:

Turn 4.2: The Sorceress having failed to get the Thief on side will now try the same with the Dwarf, offering him 2 bags of gold. I will give this a 4 chances in 6 of working because of the Dwarf's love for gold and the fact that he hasn't really started on the the journey with the Thief yet. This is an important move for the Sorceress because the Dwarf holds an axe which can be used to build a raft to cross the Storm River.

Result: A role of 3 indicates that the Dwarf changes his allegiance to the Sorceress. I will have him give the Thief back his money in his turn and decide on the Thief's actions in his own turn.

Previous Installment ...

The Sorceress, Turn 5.2:

Not So Happy Families.

Update: 2-11-2006

he meeting between Sybil and her son at the camp site last night had gone surprisingly well, mainly because the lackwit had not seen through the illusion she had placed on herself. She had changed her appearance for her first meeting with the Dwarf; some people thought her true appearance somewhat ugly and she had not wanted to scare him off. Now she wondered if she could fool him into coming with her across the River.

"Well, young'un," she asked. "Have you made up your mind, yet?"

Simmons the Thief yawned mightily and rubbed the sleep from his eyes; the sun had only just risen and he was not a morning person.

"You know I should be annoyed with you, don't you?" he said, but you could tell from his face that he didn't mean it. He had made up his mind and was not really upset about her stealing the Dwarf's employment from him.

"So you're not coming?"

"No, I've decided that I'm a City boy through and through." He waved his arm around taking in the River and the Fields. "All this wilderness is far too scary for me."

Something about the look in his eyes and the tone of his voice told Sybil that he had some scheme in mind and wouldn't be swayed from his choice. Once again he was going to be useless to her but she would have to ensure that whatever his plan was it did not involve her. She looked around to make sure that the Dwarf and the Unicorn were not too close — she had expected his decision — and let her illusion slip away momentarily.

"Feel yourself lucky that I don't want to spook the Dwarf you ungrateful little snot," she said in her real voice.

Her son's head jerked towards her in shock, "You?" he gasped.

"One day I'll learn you for disobeying me ... but not today," she said looking over her shoulder at the Dwarf who was walking in their direction. "Now get on back to your foolish City life and learn some respect for your elders."

"Go on git!" she hissed, stoping whatever it was he was about to say. She reestablished her illusion and with a smile on her face turned towards the Dwarf and the Unicorn.

"Well the young'un has decided to go back to the City, so what say we hit the trail," she said, moving so that her son's face would be hidden by her dress.

As she walked towards the Dwarf she wondered whether he had the guts to attack her, verbally at least; she was sadly disappointed.

Table of Contents or Next in thread ... or Next installment ...





Game & Writing Notes:

Turn 5.2: The Sorceress has to wait until at least the Dwarf's move if not the Thief's, so this will be a story telling update.

Previous Installment ...

The Sorceress, Turn 6.2:

Magic Weaving.

Update: 20-11-06

eeds can be used to make many things: hats, baskets and even bricks when mixed with mud and with a little bit of magic they can even be used to make ropes. Cybil sat by the River in the early morning sunlight, plaiting. The short lengths of intertwined stems she wove she joined together and strengthened with a cantrip she had learnt many years before and was a little surprised she even still remembered. It was Hedge magic, common enough that she hoped that it wouldn't make her travelling companions suspicious of her, but they would definitely need her rope to bind the wooden beams the Dwarf had fashioned with his axe.

Now if they had seen her recover the Bag of Gold from under the patch of golden flowers last night, that would have been a different matter, for that bordered on necromancy. The flowers, a type of pansy she believed, came in many different colours and grew commonly all throughout the realm but it was not common knowledge that they preferred soil enriched with decomposing flesh or that the yellow version indicated the presence of gold beneath their roots. That knowledge belonged only to those who had communed with the dead.

Having made several tens of yards of the stuff she got to her feet and picked up the coils of rope. Hopefully it would suffice and get them across the River by the end of the day. The spell she'd used would wear off in twenty-four hour and so the sooner they got the Raft ready the better. She hurried over towards where the Dwarf waited.

Table of Contents or Next in thread ... or Next installment ...





Game & Writing Notes:

Turn 6.2: The Sorceress doesn't move until the Dwarf does so this update will explain her actions from the last update from the Dwarf and also describe how you need something more than just an Axe to make a Raft.

Note: Sorry for the delay with this update but I had a busy weekend.

Previous Installment ...

The Sorceress, Turn 7.2:

Empty Halls, Empty Dreams.

Update: 5-12-06

t took a lot to give Sybil the Sorceress the creeps but this huge, empty underground complex did. Not so much in itself but in the fact it had until recently teemed with Dwarves. Now there was only one left. The others had been struck down by some strange malady which had slowly spread its way up through the halls from the lowest living areas until it reached the gateway to the outside leaving all dead save the gatekeeper who, in her opinion it had left unhinged.

Daffyd the Dwarf topped her up with the potent mushroom brew and then continued on round the circle of cups. He'd poured out a cup for the Unicorn, who looked decidely uncomfortable to be inside and underground, and had not touched her drink. He'd also poured out a cup and left it next to his weapon which he'd place head down on a chair at the table. His own drink he topped up last despite the fact he'd started with it. The fact that he'd taken several drinks in the refilling process meant there was room for more in there by the end.

"Yep," he slurred. "I'm the only one left. All the rest of them are in their maus'leums sleeping away the big sleep. Put them there m'self I did. Was the least I could do for 'em."

"Why weren't you affected?" asked the Unicorn despite her discomfit.

"If you ask me," began the Dwarf and then corrected himself. "Well, since your askin', I reck'n it was lack of sun that did it ... Me, I liked being the gatekeeper 'cause it meant I could go outside and look around, I have had a lot more wind and sun than any of the others. Toughens you up. Puts colour in your cheeks."

Sybil thought otherwise. She knew it could not be safe delving too deep into the ground and she believed that the Dwarves had disturbed something from the deep that had killed them all. Perhaps this one had just been lucky enough to be outside when it had come calling for him. From the Dwarf's story it seemed as though the last of his kin had died years ago, so hopefully whatever it was that had stolen the life from these halls had gone back to where it came from.

The Dwarf continued talking to the Unicorn with an occasional passing comment to his axe, Boyo. Sybil leaned back in her chair and let the alcohol of the dark brew in her cup work its magic, she was finally starting to relax. She had been livid when they had been teleported back across the river. After all that time and effort. Making the Raft, almost losing the stupid Unicorn and the Dwarf into the water on the way across the River. Then it had occurred to her that the Imp was one of the servants of her masters so perhaps it was all part of their plan.

According to the Imp, 'they weren't ready', but perhaps it had meant, 'you aren't ready'. She knew that it was a part of the game that the challenges got harder the closer one got to the Throne of Power. So she would have to find some way to either increase her personal power or gain more followers. There must be better followers out there than these two, surely, she thought looking at the Dwarf and Unicorn.

Sybil the Sorceress yawned, closed her eyes and let the alcohol-induced haze send her off to sleep. Tomorrow was another day. She would start her campaign to take over the realm again, tomorrow.

Table of Contents or Next in thread ... or Next installment ...





Game & Writing Notes:

Turn 7.2: Although the Sorceress's progress towards the Hermit at the Oasis has been set back she will now have the chance to visit the Sorcerer in his shop to gain some magick when she moves with the Dwarf in his turn. She will buy one spell as allowed by the card.

Results: Will be revealed in the character summary section next turn, if not before.

Current Character Summary:
Location: The Sorcerer's shop near The Crags
Stats: Craft = 4, Strength = 2, Gold = 3, Lives = 4
Spells: Nullify
Equipment: None

Previous Installment ...

The Sorceress, Turn 8.2:

Into the Dragon's Lair.

Update: 19-12-06

ybil was becoming concerned about her travelling companion's mental wellbeing. She had always thought the Dwarf a bit odd but had assumed his behaviour was typical for his race. However, in the last day he had changed markedly. His tone had become polite. He'd started doing little things for her which until recently she'd always done for herself. Basically, he was being overly nice to her and it was starting to get on her nerves. And to make matters even worse she could swear that the damned Unicorn was smiling at her despite the anatomical impossibility.

Finding the Sorcerer's store had been fortuitous and although she had only bought one spell it was one that she knew she would need once she got closer to her goal. She had wanted to buy more, but time and available funds were against her. She couldn't very well spend all her money and expect the Dwarf to get her across the River again. She must at least look as if she could pay him, even if she didn't plan to.

Once again the trio approached the Woods, from the opposite side this time, thanks to the machinations of her masters. Sybil longed for the cool shadows of the trees. It would be very welcome after the hot sun of the plains and the Sorceress was even contemplating a dip in the shallows when they reached the River.

It was just after they were safely under the canopy that they heard the cry from the sky. Greater than any bird's it was accompanied by an ominously large silhouette that flashed passed directly over head.

"What was that?" asked Sybil desperately wanting a safe answer.

The Dwarf and the Unicorn looked at each other in alarm and then spoke simultaneously putting an unwelcome name to her fear.

"Dragon!"

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Game & Writing Notes:

Turn 8.2: To get across the River the Sorceress & Co. need to make a Raft in the Woods where there is now a Dragon. The Dwarf, Sorceress and Unicorn have a combined Strength of 8 and 8 life points, so this is not a stupid move, just risky. I will therefore give them 3 chances in 6 (1-3) to enter the square.

Results: The roll was a 2 so the party enters the square. The results of this action will be described in the Dwarf's move.

Current Character Summary:
Location: The Sorcerer's shop near The Crags
Stats: Craft = 4, Strength = 2, Gold = 3, Lives = 4
Spells: Nullify
Equipment: None

Previous Installment ...

The Sorceress, Turn 9.2:

Magical Vortices Suck If You're a Sorceress.

Update: 10-1-07

Dragon! They had killed a Dragon. The meanest creature in the realm. It had made a mistake of course. It had thought its prey helpless and put itself into a vulnerable position but with the Dwarf and his axe and Frella with her horn and hooves and herself creating a diversion they had been able to exploit that weakness and bring down the beast. Sybil still couldn't believe that she had survived the incident with only a few cuts and bruises from when she had been flung aside in the fray. If that wasn't a good omen then nothing was.

Sybil was weaving ropes again out of reeds. Daffyd was cutting down and trimming trees. Between them they would have a Raft made before the day was done and be across the River. This time her masters would surely let her reach the other side and then it was a simple trip into the desert and she would soon have a Talisman in her hands.

The Magical Vortex took the Sorceress completely by surprise stripping her of the magical spell she had recently purchased and leaving her blinking and lying flat on her back in the mud of the river bank.

"Are you alright?" asked the Dwarf looking down at her.

"Did you hit me?" said Sybil looking for an explanation for her blackout.

"Nay," said Daffyd shocked at the thought. "You screamed and I came running to see what was wrong. What happened?"

The Sorceress took his proffered hand and got to her feet before answering. "I don't know," she said in a quiet voice. "But I'll feel much better when we are out of these accursed Woods. Come let us hurry and make this Raft."

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Game & Writing Notes:

Turn 9.2: Having survived the attack of the Dragon in the Dwarf's last turn the Sorceress is now waiting to cross the River again.

Results: This is a writing move with the added extra that she has her spells stripped from her at the end of the day according to my timeline.

Current Character Summary:
Location: The Woods closest to the City.
Stats: Craft = 4, Strength = 2, Gold = 3, Lives = 4
Spells: None
Equipment: None

Note: Not a great move and a really sucky title :-). Better luck tomorrow.

Previous Installment ...

The Sorceress, Turn 10.2:

The Sorceress To the Warlock's Cave Goes, Again.

Update: 30-1-07

he Sorceress's consciousness roamed far from her body far across the burning desert to the Oasis where she believed the crazy Hermit lived. The Hermit was a casualty of the last contest for the Throne of Power; a Good Mage sent mad by the forces he had tried to harness. Sybil believed that before he had lost his mind he had found a Talisman and it had been her plan to take it from him, by force if necessary, to fulfill her own ambitious plans.

Sybil's plan was all ashes now. For with her mind's eye she saw that a priestess of Good had reached the Oasis before her and that the Hermit was now in his own mind again. Little did the two realise as they ate their late evening meal that the Sorceress's invisible spirit seethed with anger over their heads and vowed revenge on them both.

Bringing her consciousness back to her body Sybil sat up and groaned at the headache she would suffer now for a couple of hours. Astral projection was not easy for her but at least it had saved her several days march across the desert. Yes, she had vowed revenge against the interfering priestess but there was no way she would be able to catch her with such a large head start. The best way for her to gain revenge was to beat her to the Throne of Power and kill her with the Crown of Command. Unfortunately, now she would have to take a more risky route to control over all Talis — she would have to visit the Warlock's Cave.

* * * *

Parting from Daffyd the Dwarf was surprisingly difficult. She had grown to respect the little man. Still it was made easier by the fact that he had taken on a new commission; escorting the young heir apparent back to the Castle. She couldn't abide that poncey git and was glad to be going.

She bid Daffyd good speed and suggested that perhaps they could join forces again if they were to meet later in her quest and paid him his well-earned gold. She was surprised to see a touch of real regret in his eyes as she told him that she was leaving but the smile on his face as she paid him reminded her that first and foremost his kind were always mercenary in nature.

* * * *

It was an uneventful journey to the Warlock's Cave and it looked exactly the same as she remembered it from her last visit. Hopefully, this time the task asked of her would be more easy than on her last visit.

The cave was dark and deep but, as last time, a booming voice challenged her as soon as she crossed the threshold. However, the challenge was not the one she expected.

"Why have you come back, Sorceress? You have yet to meet the agreed upon price. There is no Talisman here for you until that price is met."

"What!" she said aghast. "But that was years ago. Can't I bargain again for something easier ... something achievable ... I don't even know where I might find a magic item."

"The bargain has been set! It cannot be changed," boomed the voice.

The Warlock's Cave did not speak again but it echoed for many minutes with the curses of the Sorceress.

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Game & Writing Notes:

Turn 10.2: The Sorceress's plan to get a Talisman from the Hermit at the Oasis has been foiled unwittingly by the Prophetess so the Sorceress needs to find another Talisman. She is right next to the Warlock's Cave so this is her best option. She will therefore break her alliance with the Dwarf and go immediately to the Cave. Because he saved her life from the Dragon and may be useful again, he is going to the Castle, she will pay the Dwarf his two bags of gold for getting her across the River.

Results: The Sorceress rolls a 4 on her visit to the Warlock. This means she has to get him a magic item. I have taken the liberty of giving her a past history with the cave for story reasons.

Current Character Summary:
Location: The Ruins next to the Warlock's Cave.
Stats: Craft = 4, Strength = 2, Gold = 1, Lives = 4
Spells: None
Equipment: None

Previous Installment ...

The Sorceress, Turn 11.2:

Mine, I Think.

Update: 6-2-07

ybil watched in amazement as one of the Talisman she sought so desperately appeared in the Dwarf's hands replacing the bags of gold that he had offered for it. She was hidden in a small side passage off the main chamber of the cave. She had hid there when she'd heard him approaching thinking it best not to let him see that she was after a Talisman. Who would have thought that the little man himself was interested in the Throne of Power?

Suddenly, everything went pitch black and the Sorceress felt the call of her Evil nature responding to the Evil Darkness that filled the cave. The Dwarf stood motionless, his Talisman still on the palm of his hand. Some mightly Evil magic was at work. Surely this was a sign from her Evil masters that she should take the Talisman from the Dwarf and be on her way leaving him none the wiser.

She stole from her hiding place and approached him. There was intelligence behind those large dark brown eyes of his but they did not move in response to her snapping her fingers. Whatever magic was at work had him completely enthralled.

"Hello, my lovely little man," cooed the Sorceress sliding up behind him and looking over his shoulder. "What have you got there? A pretty bauble indeed."

"May I have a look?" she said reaching down and picking up the Talisman without waiting for him to give his leave.

There was a lightening of the darkness and then the voice of the cave boomed out, "Sorceress. You have succeeded in your quest. Here is your Talisman."

The Talisman in her hand vanished to be replaced by a similar jewel. The Sorceress cackled with glee and danced a jig, cavorting around the cave in a very unlady-like fashion.

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Game & Writing Notes:

Turn 11.2: The Evil Darkness covers the land which is too great an opportunity for the Sorceress to ignore. To gain a Talisman she has been given a quest to find a magical item. The Dwarf, who is also in the Warlock's Cave, has just received a Talisman from the cave at the cost of 2 bags of gold. The Dwarf will not be moving in his next turn because of the Evil Darkness so he is somewhat vulnerable. However, I don't think killing the Dwarf is in her own long-term interest for she may be able to team up with him again. Time for some Bequiling. I am also going to rule that the Dwarf does not know what is happening during the Evil Darkness as it must have some sort of time stasis effect for non-Evil characters.

The Sorceress will attempt to Beguile the Dwarf to take his Talisman. This will activate the return clause of her own quest and the Warlock's Cave will replace the purloined Talisman with another. If this doesn't work she still has another turn before the Dwarf moves again to reconsider her options.

Results: The Sorceress does not move and encounters the Dwarf and attempts to Beguile him. She is lucky enough to roll a 5 and she takes his Talisman from him. The Warlock's Cave magically takes this Talisman and replaces it with another.

Current Character Summary:
Location: The Warlock's Cave.
Stats: Craft = 4, Strength = 2, Gold = 1, Lives = 4
Spells: None
Equipment: A Talisman.

Previous Installment ...

The Sorceress, Turn 12.2:

Raiders of the Lost Talisman.

Update: 16-2-07

eing woken by someone holding a knife to your throat clears the mind amazingly. Her small campsite was swarming with armed men — men of the desert — men who covered their faces with veils to protect their faces from both indentification and the harsh desert winds. Sybil, mindful of the sharp steel at her throat, stayed very still and hoped that the raiders would decide she was just a harmless old woman who should be taken pity on and left in peace.

"Should I slit her throat?" said the man with the knife.

Sybil stiffened. Without any major magic she knew she was in dire straights. There were too many of them. Still, she would not go down without a fight.

"No, don't!" said the man who was in the process of emptying the contents of her sack onto the ground. "She would stink even more then."

The Raider sighed and kicked Sybil's spare pair of bloomers out of the way with the toe of his boot. "Why don't we ever meet any rich people these days. This is so depressing," he said.

The man with the knife moved it away fractionally and started running his other hand over Sybil's body.

"Watch it!" said Sybil. "Or I'll put all the devils of Evil onto you."

The man stopped what he was doing but not before he had prodded the lump on her torso that was too hard to be human. "Ali?" he said uncertainly.

"What?"

"She has something concealed within her bosum."

"Well then get it out, Rashid," said the other man who was apparently the leader of the raiders.

The man's hand started to move towards the front of Sybil's dress.

"I'll get it," said Sybil resignedly. "You keep those dirty fingers to yourself." She reached into her dress and pulled out her purse. Inwardly she cursed the fact that she had added her Talisman to it for safe keeping.

The leader reached down and took the purse from Sybil's hand and shook it. He loosened the strings and looked inside.

"By the Warlock's Cave!" he said. "A Talisman! Quick men, to the horses. We leave immediately," he shouted securing Sybil's purse to his belt

The knife bearer hesitated, "What about the old woman?"

"Do what you will Rashid, but you will have to catch us up. There is a king's ransom to be made here if we are quick." The leader strode off and the rest of his men followed.

"So old woman, you would subject me to the torments of devils," said Rashid playfully running the tip of his dagger along the top of Sybil's collar bone. "For that threat alone you must be punished."

"I don't think so," said Sybil and after a quick glance to be sure that the rest of the raiders had mounted their horses and started to move off she crushed his mind with the force of her will.

"Pervert," said the Sorceress looking up into the bleeding but lifeless face of Rashid. "Didn't your mother tell you to respect your elders?"

When the sound of galloping horses had dwindled sufficiently to be safe Sybil let the raider's body slump to the ground. There had been too many of them for her to handle. And now she would have to somehow get another Talisman.

"Damn it! Why is it so hard to be Evil these days?" she cried. The standing stone around her echoed her words, mockingly.

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Game & Writing Notes:

Turn 12.2: Having stolen the Dwarf's Talisman under the cover of the Evil Darkness the Sorceress must now try to keep her ill-gotten prize. As she was operating in the timeless move of the Evil Darkness the Dwarf does not know that it was she that stole the Talisman. So she could move into the desert and let the Dwarf catch her up and pretend she knows nothing about it. She can stay in the Warlock's Cave and wait until the Dwarf's party leaves. And lastly she can move back to the Runes and make her way around the middle region the opposite way to the Dwarf. I shall roll according to the following table which is weighted as I see bets fits her continued success and survival: 1-3 she meets up with the Dwarf and they continue on together; 4-5 she moves into the desert square ahead of the Dwarf; 6 she moves to the Runes square intending to go the other way around the region.

Results: She rolls a 6 and moves to the Runes square. The encounter card she draws is the Raiders event card. They steal her Talisman and her Gold and stash them at the Oasis. Boy will she be annoyed.

Current Character Summary:
Location: The Runes near the Warlock's Cave.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 13.2:

A Game of Quests.

Update: 1-3-07

ybil stormed up the path towards the Warlock's Cave. She was hopping mad. All that conniving to get a Talisman off that silly Dwarf only to have it stolen by desert Raiders. Now she would have to get another damn quest from the spirit of the Warlock's Cave. She cursed aloud. She cursed Priestesses, she cursed Raiders and as she walked through the mouth of the Warlock's Cave she cursed it as well.

"If you come seeking a Talisman, are you prepared to pay the price? If not then begone," boomed the voice of the cave.

"Yada, yada, yada," mumbled the Sorceress then more loudly she said. "Yes, I want a quest. What is it you want this time you stupid spirit?"

"For you ... Three bags of gold," said the voice.

"Three!" shrieked Sybil. "You only wanted two from the Dwarf."

"The bargain has been set. You will be returned here once your task has been fulfilled," said the voice and then spoke no more.

Muttering to her self the Sorceress stormed from the cave. Where in all the realm was she going to get three bags of gold?

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Game & Writing Notes:

Turn 13.2: All the Sorceress's plans have been thwarted by the Raiders Event so now she will have to go back to the Warlock's Cave to get another quest for a Talisman. This will also help her stay close to the Dwarf who is the character most likely to pick up the Talisman stolen by the Raiders.

Results: The Sorceress moves onto the Warlock's Cave and her quest is to deliver 3 bags of gold to get her Talisman.

Current Character Summary:
Location: Warlock's Cave.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 14.2:

What I Wouldn't Do for a Drink.

Update: 11-3-07

t was too hot to cuss and too dry to spit. The Sorceress silently cursed the Desert and its sand, the heat and her sorry excuse for a pair of boots and anything else that came to mind as she plodded on. It was this anger and her magic that kept her going long after a normal woman of her age would have succumbed.

She had to reach the Oasis quickly. Her scrying after the Desert Raiders had shown her that this is where they had taken her Talisman. They had buried the treasure and then immediately ridden off again presumably to find a buyer. She had to reach the Oasis before they came back.

Catching up with the Dwarf would work too. She knew that he had at least 2 bags of gold. Then all she would need was one more and the Warlock's Cave would give her another Talisman. She hoped that the namby pamby Prince had slowed the Dwarf and the Unicorn down and that all three would be resting at the Oasis when she got there. The more people she was with the less likely the Raiders would attack.

She wondered if the Good Mage would still be there. She had discovered that he was no longer cursed to be a Hermit and had given the Talisman he carried to that snot of a Good Priestess, the Prophetess. He was probably long gone now but boy would she like to give him a piece of her mind if he were still there.

She plodded on, following the blurred tracks of the Dwarf's party. Oh, if only she were heading to a nice cool tavern rather than the muddy pool in the desert floor that she remembered from, oh so long ago.

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Game & Writing Notes:

Turn 14.2: The Sorceress must cross the Desert in her attempt to catch up to the Dwarf. This is her best chance to get a Talisman because the Dwarf not only has the 3 gold she needs but also has his own Talisman.

Results: As she does not have a Waterbottle the Sorceress loses 1 life point in the Desert.

Current Character Summary:
Location: The Desert next to the Warlock's Cave.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 3
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 15.2:

The Oasis, A Pool of Life in the Desert.

Update: 21-3-07

he sight of the deep green pool hidden under the shade of the palm trees was too much for Sybil. She staggered down the sandy slope and threw herself into the water, not caring that the water was a different colour than the last time she had been at the Oasis. The water was so cool and refreshing that it tingled on her tongue and skin.

"Hey! You down there," came a cry. "Get out of the water. I don't know if its safe to drink."

The Sorceress looked up from the water and saw a man dressed in rags and gaudy illusion running towards her — the self-styled Magus of Gems. Sybil realised there might indeed be something to what he was shouting for with her thirst quenched she could now feel the magic in the water and with that realisation she saw red.

"You stupid ...". Sybil came out of the water almost speechless with rage. "What have you done you (&!$#%! great idiot, How dare you $#^@$^ around with the only drinkable water for %$#@#$#% miles around."

The Mage was stopped in his tracks by the vehemence of her expletives. "I was only trying to make it better," he spluttered in reply.

"You always were a $&#&& meddler," said Sybil calming down as she realised the effect the magic had had on her. "Still looks like this time you've done good."

"Do you know who I am?" asked the Mage hopefully and then realising what she had said, "It worked, didn't it? I've done it. The pool gives life?"

"Yep, the pool gives life. And no, I don't know you at all," said the Sorceress realising that at least part of the curse on the Mage was still working.

The Mage ran down to the edge of the Pool of Life and cautiously began investigating the results of his magical handiwork, all thoughts of his own problems forgotten in the excitement of success.

Sybil looked at the poor benighted wretch at the water's edge. She felt like killing him, but that would be a release from the continued torture he suffered in not knowing who he really was. Instead she smiled at the poor fool and set out again into the desert on her own quest for ultimate power.

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Game & Writing Notes:

Turn 15.2: The Sorceress reaches the Oasis and as there is only one encounter card there must draw a card.

Results: The first card drawn in the Market Day event. I do not feel that this card fits for the game run this way, so I will ignore this card and draw again. The new card is the Pool of Life. The Sorceress will use this to recover the life she has lost in the Desert.

Current Character Summary:
Location: The Oasis.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 16.2:

An Oasis of Calm in the Desert.

Update: 31-3-2007

Pool of Life. Sybil drank again from the Pool and felt its healing energies coursing through her veins. The Sorceress could hardly believe it. The Mage had indeed created a Pool of Life. Addled though his brain and memories might be that was still quite an impressive feat of magic.

Sybil felt invigorated and renewed. Spending some time here in the quiet of the Oasis had been the right decision, she decided. The Desert between here and the Temple was just as dry and as barren as the last stretch she had had to cross so preparing herself for the crossing made a lot of sense.

And it was so peaceful now without the prattling of that silly Mage. She turned and looked at the man where he lay bound and gagged glaring at her. She smiled at him and took up some more of the magic water.

Yes. Nice and quiet.

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Game & Writing Notes:

Turn 16.2: The Sorceress is at the Oasis and has to lose a life to the Desert crossing to the Temple. It makes sense for her to spend this turn using the Pool of Life at the Oasis to bolster her life points for the Desert crossing.

Results: The Sorceress gains an extra life point leaving 2 life points at the Pool of life.

Current Character Summary:
Location: The Oasis.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 5
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 17.2:

Dry As A Sorceress's Kiss.

Update: 10-4-2007

er trek across the Desert had started well before the sun had risen. She had delayed her leaving only long enough to kick awake the demented old Mage of the Oasis to say goodbye and to take one final delight in the look he gave her from over the top of the rough gag she had forced into his mouth. She'd left him that way, trussed up like a goose. Perhaps some kindly Desert Raiders would rescue him.

This delicious memory brought a little smile to her face which cracked her dry lips. She rubbed an equally dry tongue over them, more out of habit than for any effect. She trudged on towards the smudge on the horizon.

There had been a slight breeze when she had set out and she remembered fondly how she had hugged herself against pre-dawn chill. Now with the sun directly overhead the cruel daytime heat of the Desert was once more sapping the life out of her. The Sorceress vowed to herself that once she was left this forsaken place she would never return.

She hoped it was the Temple on the River's edge that she was walking towards and not some Desert-spawned mirage. Nightfall would tell her fate: either she would be safe by the River or lost far out in the Desert. Trusting to luck, fate and anyone who would listen to her silent prayers she trudged on.

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Game & Writing Notes:

Turn 17.2: Having bolstered her life force for the second trek across the Desert the Sorceress must move on to stay in contact with the Dwarf who has the only Talisman she knows of. She enters the Desert once more.

Results: Without a Water Bottle the Sorceress loses a life point.

Current Character Summary:
Location: The Desert near the Temple.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 18.2:

The Temple is Not Just a Good Temple.

Update: 19-4-07

ost people think that the Temple that lies on the River next to the Desert is a Temple to Good. The Sorceress new better. She knew that it was a Temple to all persuasions: Good, Evil and even the Neutral powers of the realm. When she finally finished her long and dusty trek she delayed only long enough to force one of the pilgrims camped at the Desert's edge to give her water then she walked down toward the River's edge to one of the more secret shrines.

On the River bank there are many holes dug into the foundations of the Temple. Most of these holes are empty, but some of them are shrines and some of them are used far more often than one might think. Sybil entered one of these shrine; one dedicated to Evil. It was dirty and squalid but as far as she could see it fulfilled all the proscribed requirements. Sybil wasn't overly religious, not like that pandering Wizard, Alastor, but she did know when she needed assistance — and that was now.

Briefly she went through the motions. She was without the appropriate sacrifices, but she went through the motions anyway. If she received an answer she would promise them anything. If they were in need of a champion, as he suspected, then perhaps they would be lenient.


SORCERESS. YOUR TIME HAS COME
 

Sybil stopped. To actually be answered was something of a shock. "Oh great Evil one," she cried. "I will sacrifice in your name as soon as I can."


GO TO THE PORTAL OF POWER
 

"Yes, yes. I will go to the Portal of Power. But I need a Talisman."


A TALISMAN AWAITS YOU
 

"Who do I need to kill and how?" asked Sybil with remarkable prescience.

There was no answer but Sybil felt a sudden flood of power that left her on the floor and gasping. The Evil one had given her a spell. A killing spell. Death was indeed in her future.

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Game & Writing Notes:

Turn 18.4: The Sorceress reaches the Temple and because she is a devotee of the forces of Evil I will have her pray at the Temple.

Results: The Sorceress rolls an 8 on her dice with the result that she gains the Psionic Blast spell.

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

Previous Installment ...

The Sorceress, Turn 19.2:

No. I'll follow you.

Update: 4-5-07

he Woods near the Temple are thick and difficult to traverse if you are stupid enough to go off the beaten track. Sybil swore at her self for the hundredth time as she once more had to backtrack to go around another thick patch of blackberry. Too thick to try to cross it wasn't even in season so there were no ripe berries for her to assuage her growing hunger with.

She was lost. She could be walking around in circles for all she knew.

"Halloo," she cried in the desperate hope that she was close enough to the path and that someone might be within hearing.

"Hello."

Sybil almost jumped out of her skin and then turned to look at the tall, tanned forest man who was looking at her from where he was leaning against a nearby tree.

"You lost, old woman?" he asked after waiting for her to calm down.

"No. You idiot. I thought you might be deaf," said Sybil who really didn't like being seen at a disadvantage.

"Nope. I can hear a deer fart from a mile away," said the man with a grin. "Road's over yonder," he added jerking his thumb over his shoulder.

"I knew that," said Sybil and glared at the impudent Guide.

"Was wondering if you was heading to the Castle? There's been Bandits in the area. Makes sense to travel in a group."

"Excellent sense," said Sybil softening her voice.

"Righto," said the Guide and indicated that Sybil should go before him.

"No. After you," she said. "I insist."

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Game & Writing Notes:

Turn 19.2: The Sorceress is on her way to the Portal of Power hoping to catch up with the Dwarf and his Talisman. She enter the Woods square where she will have to draw an encounter card.

Results: She draws a Guide follower.

Current Character Summary:
Location: The Woods next to the Temple.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast
Followers: Guide. Equipment: None.

Previous Installment ...

The Sorceress, Turn 20.2:

Another Wasted Effort.

Update: 16-5-07

er Guide's name was Alfonzo and it turned out that they were quite compatible as travelling companions as neither of them were much for talking while they walked. By the end of the day they had cleared the forest and reached the hills where some of Talis' famous standing stones could be found. It was here that Sybil took the lead for it was clear that Alfonzo was very scared of the stones and the Runes that festooned them.

Come sunset Alfonzo was all for pushing on. The Castle was not far, he said, but it was obvious to Sybil that he just wanted to get as far from the stones as they could. She insisted however, claiming that she was too tired to continue and he eventually gave in when she promised to cook the evening meal. They set up camp in the valley below the haunted stones.

Sybil did indeed cook dinner and Alfonzo ate it with gusto as the local herbs that she had added to the stew made it very tasty. However, shortly after he'd finished eating Alfonzo dropped into a deep sleep. Sybil had added a sleeping draft — also made from local ingredients — to his meal. She didn't want him running off because of what she planned to do this night.

To the Sorceress the Runes were an opportunity to find power. This place had been used by practitioners of magic for hundreds of years. Who knew what relics might lie undiscovered up there amongst the standing stones — maybe even a Talisman. Tonight, she decided, she would cast a Divining spell to find magic objects.

For several hours she worked, preparing for her spells, doing her best with the limited resources she had available. Eventually she was ready and cast the spell. Then, taking up the specially crafted divining fork made from the branches of a hazel tree, she walked up the hill and began dousing. Her spell would draw her to the most potent magic object on the hill and sure enough her forked branch indicated very strongly one particular spot. She began to dig using her hands and her belt knife.

Hours later. The moon had risen and she had dug down several feet until she had been stopped by a barrier of stone. Fortunately the stone appeared to have been placed there by living hands and that it capped some sort of entrance. She used some of her precious magic to remove the stone revealing a space behind it. A space that glowed with an unearthly light. Warily she entered the revealed chamber.

A minute passed and the moon shone down brightly on the Runes then the Sorceress emerged from the mouth of the chamber. She was not happy and she raised her fists to the moon and cursed inventively for several minutes. Then she gathered up her tools and walked glumly back to her campsite to try to get some sleep in what little was left of the night.

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Game & Writing Notes:

Turn 20.2: The Sorceress enters the Ruins square next to the Castle and must draw and encounter card.

Results: The card drawn is the Holy Grail magic object card. As the Sorceress is Evil she cannot possess this card and it will stay in the square until someone who can carry it comes along.

Current Character Summary:
Location: The Ruins next to the Castle.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 21.2:

Ships That Bump In The Night.

Update: 25-5-07

lfonzo, the Sorceress's travelling companion, woke with a headache and was sullen all morning. Sybil, who was the cause of his headache, was feeling depressed at having wasted a night looking for a useful magic item and only finding something that was so nastily Good that she couldn't even touch it. Their walk to the Castle was even quieter than yesterday as neither were inclined to speak.

By the time they reached the Castle Alfonzo was feeling better and could see that his travelling companion could do with some cheering up. He invited her into a small drinking house that nestled under the walls of the Castle and offered to buy her a drink. One drink lead to another and by closing time neither of them were sober enough to leave and they spent the night on the taproom floor accidentally wrapped in each other's arms; they slept where they had fallen while trying to escort and support each other out the door.

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Game & Writing Notes:

Turn 21.2: The Sorceress's run of bad luck is still happening but she's a tough old bird and so is continuing on to the Portal of Peril in the hopes of meeting up with some other characters to attempt the Inner Region. The Castle holds nothing for her at the moment so she will be just passing through.

Results: The Sorceress moves onto the Castle square.

Current Character Summary:
Location: The Castle.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 22.2:

A Woman's Work Is Never Done.

Update: 4-6-07

fter the embarrassment of waking up in each other's arms had worn off and after they had both partaken in a beaker of hair of the dog Sybil and Alfonzo started talking about what they were going to do in the near future. It turned out that Alfonzo was at a loose end, employment wise, and so Sybil suggested that he accompany her into the ruins on the mountain to see if they could find treasure. Alfonzo shrugged his broad shoulders and said, 'Why not'.

Several hours later Alfonzo was beginning to regret his spur of the moment decision. The ruins weren't as empty as they appeared. He was convinced that there was something other than themselves walking the darkened halls and, despite the magic light that Sybil had produced to light their way, Alfonzo wished that the various corridors weren't so dark.

Suddenly, a maul wielding Hobgoblin charged out of the darkness. It contemptuously thrust Sybil aside and attacked Alfonzo who was only barely able to avoid its initial attack. The creature didn't let up and swung again. This time Alfonzo couldn't dodge and a solid blow sent him to the floor. The hobgoblin grunted in triumph and prepared to adminster the killing blow.

Momentarily forgotten, Sybil attacked the Hobgoblin from behind with her belt knife. It was only a short-bladed weapon but she always kept it wickedly sharp by means of constant maintenance and a little sorcery. The hamstrung Hobgoblin squealed like a stuck pig and fell to the ground, its right leg no longer able to support its weight. Sybil followed the Hobgoblin down and landed with her knee in the middle of its back driving all the fight out of the creature. Then after pulling back its head with one hand she silenced it by drawing her blade across its throat in a movement she had done many times before during ritual sacrifices.

Alfonzo looked on in disbelief as the life blood of the monster spilled upon the floor.

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Game & Writing Notes:

Turn 22.2: The Sorceress'a plan is to wait at the Portal of Power for a Talisman and potential allies to come to her. She will then have to draw an encounter card when she lands on the square.

Results: The encounter card drawn is a Strength 3 Hobgoblin which means a fight must occur. I will give the Sorceress 3 chances in 6 that she will use her Psionic Blast spell to protect herself (it would be a bit of a waste to use it here I think). She rolls a 5 and so relies on her own Strength.

The Hobgoblin rolls a 1 for a total of 4. In reply the Sorceress with a Strength of 2 rolls a 3 for a total of 5. The Hobgoblin dies and the Sorceress gains 3 experience points

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp. Pts. = 6
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 23.2:

And Then There Were Two.

Update: 14-6-07

ybil and Alfonzo had barely recovered from the surprise of the Hobgoblin's attack when there was a loud creaking sound as if I door long closed was being opened. Alfonzo whirled round and drew his dagger from his belt; if they were going to be attacked again, he would be better prepared this time.

"Quick," said Sybil dashing off. "Someone's at the door. We might be able to get through."

Alfonzo was confused. He wasn't sure there was anywhere to get through too, but he followed after the spritely older woman that was quickly becoming something much more than a travelling companion to him.

Sybil reached the Portal of Peril just in time to see it fully close and hear its lock click with a depressing finality. However, she thrust the missed opportunity from her mind when she realised just who it was that had come through from the other side — complete with a Mule and equipment — the dark Wizard, Alastor.

"Greetings, Wizard," she said very much aware that he had sent her on a mission to find a Talisman and that she had not only failed in this mission but had not even planned to share the Talisman if she had succeeded. Somehow he had gotten ahead of her and was even now coming back from the Inner Realm for some reason. She wasn't sure what was going on, but she couldn't help but be impressed.

"Whose this?" said Alfonzo as he came up behind her.

Sybil, noticing that Alfonzo held his dagger at the ready, reached out and pushed the tip of the blade to aside. "Put it away, dearie. Its not needed and probably wouldn't be much use against the likes of him, anyway."

"Hello Sybil," said Alastor. "I take it, since you are still here, that you had little success with your mission. You were not the only one — the Ghoul also failed me."

"Us," said Sybil. "We all work for the same thing, don't we? And you don't seem to have done much better since you seem to be fleeing from the Inner Realm. Does this mean that Good has won and that which ever one of them reached the Throne will shortly be calling on us to submit?"

The games not over yet," said Alastor as he passed a desultory eye over Alfonzo. "I have come to take you and your ... man ... to the Inner Realm. We could yet succeed, if we work together."

Sybil's reply was interrupted by a low moaning that came from yet another doorway.

"What is it with this place? " said Alfonzo, who could see down the darkened corridor from whence the sound came, "Here comes a Ghost!"

The Ghost swept towards Alfonzo. He turned and fled, so the baleful spirit stopped to choose another victim. The twin forces of the two magic user's Psychic powers tore it to pieces as if it were a smoke ring caught in a sudden cross breeze.

"Sybil smiled at the ease of their success and then smiled at the Wizard.

"I take it you have a plan," she said and began cackling.

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Game & Writing Notes:

Turn 23.2: On his turn the Wizard joined the Sorceress at the Portal of Power to offer her the opportunity to join forces. He has a Talisman and between the two of them they should have enough Craft to open the Portal again. I will therefore give the Sorceress 5 chances in 6 of joining up with him.

Results: On a roll of 2 the Sorceress joins the Wizard.

Turn 23.2: continued as the group can now not move as a unit until the Sorceress's next turn it has to encounter the square. The encounter card drawn is for a Ghost of Strength 4 which attacks the group.

Results: The Ghost rolls a 5 for a total attack of 9. The combined Craft of the Sorceress and the Wizard is 9 so the Ghost is dispatch easily and the experience is shared between the two of them.

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp: Str. = 6; Crft. = 2
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

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The Sorceress, Turn 24.2:

Forcing The Lock.

Update: 23-6-07

"ome now, Sybil," said the Wizard. "It is time we pitted our Craft against the Portal of Power. Together we must surely prevail."

Sybil followed him across to the door of dark wood that was set into the very rock of the mountain. Alfonzo followed her, he could do nothing else, as she had used magic on him to keep him docile.

The Wizard handed him the reins for his Mule and Sybil tsked at the sight of him. "They lose a lot when I take control of their minds, more's the Pity."

"Are you turning sentimental on me, Sybil?" asked the Wizard.

"No. Course not. I just like'm a bit friskier than this," she said and turned to the task at hand. "So, shall we?"

The Wizard turned and put one hand on the door handle and his other flat upon the wood of the door. Sybil placed both hands on the door next to his.

"Now," said the Wizard.

Sybil pushed her mind against the magic of the door and felt the Wizard's power pushing with her. The magic resisted but was not strong enough to prevail against both of them. They could not actually destroy the magic, but they were able to push it aside long enough that they could magically open the lock.

She heard the clunk as the tongue of the lock clicked back. Then the door moved away from her palms as the Wizard pushed it open. He stepped through and held the door open while she lead both Alfonzo and the Mule through. Then the Wizard let it close which it did with a solid click and for the first time in many years she stood looked upon the Plain of Peril once more.

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Game & Writing Notes:

Turn 24.2: The Sorceress and the Wizard attempt the Portal of Power using their combined craft of 9.

Results: The sum of the two dice rolled is 6 so the party easily move to the Plain of Peril where they can meet up with the Assassin who arrived there is his last turn. This meeting will happen in his turn.

Current Character Summary:
Location: The Portal of Power.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp: Str. = 6; Crft. = 2
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 25.2:

Making Amends.

Update: 4-7-07

hy did you take such a hard line with the Assassin, you fool? Sybil asked herself. The man was obviously dangerous in his own underhanded way, so making an enemy of him was not the way to stay healthy, especially here in the Inner Realm where the stakes were not only high, but the dangers very real.

She suspected that it was sentimental weakness on her part. After all, it had been his hand that had brought about the death of the Arch Druid Filz; a former lover of hers, and the previous bearer of the Crown of Command. But Filz had done the dirty on her and even used the Crown to force her to submit to his rule. She hated him. Had hated him for what he had done to her all those many years ago. Had even conspired with the Wizard to have the Assassin do the deed. She looked sideways at her follower, the Guide named Alfonzo. 'Tis a strange thing, the human heart, she mused to herself.

She needed to make amends with the Assassin, though. They would no doubt needs his skills for the task ahead of them and she would rather have him with her then against her.

She quickened her pace to catch up with the man. "Guild Master," she said, giving him his due. "I wish to apologise. We got off on the wrong foot before. Would you walk with me so that we may talk?"

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Game & Writing Notes:

Turn 25.2: The Sorceress and her group are on their way to the Mines. They will move as a group in the Assassin's move so this will be a writing move as we look into the thoughts of the Sorceress.

Current Character Summary:
Location: The Plain of Peril.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp: Str. = 6; Crft. = 2
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 26.2:

Portent of Doom.

Update: 14-7-07

hat a bastard thing to do, was Sybil's first thought when the Wizard sent the Pixie off on its task. He's sent it on a suicide mission. This late in the day the Vampire will be abroad by the time the creature reaches the Tower.

Then she had second, more devious thoughts. She had felt the Wizard's magic, seen its effect on the Pixie and wondered why he had bothered. Now with the Pixie out of the way and the Mines behind them ... She turned and looked at the Assassin. He had said nothing about recent events. He was also apparently unconcerned about somebody else giving his Follower orders.

Something was not right here. There was something going that she didn't understand.

She looked at her Guide, Alfonzo, where he stood looking out over the plain. A shiver ran up her spine and despite the oppressive heat, she shivered.

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Game & Writing Notes:

Turn 26.2: The Sorceress' group is heading into the Vampire's Tower square. Some of them are going to die, but are all the victims going to be chosen by the Wizard.

Results: Another writing move.

Current Character Summary:
Location: The Plain of Peril.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp: Str. = 6; Crft. = 2
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 27.2:

Dearly Departed.

Update: 26/7/07

he Sorceress threw the last branch onto the pyre she had built upon the naked body of her follower, Alfonzo. That damned bitch of a Vampire might have killed him, but there was no way that Sybil was going to let her have him after death. She used magic to light the fire then stood for a long time watching the flames.

"Are you ready to go?" said the Wizard. The Assassin, now with a blood-stained bandage under his Helmet, stood ready to go. Sybil noticed he had added some of Alfonzo's gear to his own.

"Aye," said Sybil wiping her eyes dry on the sleeves of her dress. "And don't you go saying anything smart, Alastor Grimsby, I just got soot in me eyes, that's all."

"My dear woman, said the Wizard with a slight smile. "I wasn't going to say anything at all ... except to remind you that the sooner we leave the less likely we are to have a repeat of last night's visitation."

Sybil grunted and picked up her own bag. It was also now heavier with stuff she had taken from Alfonzo's body. Waste not want not made good sense here in the Inner Realm.

The Wizard led off and Sybil fell into step behind him. The Valley of Fire beckoned in the distance and between it and them was the region of the Inner Realm called the Pits.

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Game & Writing Notes:

Turn 27.2: It has been determined that the Sorceress's group will continue on in its attempt to storm the Throne of Power. They will all move in the Assassin's move.

Results: This will be a writing move where the Sorceress laments the loss of her follower.

Current Character Summary:
Location: The Vampire's Tower.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 4
Exp: Str. = 6; Crft. = 2
Spells: Psionic Blast
Followers: Guide.
Equipment: None.

Previous Installment ...

The Sorceress, Turn 28.2:

Ouch!

Update: 9-8-07

hen the Pit Fiends attacked Sybil ran away from the Wizard. It looked like the sensible thing to do at the time as he seemed to be attracting them. The Assassin on the other hand had fallen into some sort of pit trap. If he was still alive he might need help to get out and they needed all the hands they could get at the moment.

Now, as she stood at the edge of the pit and realised how deep it was she wondered whether she had made the right decision. The man was alive but she didn't think the Fiend who shared the Pit with him planned on keeping him that way for long.

What should I do? she thought to herself. That things gonna eat him for breakfast.

A heavy stone by her foot recommended itself and a course of action to her. She bent down but couldn't budge it; it was too heavy for her to move without magic. Regretting the necessity, she cast her one and only spell and channelled the strength of her mind into her physical Strength to pick up the stone. She then stepped sideways round the edge of the pit until she was behind the Pit Fiend — as yet, it hadn't seen her. She hoped it never would.

In position, she swung the stone carefully backwards and forwards several times judging distances. Stop moving, you stupid demon, she thought to herself, but then realised that the Assassin could not afford for her to wait for the best shot. She let the stone go as the Fiend lifted its Sword to strike at the downed man.

As luck would have it the falling stone hit the rising sword and was deflected down the blade and onto the Fiend's arm which lessened the damage. The stone smash harmlessly onto the floor of the pit. The Fiend was knocked sideways by the force of the glancing blow. Unfortunately, it recovered almost immediately and turned to glare up at her.

"That's right you stupid lizard," she shouted down at it. "He's not alone — Move Assassin."

Sybil did not actually think herself in danger and was acting altruistically, for once. She was hoping the Assassin would be able to use one of his tricks to get the advantage in this fight. What she didn't expect was for the fiend to have a trick of its own.

The Fiend pulled the knife from under its armour and threw it with its free hand in one single motion. Sybil saw it coming but could not react in time. Half in surprise at the pain and half, belatedly, in her own defence she threw herself backwards away from the pit and ended up seated on the ground staring at the fiendish blade that protruded from her upper thigh.

"&*%(*$!" she said as blood started to stain the material of her dress crimson.

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Game & Writing Notes:

Turn 28.2: The Sorceress's group is being attacked by Pit Fiends. I will give her 3 chances in 6 to attack the Wizard's foe, otherwise she will go to the aid of the Assassin. Of course the order is irrelevant to the game but I need to know how to write the story.

Results: On a roll of 5 she attacks the Pit Fiend in the pit.

The rules do not prevent her from casting her Psionic Blast spell on herself. However, she has to decide whether she uses it now or keeps it. After due consideration I will give her a 4 chance in 6 of using it now (Note: I am going to rule that the spell works for the whole of this combat).

Results: On a roll of 4 she casts the Psionic Blast on herself making her Strength temporarily 6. She rolls a 2 for a total of 8 while the Pit Fiend rolls a 5 for a total of 9. Despite her spell she loses 1 life point — she would have died otherwise.

Current Character Summary:
Location: The Pits.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 2
Exp: Str. = 6; Crft. = 2
Spells: None
Equipment: None.

Previous Installment ...

The Sorceress, Turn 29.2:

Dying For The Cause.

Update: 19-8-07

ybil stared at the twisted appendage that was her right hand and cursed the Crown Bearer to all the tortures of Evil that she knew of. Then she carefully leant forward and drew the dagger from her leg with her left hand. Blood fountained until she was able to apply pressure to the wound; the blade had severed one of the major arteries. She needed doctoring, and soon, or she would bleed to death.

But what about the Assassin? He was still down in the pit with that monster. She applied pressure as best she could with her right hand and picked up the Pit Fiend's blade with her left. Then she inched towards the pit. She needed to help him so that he could help her. If she could hurt or distract his foe that might give him the edge he needed.

Down in the pit the Assassin was on his feet facing off against the fiend — dagger versus Sword. Sybil hitched herself round until she could sit up with both hands free and readied the Pit Fiend's blade to throw.

"Hoy, ugly! I'm not dead yet," she cried and then threw the dagger as best she could with her left hand. Simultaneously, she felt the ground under her give way.

"Not fair!" she cried as she fell into the pit.

Sybil found herself at the bottom of the pit in a pile of rubble and a cloud of dust. Coughing she looked up to see the figure of the Pit Fiend towering over her.

"Don't you fucking dare," she shouted.

He did dare.

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Game & Writing Notes:

Turn 29.2: The Prophetess's compatriots are not doing too well so I'm going to give her a 3 chances in 6 roll to bug out before she gets killed by either a Fiend or the Crown Bearer.

Results: On a roll of 6 the old girl is undaunted and is going to continue to fight against the Fiends. Her roll is a 1 for a total of 3. The Fiend's roll in response is also a 1 for a total of 5. She therefore loses 2 life points and dies.

Current Character Summary:
Location: The Pits.
Stats: Craft = 4, Strength = 2, Gold = 0, Lives = 2
Exp: Str. = 6; Crft. = 2
Spells: None.
Equipment: None.