"He is dead ... finally," said a male voice. "Are you sure?" replied a woman's voice. "Yes. Are you sure?" came a cold whisper. "I am sure. I can feel the magic of the Throne of Power working, distributing the talismans across the realm. The Crown of Command is ours for the taking if we move quickly." Silence met this observation. All those present knew that the Crown of Command could only have one wearer. All were willing to take the chance that it would be they who reached the Throne of Power first. Co-operation only went so far when the rulership of the world was at stake but co-operation at the beginning could be useful in reducing the competition. "Sybil. You know your task. Be about it," said the man. "You promised me gold. I will need gold to gain the help we need," said the woman with a whine to her voice that suggested that she thought no gold would be forthcoming. "Here," said the whisperer, "and let none say that I have not given my share." "You shall get your share of the reward, Vlad," said the woman. "Though I suspect your sacrifice means little to you." There was the sound of jingling coins and the woman laughed a laugh that became a cackle. "This should be more than enough to buy their services. I will see you both across the river at the King's castle as soon as I have found our unwitting allies." Cackling once more the Sorceress left the crypt leaving the man with the thing that whispered in the dark. "And you demon? Are you ready?" said the man. "I hunger," came the whispered reply. "Tonight I shall start my journey and if you have any pity left in those twisted bones of yours pity those that I might meet on the road." The Wizard did not reply, instead he turned and limped from the crypt back out into the last of the sunset. His task was a more cerebral one. The enemy had power too, but his must be supreme. Tonight he would attempt to regain some of the power that he had kept hidden all these years. * * * * Later that night the Wizard sat and watched the heavens wheel over his head. He could not sleep so he waited for the new day to dawn. His congress with the infernal powers had been successful and he was now prepared to bedevil the forces of goodness that he knew would also be preparing themselves to try to gain the crown. A cruel half-smile played across one side of his face touching not the side of his face that had been deadened the last time this game had been played. The time for revenge had come. |
Game & Writing Notes: Turn 1.1: The wizard to be effective requires greater craft points, life points and better spells. I decided that he would not move this turn and instead use the Graveyard to try to better his starting position. He rolled and gained a spell because he already had two spells he then had to discard a spell. |
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Alastor the Wizard had spent the last twenty-four hours or so ranging far and wide with his farsight looking for signs of the enemy. He had felt the Shrine come into existence. So close — too close. He could not allow such a place to exist so close to his own seat of power. Already the Shrine had been used and with his Wizard's farsight he had discovered that a meddlesome Druid had found the site. Well the Druid would regret his discovery. Now that the sun had set Alastor was ready to do something about the Shrine; and if the Druid was killed in the process ... his satisfaction would be all the sweeter. He invoked the infernal spirits and cast a most powerful spell, one strong enough to destroy the very stones of the Shrine itself. His hope was that he would trap the Druid under the collapsing roof of the building. With his farsight he saw the dark clouds forming over the shrine, saw the Druid realise his danger and its cause, saw the Druid invoke a spell of his own, but much too late to prevent the destruction. The Druid's spell surged back along the path of his own sending and the Wizard tried to bolster his defences against the attacking spell, but too late. Power bathed his form and there was a moment of agony that became exquisite ecstacy as bones, long twisted, straightened and popped and the dead side of the Wizard's body was reborn. For many long minutes maniacal laughter rang through the Graveyard. * * * * The Wizard exulted still. He stood tall and proud and spoke the words of invocation over the magical pentacle in the heart of the Graveyard. Surely his rejuvenation was a sign from his infernal masters that he was their chosen one — that he would be the bearer of the Crown of Command. He wove his spell quickly eager to have this confirmed by a direct communication. All of a sudden the temperature plummeted and a darkness, that the fires he had lit could not penetrate, formed in the middle of the pentacle. "No!" shrieked the Wizard. "Come not in that form," he cried scared and confused that his summoning should be so answered. Unhindered by the protective circle, a dark mist stole from the blackness and enveloped the Wizard. He felt his body stiffen, his newly enlivened limbs grow cold and unresponsive once more. His lips formed to either protest or scream, but no sound came forth. Paralysed, the Wizard was still mentally alert and very much aware of the meaning of the message he received. In no uncertain terms he was told that he had not gained the favour of his masters. That the Shrine could also have been used by the followers of Evil and that he should think more carefully in the future. When the voice in his head finally left him in peace he was so mentally and emotionally drained that he would have collapsed where he stood had he not still been paralysed. The long night passed slowly and the growing discomfit of his limbs kept him awake and it was only with the warmth of the rising sun that the Wizard was finally able to collapse to the ground. Finally at rest he fell even further into a deep sleep. |
Turn 2.1: The Wizard is sitting on one of the most powerful of the original squares on the board. It won't hurt him and can give him extra power and spells. The random event that brought the Shrine onto the board allows a similar advantage to be attained by another spell user and although he was unsuccessful in his attempt the Druid does fit this bid and is in casting range of the Wizard. Fortunately the Wizard has a Destruction spell as one of his two spells so I am going to have him use it to destroy the Shrine and then invoke the power of the Graveyard again. The Result: The Wizard does indeed destroy the Shrine but the Druid retaliates with the Random spell. Fortunately for the Wizard the die indicates that he gains 1 point of Strength. Now comes the bad news. The Wizard rolls a 1 when he uses the Graveyard and loses a turn. |
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He suffered all through that long dry afternoon. Ants and other insects crawled on his body and flies buzzed around his face but what concerned him the most were the crows. They came and sat on the gravestones and looked at him with their beady eyes. Some were even so bold as to land on the ground in front of his face and stalk about, looking as if they were just waiting for the right moment to seize a tasty morsel. Fortunately, the blinking of his eyes and the thin keening sound he could make was enough to scare off the avian scavengers. He could do nothing about the insects. Considering his situation it is hardly surprising that memories he had not visited for many years came to him. Memories of how he had once subjected another to this very same torment. Memories from the last contest for the Throne of Power. It was in the last throes of the struggle. Erenfor the Elf and his wife had been in his power. The woman he had offered up as sacrifice to the dark powers in a last ditch attempt to gather power to his cause. Erenfor, had been forced to watch, immobilised as he himself was now. Alastor had planned to show mercy, kill the Elf, and allow the lovers to be reunited in whatever afterlife elves had, but fate had intervened in the form of the thrice cursed Druid, Filz. The Druid had reached the Throne of Power, gained the Crown of Command and used it on Alastor, used its power to cripple him, and finally forced him to submit or be killed. Cold sweat broke out on Alastor's body. If Erenfor came upon him now he would be helpless. He remembered the vow of revenge Erenfor had made against him and how it had been the Crown Bearer himself who had stayed the Elf's hand, forcing peace on both Good and Evil for the length of his rule. He hoped the Elf was still far away and that he would have the time he needed to prepare against his coming. All afternoon Alastor mentally railed against fate and his infernal masters for the predicament he was in. His magical senses had insured him that the paralysis was only temporary but he cursed the delay to his plans and how vulnerable he was in this predicament. It wasn't until the sun set that Alastor found he could move his limbs again but by then the tribulations of the day had taken their toll and all he could do was slake his thirst, fill his belly and sleep. His plans to take over the world would have to wait until tomorrow. |
Turn 3.1: The Wizard is forced to miss a turn because of his last roll in the Graveyard. A good chance for me to wax lyrical with the story background. |
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With the aid of his farsight Alastor attempted to curse the Elf — for Alastor saw him as the more dangerous adversary — but it seemed that his masters had still not forgiven him for past events for the spell did not work as intended leaving the Elf stronger rather than weaker. Concerned that the Graveyard was now cursed against him Alastor packed up his belongings and fled. He would find Vlad the Ghoul and together they would take on this avenging pair. * * * * Deep in the forest that lay beyond the Graveyard Alastor stopped to rest. He had not yet fully recovered from yesterday's tribulations and though his master's punishment had not included the reversal of his fortuitous rejuvenation, his many years of reduced physical capabilities had left him unused to such strenuous physical activity. His brain however was still as nimble as ever and while he had been walking he had been going over in his mind what had gone wrong with his attempt to curse the Elf this morning. He'd decided in the end that it was the nature of the curse used that was at fault. It was too random to be reliable in all but the most extreme situations and perhaps he had panicked. Now, with a full day's thinking about his situation behind him he felt he had a far better plan with which to try and thwart his pursuers. His plan was to use the magic of the Graveyard against his foes, especially the worrisome Elf. Alastor knew that the Graveyard was anathema to his kind; even entering the site would drain him of vitality. So if Alastor could Immobilise the Elf within those unholy grounds, perhaps the Elf's vitality would be sapped sufficiently for him to be no longer a threat. The Druid was another matter but Alastor wasn't too concerned about the Nature priest as his magic required significant preparation which he didn't believe the man had had time to do. Alastor leant up against a tree, closed his eyes and sent his consciousness out of his body again to find his foes. They still travelled through the Fields; the Elf having to match pace with the Druid. The fool Elf had sacrificed speed and surprise for a doubtful ally. Suddenly the Wizard's farsight was shattered as a huge hand grabbed the front of his robes and lifted him skywards. Alastor brought his consciousness back to the here and now with a jolt to find himself staring into the hideous face of an Ogre. "Little man pick wrong place to sleep," said the Ogre astutely. Alastor flinched away from the creature's breath which seemed strong enough to blister paint. Damn. The spell he'd meant for the Elf he would have to use to get himself out of the clutches of this ugly, misbegotten creature. The Ogre's understanding of the situation was purely limited to the physical realm and so he thought he literally had the upper hand. He laughed when the Human that dangled from his fist started speaking in a strange language and pointed his finger at him. The laughter stopped in mid-guffaw as the Ogre became statue-like. So immovable was the creature that Alastor had to use his belt knife on his own robes to cut himself free of the creature's grip. Cursing at this forced changed to his plans Alastor picked up his belongings and moved away from the unmoving Ogre. He would have to rethink now. The new spell he had at his disposal required a lot more preparation and was of such power that he would have to think carefully of the ramifications of his using it. He did not want his infernal masters to become even more angry with him. Table of Contents or Next in thread ... or Next installment ... |
Turn 4.1: The Wizard could be in danger with both the Elf and the Druid bearing down on him. His only spell is the Random spell which is not very useful at the moment as it is more likely to benefit his enemies than not. However it will be immediately replaced, hopefully by something better and since it can be cast at any time I decide he will cast it on the Elf at the beginning of his turn. Result: The Wizard casts the Random spell on the Elf and as luck would have it his 'victim' gains 1 point of Strength. The cast spell is replaced by the Immobility spell. Turn 4.1: The Immobility spell has potential. The Wizard can use it to do double life point damage to the Elf with the Graveyard square. With this in mind I decided that the Wizard will move off the Graveyard square into the Woods square away from the Elf and immobilise the Elf when the Elf tries to leave the Graveyard square.Result: The Wizard moves to the Woods square and is forced to Draw an Adventure card. He draws a Strength 4 Ogre and is forced to use his Immobility spell to avoid physical combat against the much stronger foe. The replacement spell card he draws is the Hex spell which can only be cast at the beginning of a turn and so the Wizard ends his turn with the Ogre now inhabiting the square. |
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There appeared to be but a single campsite close to the bridge with a single occupant. Alastor spied on the owner of the camp from the brush and noted that the man appeared to be a scholarly type, no doubt a spell caster of some type. A smile came over the dark Wizard's face as he recognised the medallion the man had around his neck — the man was a healer. Better and better. Alastor stepped out from his hiding place and approached the camp. "Hail the camp," he cried. "Be there room for another at the fire this night. I am wearied from my trek through the Woods." The man's welcoming smile fell from his face as he took in Alastor's apparel. He obviously recognised the trappings of a dark Wizard. However he put on a stoic face. There is a place for all who need succour at this campsite. Are you injured? I am a Healer." "Thank you kindly for enquiring, but I am hale. Though the smell of your stew reminds my stomach that I have not eaten in a long while. If there were any spare it would be greatly appreciated." The Healer got out a spoon and a second bowl and proceeded to fill it from his pot. He might not like this visitor but his creed meant he should treat all equally. Alastor sat down next to the fire and took up the bowl eagerly. Smiling his thanks he started to eat. Conversation was not forthcoming from the Healer which suited him fine. He had some thinking to do and plans to make. Table of Contents or Next in thread ... or Next installment ... |
Turn 5.1: The Wizard's ploy of forcing his enemies to come for him through the Graveyard has been very successful with one losing a turn and the other losing a point of life. His next trick is to leave them with both the Ogre that he encountered last turn and a Hex spell he has up his sleeve. However, the spell can only be cast at the beginning of his turn and only on a square that is free of player characters. I believe his best move is to move onto the Sentinel square where the Healer is already in place which means he does not have to draw an Adventure card and then wait until next turn. If his pursuers do not follow him immediately he can then cast the Hex spell on the square he will be leaving making it even harder for them to follow him. If they do follow him then that means the Elf will have to leave the Druid, who has to miss a turn, behind and face the Wizard and any other dangers by himself. Results: No random elements in this move so it happens as specified. His enemies now have to get through a Strength 4 Ogre to get him. It does mean that he has been separated from the Graveyard though. |
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Unfortunately he found the Elf before he found the Ogre and the Elf was hale and hearty and still heading in his direction, presumably still intent on seeking his revenge. Alastor withdrew to his body and then changed his mind sending it flying in the opposite direction; he needed the physical capabilities of the Ghoul to once and truly kill the Elf. By now, he reasoned, the creature should have reached the Chapel and destroyed its inhabitants. He headed there at the speed of thought only to be stopped by the sight of the accursed Priest kitted out as if for a long journey leaving the Chapel grounds headed in his direction. The Ghoul had failed him as well. Aghast, he fled back to his body and sat up. The curse that sprang to his lips brought a disapproving glance from the Healer who was brewing up an early morning cup over the revived fire, but he didn't care. The forces of Good were closing in. The time for drastic action had come. He must perform the spell he'd carried in reserve for several days. He would use it to slow down the Priest and hopefully with his energies freed up he would be able to use other magic to escape the Elf. First, however, he must get away from this place of tea and sympathy. The spell he was about to cast was one that warranted a stark place of seriousness without a trace of kindness. The Wizard did not bother to answer the kindly asked question about his health and scowled at his soon-to-be-former camping companion as he packed his few belongings and left the campsite. The Healer was potentially far too valuable to waste, but Alastor would have dearly like to wipe that sympathetic look off the man's face. A rock jutting above the rushing waters of the Storm River was the appropriate place for him to cast his Hex and after mentally surveying the ground between himself and the Priest he decided on enchanting the line of Hills that separated them. Now anyone who set foot in those Hills while the enchantment held would lose part of their life essence. He hoped that such a display of his power would make the Priest think twice and send him running back to his Chapel like the dog he was. With the spell that he had been holding in reserve for several days now gone new magic flowed into him from his infernal masters. Alastor was staggered at the capability that they gave him; the ability to speed up his own personal time. Realising that they must have something they wanted him to do he cast the spell immediately and as the world around him dimmed and slowed he received the means to find out what his own special speeded up future held for him, a Divination spell. Feverishly he cast this new spell as well and visions of possible futures swam before his eyes. He saw devilish Imps and mighty Dragons and a traveller on the back of a Mule. The image of the Dragon scared him and he thought perhaps his masters showed him his doom, but the traveller held the key to the puzzle and when Alastor saw what hung around his neck, it all became clear. The man was camped in the Woods at a location Alastor had seen during his own passage through those trees. Around the traveller's neck he carried one of the most valuable items in the entire realm, a Talisman. A Talisman against fire, this magical device would protect its wearer in the Valley of that element which lay about and protected the Throne of Power. With this in his possession Alastor would be able to ascend the throne and seize the Crown of Command. At last he would achieve his destiny. He must have that Talisman. Seizing the Talisman from its unsuspecting owner would be easy but it would mean risking a confrontation with the Elf who was also in those same Woods but his masters had already thought of that because the magic that flowed in to him to replace the Divination spell was a spell of Invisibility which would allow him to evade the Elf if it came to a fight. Alastor smiled and got to his feet he had some distance to go and he did not have infinite time at his disposal. * * * * Many hours of subjective time later Alastor once more stood under the green leafy boughs of the Woods. Fortunately the traveller was still where the vision had placed him and although he wore a Talisman it was obvious he did not know what it was that he had because, when Alastor attacked him with the non-physical power of his mind the man died instantly though he took many seconds of Alastor's time to fall to the ground. Alastor's enhanced time frame now worked against him because the Talisman stayed rigidly attached to its own frame of reference. Despite the fact he could have easily fled the Woods and got beyond the Graveyard even in his enhanced state the Talisman, which he would not leave, would not have allowed him to move it at such speeds. There was nothing for it. He must wait until the spell wore off. Conscious of the demands his unworldly activity would be having on his body Alastor took the opportunity of the dim light to sleep. He woke refreshed with the sun still in the sky and his victim the centre of activity of a colony of ants. The man had fallen onto their nest and Alastor watched in fascination as the scurrying creatures swarmed in slow motion over the corpse. Still Alastor had to wait, for his spell was a powerful one. Once more he slept and this time he woke to a prolonged night. He made a short trip to a clearing near the River and spent a long time observing the heavens wheel slowly above him before returning to the scene of his crime and once more sleeping. He woke once more to the early morning light and was ravenously hungry and thirsty. The little food and drink he'd carried with him had been exhausted in his own personal all-night yesterday. He became worried that he would die here in his own personal time. Surely this could not be his master's intentions. Tired and hungry Alastor left his physical body and spent the day ranging as far a field as he could in his astral form. His enemies were all about him. It was a great risk he was taking but worth it if he gained the Talisman. When he returned to his body with its raging thirst and hunger pangs he took a sleeping draught that he carried hoping that he would be able to sleep away the rest of the spell. If it hadn't finished by the time he woke he would be forced to summons his masters to aid him and they didn't take kindly to weakness or stupidity. He shuddered at the thought of his recent paralysis after they had punished him for a mistake he hadn't even known he'd made. Alastor woke once more to the sound of a hideous braying. It was the most beautiful sound he'd heard in a long time. The Mule, that had belonged to his victim, was calling its dissatisfaction at having been tied up for a day and a night. Smiling Alastor briefly enjoyed the sound and the other little movements that indicated he was now back in time with the rest of the world. Then his hunger drove him over to the dead man's belongings and he ate and drank his fill of the ant-covered supplies caring not if he ate any of the small scavengers in his urgent need. Then he approached the body. It had already been preyed upon by the small scavengers and the stiffened body was still covered with them. Carefully Alastor lifted the Talisman on its bronze chain from around the neck of its former owner and after brushing off the few ants that clung to it hung it around his own neck. He exulted in the feeling that came over him suddenly. "I am the Talis Man," he proclaimed. "The realm shall be mine." The Mule brayed indignantly and he would have destroyed it then and there if it hadn't been so useful to the rest of his plans. Table of Contents or Next in thread ... or Next installment ... |
Turn 6.1: Well the Wizard is being sandwiched by good guys and is running out of places to go. He is not strong enough to challenge the Sentinel and is being hampered in using his magic because the Hex spell he possesses requires the target square to be empty before it can be cast and his enemies have not given him that amount of time. I believe the best move for the Wizard is to cast the Hex spell on the Hills square between himself and the Chapel to try and discourage the Priest and see what new spell he gets as a replacement. The new spell will help him determine what he does in his move. Result: The Wizard, having cast the Hex spell at the beginning of his turn draws as a replacement spell, Temporal Warp. Smoke them if you have them. This could take a while. Turn 6.1 continued: As the Wizard has not moved yet this turn he can cast the Temporal Warp spell immediately and use the three turns to escape his situation. He will also draw a new spell. Result: The Wizard casts the Temporal Warp spell and draws the Divination spell. Turn 6.1 continued: As the Wizard has still not moved he can cast the Divination spell and look at the top 5 cards of the Adventure deck. Result: The top 5 cards in order are Water Bottle, Mule, Talisman, The Imp and a Dragon. I suspect it is fairly obvious that the Talisman and the other Objects are must haves for the Wizard. He wants the Talisman and can't afford to let it fall into the hands of anyone else. The spell he draws to replace the Divination is the Invisibility spell. Turn 6.1 continued: The only way for the Wizard to gain the Talisman he must move onto the Woods square with the Elf and then stay there for the next two turns to draw the top three cards. Result: The Wizard moves into the square currently occupied by the Elf and elects to encounter the square instead. This gives him the top card off the Adventure deck which is the water bottle. He then spends his second turn in the same square and draws the Mule card. He then spend his last turn there to gain the Talisman. For his part I hope it was worth it and that the Invisibility spell and whatever replaces it will protect him from the Elf. Now to write it up. |
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Alastor drove his Mule hard. It had been very hard not to stop and teach the stupid Druid a lesson, but that would have been foolhardy. Now that he had a Talisman he had to reach the Throne of Power as quickly as he could. * * * * The Wizard stood in his circle of protection in the middle of the Graveyard and thought about the omen he had been presented with. Before he could make use of the pentacle he'd had to remove the remains of almost a dozen dead crows from the area. The birds had torn each other apart; it was most mysterious. Was summoning his infernal masters was such a good idea? * * * * Several hours later the Wizard was still uncertain about the wiseness of his act. The summoning had gone ahead as normal but accept for a sudden tingling feeling he had received no response. Still he knew from direct experience it could have been far worse. Table of Contents or Next in thread ... or Next installment ... |
Turn 7.1: The Wizard has eluded his pursuers for the moment and has returned to the Graveyard. Tempting as it was for him to attack the Druid this move keeps him a safe distance from the Elf which I believe is his main enemy. The spell the Wizard got from the Spell deck after using his Invisibility spell was the Destroy Magic spell. A powerful spell but perhaps not that useful at the moment. As he is going to be in the Graveyard I will take the chance and have him invoke the Spirits to try to gain another spell. Results: The Wizard reaches the Graveyard and rolls a four for his chance to invoke the spirits. This would heal him a life point but as he is on four, nothing happens.
Current Character Summary: |
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Blearily he looked at the collapsed entrance. Even though he was still half asleep he could see that only part of the structure had collapsed and that it was likely that his attacker still lived. Even the entrance was not fully sealed but at least it would slow the accursed Druid down. He groped inside the front of his robes and reassured himself that he still had his Talisman. He hoped his Mule and equipment were still in the small grove of trees outside the Graveyard — the Mule having not wanted to enter the grounds. The lucky act of leaving the animal and all his travelling equipment hidden there had probably prevented him from losing it. Anger well up within him. That's twice in the span of a day that the Druid had tried to kill him with a sword. What had gotten into the man? And why was he using a weapon rather than magic? He would have liked to teach the man a lesson for his temerity. Teach him what a real master of the mysteries could do and strike him down with the power of his mind, but caution made him wonder where the Druid's companion might be. If the elderly Druid was here could the much more nimble Elf be far away. Alastor got slowly to his feet and carefully moved away from the collapsed crypt expecting to be attacked at any moment. The Graveyard was almost silent after the noise of the collapse but every little sound had Alastor jumping in expectation of the onslaught of the revenge-ridden Elf. * * * * Alastor lead the still protesting Mule through the night, its braying enough to wake the dead of the Graveyard they had long left behind. There had been no further attacks, but by the time he had decided that the Druid was acting on his own, he had lost the opportunity and dared not go back. Anyway it was the time for speed. Now that he had a Talisman he must reach the Portal of Power as quickly as he could. The sudden smell of brimstone brought the Wizard up short and the Mule almost yanked his arm off as, with a flash of fire, a small, winged and tailed, figure appeared on the road in front of them. "Back foul creature," he cried and gave a gesture of warding against the creature that stood before him. "I am a servant of your own infernal masters and am not to be preyed upon by the like of you." "Who are you calling a chicken?" returned the malevolent, but not very erudite creature. The angered imp raised its arms as if to cast some sort of magical doom on the Wizard, but a small bolt of lightning that lanced up from below and struck him in his own personal nether regions made him suddenly stop, stand up straight and lose all animosity. "The boss said to give you this," it said sulkily and drew a long object wrapped in cloth from underneath one of its wings. The Wizard cautiously approached the infernal messenger and took the object from its hands. "Hope it backfires on you," sniffed the little devil and was gone, leaving a cloud of sulphurous smoke behind. The Wizard, left very much in the dark by the lack of light and the confusing nature of the gifting, coughed and fought his way free of the reeking cloud. He then conjured a small magic light to look at what he had been given. The long hard object was wrapped in silken cloth of a dark material and the object itself was black in the low light. Hesitantly he touched its slick surface and as new magical power flooded into brain he knew instantly that he now held the fabled Wand of Talis.
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Turn 8.1: The Wizard should continue to run to stay ahead of the Elf, but considering the Druid has tried to attack him twice now I am going to give him 1 chance in 6 of attacking the Druid in Psychic Combat. If this doesn't come up he will move onto the Fields square next to the Village. Results: The Wizard rolls a 4 and so moves onto the Fields square. The Adventure card he draws is, luckily for him, the Wand, as a consequence he immediately draws two Spell cards (Counterspell & Healing) to bring his total up to 3.
Current Character Summary: Addendum: Agnerian from the Yahoo 2nd Edition Talisman group pointed out what he thought was a discrepancy in this move with regard to the benefits of the Wand for the Wizard. However, I only have a first edition set of the game and the Wand in that edition is a lot more powerful. The card states the following:
While the Wand is in your possession: Anyway thanks to Agnerian for pointing this out. It will also be interesting to find out if anyone can defeat the Wizard now. Fortunately a lot of the other characters are much closed to the Portal of Power.
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The Wizard strode closer and brought the full power of his mind into focus on his downed foe. The Druid looked up and saw his doom in Alastor's eyes and brought his own, not inconsiderable will, to this defence. The struggle took almost a minute but in the end the Druid's defence was insufficient. With a strangled gasp he threw his head back in defeat and collapsed back onto the road — he did not move again. Alastor had felt the Druid give up the ghost. Good riddance, he thought. He plucked the Druid's sword from his unresisting hand. The blade was covered with a rainbow of colours and was sufficiently interesting enough for the Wizard to take. The rest he would leave for the carrion eaters. Probably something that the Druid would approve of and appreciate. A grim smile played across the face of the Wizard as he resumed his journey. * * * * The Wizard had not been able to make the Village before it became too late for him to enter without drawing suspicion for himself. He had business to attend to there and so he bedded himself down in a hayrick to await the coming day. He had just fallen asleep when he was roused by a tremendous stirring in the ether. He woke with all his magical senses spinning and felt his magic spells get stripped from him by the etherial force that passed over him leaving as quickly as it had come. Stunned, he reached out for his Wand and was immediately rewarded with a new set of spells. Was this why his demonical masters had given him the Wand? Had their preventative act foiled an attempt by Good to strip him of his magic? If this was so then he should expect another attack from the forces of Good. An attack which they would think he would be helpless against. It could only be the Elf and with the new spells he had been granted he was now prepared against such an attack. He smiled and chuckled to himself feeling confident but despite this he did not get to sleep again. Table of Contents or Next in thread ... or Next installment ... |
Turn 9.1: The Wizard has just been attacked yet again by the Druid. The Druid was injured and the Elf who is also chasing the Wizard is also down on life points due to the Graveyard. The Wizard has also just acquired the Wand and is on full lifepoints. If he is going to make a stand against his attackers, now seems to be the best time and place. I will therefore roll: 1-5 he attacks the Druid in Psychic combat, 6 he moves into the Village trying to keep ahead of the Elf. Results: The Wizard rolls a 2 and attacks the Druid in Psychic Combat relying on this Healing spell to survive any bad roll. The Wizard's current craft is 5 and he rolls a 4 for his Psychic Combat roll totalling 9. The Druid's current craft is 4 and he rolls a 2 for a total of 6. The Druid loses 3 lifepoints putting him on 0 lifepoints and removing him from the game. The Wizard can also pick up the Sword (i.e. the Rainbow Sword) the Druid is carrying and because he has a Mule does not need to discard an object. Note: According to my writing timeline the Wizard is effected by the Magical Vorted released by the Priest after these events occurred. The Wand allows him to recover all his spells immediately and his new spells are shown in the character summary below.
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"Stupid Elf. You should have stayed in your forest," said the Wizard. "I'll kill you yet, foul Wizard," gasped Erenfor propping himself up on one elbow. "Bicele must be avenged." "I hope you meet your wife in the afterlife, dolt," snarled the Wizard. "Then you can explain how you failed. How you were killed by the next possessor of the Crown of Command." Alastor then brought the full power of his mind to bear on the Elf in an attempt to crush his foe in Psychic Combat. However, his foe's need to revenge his wife murder hardened his resolve and made the battle difficult. Neither moved for almost half a minute before the Elf gave a single cry of failure as tears of blood sprang to his eyes and he fell back dead. Alastor brought his hands to his head and rubbed his aching temples. The Elf had been a tougher foe than he had expected, but finally it was over. Now hopefully he would have a chance to relax and make some plans for his march on the Throne of Power. His enemies had been after him, relentlessly, for days. Now, at last they were dead. And the first thing he needed was money. Evil and magic were powerful but sometimes it was easier to use greed to get what one wanted. Alastor began searching the body of the Elf looking for valuables. In the end it was only the two Swords that were of any worth. He sniffed at the waste of such a long life for naught and buckled them onto the back of his Mule. Table of Contents or Next in thread ... or Next installment ... |
Turn 10.1: The Elf has just attacked the Wizard and come off second best. Now it is the Wizard's turn to attack the Elf. He will use Psychic Combat. Results: The Wizard attacks the Elf in Psychic combat. He rolls a 5 which gives a total of 10. The Elf rolls a 5 as well which totals 9. The Elf takes one point of damage and as he was only on 1 life point he dies. The Wizard takes the Elf's two swords.
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* * * * The Evil Darkness filled the sky making the realm a dark and dismal place. The graveyard was like a place out of nightmare and it took quite some searching amongst the pallid gravestones to find the Priest where he lay hidden and asleep as one dead. Alastor hoped to make the condition permanent. The Priest's unnatural state of slumber left him helpless so Alastor dragged him into the centre of his summoning circle and with a mighty downward stab pinned him to the ground with the Elf's ancestral Sword Pierced through the belly the Priest screamed in torment but could do little that did not bring him more pain. Alastor smiled ignoring the pitiful calls for mercy and divine intervention. To the Evil Wizard it was fitting that the Good Priest should suffer under the blade of one of his allies but even more fitting would be for him to be sacrificed to the forces of Evil come midnight. He left the Priest writhing in agony as he went to make his preparations. Table of Contents or Next in thread ... or Next installment ... |
Turn 11.1: The Assassin has released an Evil Darkness on the land and only Evil characters have turns. The Wizard is an evil character, but that does not mean he understands what is happening, just that he can take advantage of the situation to either keep ahead of the Priest or go back to the Graveyard to try to kill him. If the Wizard rolls 1-4 on D6 he will go to the Graveyard and attempt to kill the already weakened Priest, 5-6 he will move onto the Village square. Results: The Wizard rolls a 2 and moves to the Graveyard to attack the Priest. His best odds are to do so using Physical combat using his enhanced Strength and the Rainbow Sword against the Priest's lesser Strength. The Wizard attacks and rolls a 1 for a total of 5. The Priest also rolls a 1 for a total of 3. The Priest loses two life points leaving him on 1 life point. There is no point in the Wizard praying in the Graveyard as he can't really benefit from the roll and may in fact miss a turn instead.
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The meddlesome Priest was tougher than he had expected. He'd pulled the sword from his own stomach and been able to walk from the Graveyard on his own. Alastor was impressed. He hadn't thought the old man would have had the guts. Alastor smiled. But not at his own grim joke. No. Alastor smiled at the new Spell the Wand had given him — Divination. With all his enemies either dead or crippled he would be able to do some proper planning. Seeing the future with magic takes a long time. Not as long as living it first hand of course but, the sun was rising by the time the Wizard had finished. The omens for the new day had not been good for travel so he decided to spend this day resting and catching up on some much needed sleep. Tomorrow he would travel and perhaps even get across the River. Table of Contents or Next in thread ... or Next installment ... |
Turn 12.1: The Wizard has a lot of things that he should and could do. First he should make use of the Alchemy spell he has turning the two extra swords he has into money that he can make use of (He should have done this last turn but I forgot). The spell will also be replaced so he should do this first before deciding what to do. Results: The Wizard now has 3 bags of gold. The spell is replaced with the Divination spell. The sensible thing to do is to use the Divination spell immediately to help him determine what he should do. It is still the beginning of the Wizard's go after all. Results: The next five adventure cards in order are: The Raiders event, The Ghost, The Devil Event, A Raft and a Bag of Gold. The Divination spell is replaced with the Nullify spell. The Raiders event would be BAD as the Wizard would lose all his gear. This means he cannot do a move that would cause him to draw the first adventure card. This only gives him one option: stay in the Graveyard. As I have made a ruling that the chance of encountering a character in the Woods is 50% this makes following the Priest to finish him off too dangerous. Therefore he will stay in the Graveyard square. He will not also not pray in the Graveyard as there is no real benefit in him doing so.
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Suddenly a darkness descended over the land and the temperature dropped. Alastor's first thought was that the Evil Darkness had returned but then he smelt the distinct smell of Brimstone and knew that this was something new. "Wizard?" said a voice that made the hair on the back of Alastor's neck stand up. Alastor turned and saw a dark hulking figure with eyes that glowed redly. His first reaction was one of fear for in front of him was one of the Devils of Evil; normally he only faced beings such as this from within a Circle of Protection. "You have done well," said the Devil. "You have defeated many of the forces of Good. However, you are far behind in the race for the Throne, so now you must hurry to reach the inner region." "Can you help me?" asked the Wizard. "I will help you in the fight against Good," said the Devil and gestured at Alastor who felt a sudden vitality rush over him. "But you must make the journey yourself in your own way. But tarry not or the game will be over before you can join the players." With that the Devil was gone and the sun shone down brightly on Alastor once more as if nothing had happened. The Wizard turned his footsteps toward the Village again and hurried on, a new sense of urgency to his steps. Table of Contents or Next in thread ... or Next installment ... |
Turn 13.1: It is now safe for the Wizard to leave the Graveyard and chance an encounter. 1-2 on d6 and he will chase the Priest, 3-6 he will head towards the Tavern to try to get the Ferry across the River. Results: He rolls a 3 and enters the Fields square next to the Village where he draws the 'Devil' event card as his encounter. As he is Evil he gains a point of life from the encounter.
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Inside he closed his own windows and shutters and put more wood on the fire; it had suddenly got cold. The Mystic had had to bury the Elf and the Druid by himself. That had been hard in more ways than one. The Druid had been a friend. Outside the storm began to rage. There was wind. There was lightning. There was thunder. There was no rain. Inside his cottage the Mystic wrapped himself tightly in his coat. There was something unnatural about this storm — it felt Evil. * * * * Alastor the dark Wizard revelled in the storm. He loved the feeling of unbridled power that came from the swirling clouds and the wind. He loved the feeling of danger brought by the lightning and thunder. He hated the rain so it was time to get inside. The Village was deserted. Everyone was inside hiding from the storm. The Wizard smiled. The inn would also be empty and he would get good service and if he didn't he would demand it. * * * * The Innkeeper of the Village of Talos knew he was in for a quiet night. The recent deaths and now a storm meant that he would have no customers tonight. He poked at the fire and put another log onto it to help warm the tap room, just in case. Suddenly there came a pounding on the door. Table of Contents or Next in thread ... or Next installment ... |
Turn 14.1: The Wizard enters the Village on his way to the Tavern and the Market. Perhaps this time he will make it away from this corner of the board. There is no reason for him to make use of any of the features of the Village and being turned Good by the Village Mystic would be particularly embarrassing ;-). Results: Nothing happens to the Wizard in this turn. This will be a writing update.
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On a whim he had decided to pay a visit to the location of the Shrine he had destroyed. He had been punished by this dark lords for wasting such a precious resource and he was curious to see if there was anything of value remaining in the blasted ruins. He reached the site and found nothing, nothing at all. He could tell that something had been here once as the turf was damaged but there was no tumbled stone or broken statuary. It had all faded away back to whence it had come — such magic was beyond mortal command or ken. He scratched his beard in thought and then waved away an insect that buzzed past his ear. "Don't like you. Your Evil. Go away," came a tiny voice. Alastor looked around for where the voice had come from and saw a tiny glowing figure — a fairy, on the wing. "Oh, no," he groaned and drew his sword. "That's right. Hit a helpless Fairy. Prove how big and tough and Evil you are," taunted the small winged figure nimbly staying just out of the Wizard's reach. Furiously the Wizard batted at the little pest, but it was too small and too fast. It buzzed around him berating him about how bad he was and how, if she were bigger and allowed to, she would teach him a lesson. The Wizard eventually gave up trying to hit the little annoyance and got onto his Mule and rode away from the area as fast as he could. Fairys are very territorial but it wasn't until he got close to the Forest that it finally left him in peace. Table of Contents or Next in thread ... or Next installment ... |
Turn 15.1: The Wizard is now going to go further afield than he has gone before previously in this game. He will now enter the Fields square on his way to the Tavern. He must draw an encounter card in this square. Results: The encounter card drawn is the Fairy Stranger. As the Wizard is not Good the Fairy will stay in this square until a character of the Good alignment enters it.
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"Achoo!" He stumbled on. He would have liked to lie down and have a nice sleep, but this was not the place for that. Brigands, druids and elves lurked in this Forest and they either lead people astray or waylaid them for their money, some poor travellers were never seen again. And sleep wouldn't solve his problem anyway. He needed to get away from whatever it was that was bringing about this reaction. "Achoo!" He hoped that once he reached the Plains that lay beyond the Forest he would start feeling better. The Ruins were ahead and they could be dangerous, so he wanted to be in top form before he reached them. "Sniffle!" The dark Wizard stumbled on, his nose dripping and his eyes running. It's a wonder he didn't become lost. Table of Contents or Next in thread ... or Next installment ... |
Turn 16.1: The Wizard enters the Forest on his way to the Tavern. As he is in the outer region he is affected by the Pestilence event brought about by the Thief but as he is on 5 life points he barely notices it. He must however roll to determine what happens to him in the Forest. Results: On a roll of 4 he is safe and will continue on his way next turn. He also loses a life to the Pestilence.
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His good mood of the last several days evaporated. This portent told him that even though he had destroyed several of Good's champions, the game was not over yet and that he would only be truly safe when he had ascended the Throne of Power and caused all those who came against him to submit to his will. To do that he needed to reach the Inner Region of the realm, still many days travel away at the rate he was travelling. Somehow he would have to increase his pace. He had been delayed long enough. Perhaps even now the forces of Good were daring the Plain of Peril. He marched on, forcing himself to a faster pace. Table of Contents or Next in thread ... or Next installment ... |
Turn 17.1: The Wizard is on his way to the Tavern and enters the Plains square where he has to draw an encounter card. Results: The card drawn is the Holy Lance which he can't use. He will have to leave it in the square.
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"Move you stupid Mule," he said tugging futilely on the reins. "The Lion will get you if we don't stay ahead of it." The animal would not listen to reason and started backing away. So strong was it that him dragged him along with it. "Go on you flea-bitten animal," he said giving up and letting go of the reins. "Get eaten. See if I care." The Mule turned and trotted off as fast as it could. Alastor looked after it regretfully. He knew that losing his beast of burden would make his travelling harder. What he didn't know was the danger he himself was in until he heard the pad of running feet behind him. Time went into slow motion for Alastor. Driven by a sudden premonition of doom his hand went to the Sword at his side and he drew it as he turned. The Lion launched itself at him from three body lengths away and either did not see or could not avoid the brightly coloured Sword until blade met flesh. The great beast's weight was its own undoing as it impaled itself through the throat. It was that same weight that dragged the sword out of it again leaving a great gaping wound. It was also that weight that sent Alastor spinning away end-over-end and crashing into the remains of a wall fully ten paces away from where he had been standing. * * * * When Alastor woke it was dark. At first he thought he was dead and then he decided that perhaps he hurt too much to be dead. Then he changed his mind again as a ghostly figure rose from the ground in front of him. The creature screamed something at him silently and swept towards him. Alastor instinctively threw up the magical defences he knew that worked against such creatures but he was too slow. A sudden cold gripped him that chilled him to the bone before the creature was repulsed by the magical protection. Alastor spend the rest of the night huddled within his ward as the ghostly creature threatened him and railed against his magic in the hope that it would fail. And it was only with the rising of the sun that the foul spectre faded away and he was at last finally able to get some rest. Noon came and went and it was only with the realisation that after the afternoon came the night that Alastor found the will to get to his feet; the thought of spending another night in these ruins was more than he could bear. He set off in the last direction he had seen his Mule. Hopefully it had not strayed far and was now going to be more amenable as he was in sore need of it as a mount. A silence, broken only by the squabbling of carrion birds fighting over the carcass of the Lion, fell over the Ruins. But it was an expectant silence, a watching silence. This place was not as dead as it seemed. Table of Contents or Next in thread ... or Next installment ... |
Turn 18.1: The Wizard enters the Ruins on his way to the Tavern and must draw 2 encounter cards. Results: The cards drawn are a 3 Strength Lion and a 3 Strength Spectre. Fortunately they do not add the abilities so he fights them one after the other starting with the Lion. The Lion rolls a 3 for a total of 6. The Wizard rolls a 4 which gives him a total of 8 counting his Sword. The Lion is killed and the Wizard has 3 experience points. Then the Spectre attacks and rolls a 6 for a total of 9. The Wizard with a Craft of 5 rolls a 3 for a total of 8 and suffers the loss of 1 life point. The Spectre will remain in this square until destroyed.
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A nap sounded like a very good idea and now that he was nearing civilisation it should be safe enough. Alastor started looking for a shady spot in which to have a rest but his attention was immediately drawn to a single figure walking down the road towards him. The man was dressed in robes and had the look of a practitioner of the occult arts so Alastor became instantly alert. Was this a threat from the forces of Good? If so they would not take him napping. He guided the Mule to the side of the Road and surreptitiously prepared himself for a magical duel. For a moment Alastor thought that the man would pass him by without stopping. Then the cleric stopped and spoke, "Good traveller. Have you recently passed close to the Ruins?" "Aye," said Alastor cautiously. He did not want to kill this fool if he could help it. The less attention he drew to himself the better. "Did you hear, see or feel anything amiss while you were there," said the elderly man who leant heavily on his walking stick. "Worse," said Alastor intrigued by the direction the conversation was taking. "I was attacked by a Lion and later that night bedevilled by one of the spirits of the dead. I will not be going back there if I can help it." "A spirit," said the old man. "Then the stories are true. I thank you good sir." "This is not news, then?" said Alastor intrigued. "I am an exorcist," said the man standing up a little straighter. "The inhabitants of the little hamlet that lies further along this road have paid me to exorcise a Spectre that inhabits the Ruins where you were accosted. They say it has been affecting their business, but they didn't mention a Lion." "The Lion is now dead, as is the Spectre of course, but the latter is still dangerous. How do you propose to destroy this undead creature? "With this," said the exorcist pulling a battered wooden cross from a fold in his robes. "It is a magic item that make me invincible against such creatures." "Really," said Alastor becoming very interested. "Does it protect you from magic as well?" "No," said the man and then realised his mistake. It was the last mistake he ever made. Table of Contents or Next in thread ... or Next installment ... |
Turn 19.1: The Wizard enters the Fields square next to the Tavern and has to draw an encounter card. Results: The card drawn is the 'Cross' magic object. As he can carry this object he adds it to his equipment list.
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Later, with a warm meal in his belly and a glass of decent wine at his elbow, he surveyed the room. It was still busy despite a lot of the locals having left to go to their own supper. He would have liked some sort of entertainment but there was none to be had and he was feeling a bit left out. Everyone else seemed to be involved in conversations which seemed to be mostly about the accessation. It seemed that some Priestess of Good was already in the inner realm. This disturbed Alastor until he realised that the inhabitants of an out of the way Tavern in the outer region of the realm would have little chance of actually knowing what was going on. This was a rumour — nothing more. The only form of entertainment that was on offer appeared to be an old man who had set up a card game in one corner. Bored, Alastor stood up and sauntered over to the table and sat down. "Well, old man," said Alastor. "Are you going to deal or what?" "A bag of gold is the wager. Don't mean a thing if you don't risk something," came the reply from the stony-faced old card player. "Don't want to gamble," said Alastor. "I don't want any old fortune. I want my fortune." "Magic don't work if you don't place a wager." Alastor sighed and drew out a purse. He would let the old codger have his fun. He had no intention of handing it over, win or lose. "Deal the cards old man," he said. The man dealt the cards deftly and then reached across to turn over Alastor's card. Alastor swatted his hand away. "My cards. My fortune. And I'll read it myself," he said. His cards were the Magus of Daggers, the knave of clubs and the six of clubs. Good hand, he thought to himself. A winner probably because of the Magus. With regard to his future it rang true as well. He was obviously the Magus of Daggers and the other two cards being of the same colour were complimentary to him, but what they represented he could not tell, yet. The old man flipped his first card without looking at it. It was the Queen of Hearts which beat his knave but not his Magus. The second card was the King of Hearts. A very strong card, but Alastor's Magus was still the winner unless another court card was revealed. The old man flipped his last card to reveal the Knave of Gems. "I win," he said. Alastor didn't notice the old man reach across and take his purse. He was far too interested in the metaphysical meaning of the two hands. The cards seemed to indicate that his future was fated to be thwarted at the last by the forces opposed against him. He sighed. The future was by no means immutable, but it did mean there was going to be significant opposition against him. Now to get his money back. He looked up only to find the old man, the cards and his money all gone. Alastor got up and looked round the room but there was no sign of the Gambler. Alastor chuckled. The old man was more than he seemed. But money? Really. There were more important things in the realm than money. Table of Contents or Next in thread ... or Next installment ... |
Turn 20.1: The Wizard reaches the Tavern and must roll for a random event. He is hoping for the ferry man. Results: A roll of 3 indicates he gambles and loses 1 bag of gold.
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" Alastor turned towards the voice and brought his free hand up in a defensive magic gesture. "Hold!" said the voice from out of the darkness of the corridor. "There's no need for that. I come in peace." "Sneaking up on a person is not a friendly act, Pericelsas" said Alastor not lowering his hand. "To what do I owe the pleasure of this visit?" "Some thing told me you were tipping your hat at the Crown again," said the dark and hooded figure that stepped into view from the stairwell. The flame of the Tavern keeper's candle Alastor held in his other hand did not illuminate the figure but the absence of reflected light made it visible against the dim wall behind it. "I might be," said Alastor feeling a little more relaxed now that it seemd his visitor just wanted to talk. He lowered his hand and opened the door of his room. "Now if you want to talk you'll have to come inside. I don't feel like confronting a bunch of torch-wielding peasants tonight and that's what will happen if we aren't more careful." Once inside the room the wizard known as Pericelsas dropped his various glamours. In reality he was a weedy individual with a glass eye and halitosis. Alastor had never been impressed by his colleague. "You do know that one of the main players for Good is already in the inner realm, don't you?" said Pericelsas. "That jumped up priestess they call the Prophetess passed through the Portal of Power several days ago. Having a Druid on the throne was bad enough, but a Good priestess. No thank you. What can I do to help?" Alastor was taken aback somewhat by this outward sign of cameraderie. Practitioners of Evil rarely cooperated and since his own little cadre appeared to have lasted only a short time he had assume that he was well and truly on his own — some help might indeed be useful. "I need to get to the inner realm as quickly as possible," he said shrugging his shoulders. "That's the long and short of it." "You mean you have one already? A Talisman?" said the little man a strange gleam coming into his eye. Alastor thought quickly. "I plan to take one off the Prophetess's corpse. There's more than one to find a Talisman." "Yes, yes, of course," said the man rocking backwards and forwards where he sat on Alastor's bed. "But you have so far to catch up. Can you do it?" "Can you help me?" countered Alastor. Pericelsas' eye lit up again. "Yes, yes. I think I can. I know the location of the Magic Portal. That could take you directly to the Plain of Peril, if you are as good as they say." "The Magic Portal," said Alastor starting to feel some of Pericelsas' enthusiasm. "That could indeed do the trick. Where is it?" "Its a couple of days travel from here," said the other wizard and Alastor's hopes faded. "But I have a scroll of outer region teleportation that can get you there instantaneously. "Why are you helping me?" asked Alastor suddenly suspicious. "Why not try for the Crown of Command yourself." "You know me Alastor," said Pericelsas, a whining note becoming evident in his voice. "I'm not a political animal and don't have the raw power that you have. I just want you to remember who it was that helped you to the throne." His story rang true from what Alastor knew of him. Most of his magic was illusions, harmless if one knew them for what they were, and illusions just don't make the grade in the inner realm. "Where's the scroll?" demanded Alastor. "I want to see it." "I don't have it with me," said Pericelsas. "I'm not stupid enough to carry something that valuable around on my person. But I can get it and be back by dawn." Alastor marched over to the door and opened it. "Go and get it, Pericelsas. If I make it to the Throne of Power before that damnable priestess then all of Evil will prosper under my rule." A dark malignant shadow passed out through the doorway and Alastor closed the door and started pacing. It was a long chance but these were desperate times and who knows Pericelsas' plan might just work. Table of Contents or Next in thread ... or Next installment ... |
Turn 21.1: The Tavern is the Wizard's best chance of getting across the River. He can win back the bag of gold he lost to the Gambler and then go to the Market and buy a Raft or he can get a free trip with the Ferryman. Therefore he will stay in this square. Results: A roll of 5 indicates that a Wizard offers to teleport him anywhere in this region as his next turn — an interesting result to say the least. I believe his best option is to teleport to the Magic Portal found and ignored earlier by the Thief. Going through the Portal gives him 1 chance in 2 of getting across the River and 1 chance in 6 of getting to the Plain of Peril itself. With the Prophetess possibly about to reach the Throne this is a chance I believe he has to take.
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"Good. You have the scroll," said Alastor eagerly rubbing his hands. "Are you ready?" said Pericelsas. "I think we should get to the Portal of Power as quickly as possible." "We?" said Alastor. "I told you I would help, didn't I?" said Pericelsas opening the scroll. "Yes. Yes, you did," said Alastor. "But hold on a minute. I have a Mule in the stables that I don't want to lose. Follow me." He picked up his belongings and lead the way downstairs. In the stables Pericelsas began to read out the arcane words on the scroll. Meanwhile Alastor was starting to have doubts about his companion. So, he wants to come with me, eh? Well, he can, but only as far as I want him too. Then there was a bright flash and suddenly Pericelsas, Alastor and his Mule were somewhere else. The Mule began to bray in panic and pulled itself free of Alastor's grip. He let it go, his attention totally captivated by the sight in front of him — the Magic Portal. A thing of multi-coloured stone, its angles all awry, the Portal gave access to places not on its other side. Instead a succession of many different places appeared just a step beyond its threshold. The trick was knowing when to pass through. "How long has it been here?" said Alastor. "Not long. I found it on a return trip from the City. I didn't see it on my way there so, a week at the most," said Pericelsas with a shrug. "Do you know the secret of its operation?" "I'll need to study it for a while, but I think so," said Alastor. "Can you get the Mule. I think we'll be needing it." Pericelsas grinned and started off into the pre-dawn darkness after the frightened animal while Alastor pretended to look closely at the runes on the uprights of the Portal. Alastor had always believed that night time would be the right time to use the Portal by guesswork. At this time the whole of the realm of Talis was now in darkness, except for those areas where the light from the Valley of Fire kept the night sky aglow. Stepping through when that glow could be seen must mean that you would end up somewhere close to the valley — at least that was his hope. Pericelsas returned leading the Mule. The animal was so docile now that Alastor decided that Pericelsas had had to use magic on it. Good. That would make his own passage through the Portal with the beast easier. Now to get rid of Pericelsas. "Well?" said Pericelsas and then froze in his tracks as Alastor used his Psychic Attack on him. Alastor bore down on the hapless man showing mercy only at the last minute leaving him unconscious rather than dead. After all he had been helpful, and he might have even been acting with the right motives, but why take the chance that he might make a try for the Crown himself. Alastor then took hold of the Mule's lead and dragged it toward the flickering Portal. Timing was everything now. Wait until the glow from the Valley of Fire could be seen and then step through quickly and trust the powers of Evil were still smiling on him. Now. He plunged forward through the Portal pulling at the Mule's lead but not caring if it didn't make it. As long as he was safe he didn't really care about the stupid animal. Be it fate or Evil truly working in his favour his desperate attempt succeeded and he found himself upon a dire plain covered in smoking pits and standing before a portal mounted in a non-existent wall — the other side of the Portal of Power. He had made it. The somnulent Mule looked at him with vague interest as the Wizard's laughter rang out over the Plains of Peril. Table of Contents or Next in thread ... or Next installment ... |
Turn 22.1: Last turn the Wizard arranged to be teleported to a square of his choice in the outer region by a fellow wizard. I determined that his best option would be to teleport to the Magic Portal which would give him a 1 in 2 chance of teleporting into the middle or inner regions thereby getting him across the River. So here goes ... Results: Upon reaching the square containing the Magic Portal the Wizard uses the portal. His roll of a 6 indicates that he has successfully bypassed many moves and is now a contender for the Crown of Command again as he is now on the Plain of Peril.
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The party in the Mines included a potential ally — the Master of the Guild of Thieves and Assassins. It appeared that the man had ambitions beyond his station and while he had been useful in bringing about the death of the Crown Bearer, and still could be a useful ally, Alastor would have to make sure he knew his place. However, before leaving this place he should really check for other potential rivals for the Throne. He got to his feet and walked across to the Portal of Peril which stood alone on the plain. He reached out with his hand and his mind and touched the door then pushed his spirit through the magical link that connected the door to the Middle Realm of Talis. Working through the magical link was difficult and he couldn't do it for long, but he was able to do it for long enough. With a gasp he brought his mind back to his body and his hand up to his aching forehead. So, the Sorceress, awaited on the other side with a henchman. More potential allies, However, if they hadn't been able to get through the door ... Still bodies were bodies and here in the Inner Realm there was indeed safety in numbers. It was worth the risk. Alastor, the Wizard went and got his Mule — fortunately it was still sedated — and then reached out for the handle of the Portal of Power. It opened easily and he lead the animal through into the ruins on the other side of the door. Behind him the Portal closed, inexorably. He hoped that it would open again just as easily. Table of Contents or Next in thread ... or Next installment ... |
Turn 23.1: The Wizard has made it to the inner realm. One square away from him are the Assassin and the Sorceress. Perhaps a coalition of Evil characters might succeed where individuals would not. To initiate this idea the Wizard is going to have to help the Sorceress get through the Portal of Power. So he will re-enter the middle realm so that the two can attempt to pass back through the Portal acting together. As he will be encountering the Sorceress rather than the square he does not have to draw an encounter card. Results: The Wizard moves to the Portal of Power and puts his proposition to the Sorceress. I will determine and reveal the Sorceress's answer in her move.
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" "The Assassin Master and some of his men have also made it to the Inner Realm. Surely all of us, acting together, will be more than a match for any force of Good that might have preceded us. It takes time for the Crown Bearer to come into the fullness of their power and during that time we can prevail." "And then?" said the Sorceress cocking an eyebrow. "Sybil," said Alastor smiling slyly. "You've always known it would come down to which of the two of us wielded the most power at the time. Now I'm not saying that will necessarily be me, but I am saying that we won't have any chance at all unless we join up to claim the Throne in the first place." "Just who are you two?" asked Alfonzo flicking his eyes between the two of them. "Don't you worry, dearie," said the Sorceress casting her most beguiling gaze upon him. "You just let me take care of the thinking, okay?" "We are wasting time, Sybil," said the Wizard. "Are you with me or not?" "Aye, I be with you," said the Sorceress. Table of Contents or Next in thread ... or Next installment ... |
Turn 24.1: The Wizard and the Sorceress have joined forces and will attempt the Portal of Power in the Sorceress's turn. Results: This will be a writing move.
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The Wizard longed to mount his Mule, to take the weight off his feet, but he had decided it would not be politic to do so and had instead allowed his fellow travellers to place their burdens on his beast's back. This was contrary to his normal nature but he had decided that he needed to be looked upon favourably by the lesser newcomers to the group if he was going to survive the leadership challenge he could see in their near future. That there was going to be a challenge was inevitable. Initially he had assumed that he would automatically be the leader, but the Sorceress's actions in recruiting the Assassin to their goal, had smacked of resistance to his rule. And then there was the man himself — chief Assassin of a whole guild — he would find it hard to take a lesser role. Alastor's plan was to woo the followers from his competitors through a display of reasonableness. And if that didn't work he would use magic — clandestinely — so that when push came to shove he would have the numbers on his side. Still it would be nice to be able to ride his damned Mule. Table of Contents or Next in thread ... or Next installment ... |
Turn 25.1: The Wizard's group is about to assay the Mines and should succeed considering their combined total Craft. The only thing I can see for the Wizard to do to improve his personal position is to use his 'Mesmerism' spell to gain control of one of his Evil colleague's followers. The main upshot of this is that he might get a more useful spell is a replacement. I will give him 2 chances in 6 to do this. Results: As he rolls a 4 he will not do this so this will be another writing move.
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"Pin! Shut up," said Alastor. They had exited the Mines and Alastor had used their well-earned rest break to gain control of the Pixie. But all Pin seemed to want to do was talk to him incessantly and in poetry. That cultural delight palled on Alastor very fast. "If you have so much breath, make use of it. I want you to fly over to yonder Tower and see if anything is happening there. We will make our way down into the valley toward that defile. Hopefully there will be water there and we will be able to set up camp there for the night. Even mesmerised, the Pixie hesitated before saying, "Okay boss." He flew off without any great enthusiasm and blessed silence descended on the hill side. The Wizard turned to look at the Assassin and the Sorceress. Neither of them said anything but he could tell that they both understood that it was likely they would never see the Pixie again. Table of Contents or Next in thread ... or Next installment ... |
Turn 26.1: The Wizard's group will march onto the Vampire's Tower square in the Assassin's move. However, it might be time for the Wizard to do something about his power base in the group using his Mesmerism spell with the extra hope of getting something better through the power of the Wand. I will give him 5 chances in 6 of attempting to Mesmerise the Pixie away from the Assassin. Trying this with the Sorceress would be useless because of her Beguiling ability. Results: A roll of 5 indicates that he will use the Mesmerism spell and successfully takes the Pixie away from the Assassin. I will decide and detail the Assassin's reaction in his turn. The replacement spell the Wizard gets through the Wand is the "Teleport" spell, which is useless for the moment.
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"How does that feel?" "How do you think it feels?" snarled the Assassin. The Wizard smiled at the man's anger and watched as he one-handedly opened a paper packet and sniffed powder up his nose. This man was not a quitter. "You still up for this?" "Damn straight. I want to get the bastard who did this," he said holding up his twisted left hand. "What about the Vampire?" "She's just the latest on a long list of those who will get their comeuppance when I get round to it. But the most dangerous is the Crown Bearer. He's first." "Good," said the Wizard. "As soon as the Sorceress is finished doing whatever she's doing we'll be off." He turned to look at the tower on the hill. "Best we get some distance between us and the Vampire before the sun sets again." Table of Contents or Next in thread ... or Next installment ... |
Turn 27.1: Having been preyed upon by the Vampire the Wizard's group is in some trouble, especially if they decide to break up. Considering his injured state and the lack of any real fighting power to take on the Pit Fiends I am going to roll to see who stays with the Wizard. On a roll of 1-5 the Sorceress will stay. On a roll of 1-3 the Assassin will stay with the group. Results: A roll of 1 for the Sorceress and 2 for the Assassin means the group will stay together. Therefore this will be a writing move and they will move as a whole in the Assassin's move.
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Alastor turned to face his attacker and brought his Sword up into the ready position. The Sorceress scurried out of the way unnoticed by the Fiend, for it appeared to have eyes only for him. Briefly he regreted that there was no time for magic and then the creature was upon him. It had charged at him with its wicked-looking sword held with both hands at one side ready for a mighty horizontal swing. Following instinct more than thought, Alastor thrust his own sword at the beast's head causing it to veer from its charge and swing too early. Alastor saw his enemy's blade pass under his arm and felt something pluck at his robes as he hastily withdrew. The Fiend was now side on to him; the momentum of its unsuccessful swing having turned it thus. With desperate speed Alastor pushed his sword forward and down in a stab below the limits of his foe's armour and was lucky enough to hit. His weapon sliced deep into creature's leg just above the back of the knee. Withdrawing hurriedly to avoid the return swing he was amazed to see the creature falter in its attack and go crashing to the ground; its injured leg had not been able to support its weight. He moved forward for the kill. Placing one foot firmly on the beast's blade to disarm his foe, he rammed his Sword between its chin and breastplate. The creature twisted, ichor spurted, and there was an unhealty tearing sound before the body of the Pit Fiend finally relaxed in death. Alastor looked down at the body, then at the huge tear in the front of his robes; he had been a hair's breadth away from being torn in two. Reaction set in and he started to shake and bile suddenly flooded the back of his throat. He turned away and spewed up the foul stuff onto the ground. Table of Contents or Next in thread ... or Next installment ... |
Turn 28.1: The Wizard's group in this timeline is being attacked by 1 Pit Fiend and the Wizard is the first up to bat, as it were. Results: The Pit Fiend's roll is a 4 for a total of 8. The Wizard counting his Sword has a total Strength of 4 and with a roll of 6 easily despatches the Pit Fiend with a total of 10. Next stop, the Valley of Fire though for the group to move as a whole this will mean waiting until the Sorceress's move in Turn 30. Note: I am going to rule that it is possible for the Sorceress to grab the Assassin's Talisman and race ahead of the Wizard into the Valley of Fire. I won't make the decision until her turn but there will be some foreshadowing in the Wizard's move to allow for this outcome.
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Damn, he thought to himself. I was hoping that she might soften up the resistance a little. And resistance there would be. Only one person could wear the Crown and so the others of the party of Good that had come this way must have either submitted already or lie in wait against other contenders like himself. At the edge of the conflagration Alastor had to take control of his Mule once more to stop it from bolting again. He would ride it into the Valley trusting to his Talisman to keep the stupid animal from burning. He was hoping that being in the saddle would give him some small benefit of the high ground. "I presume you won't be needing me to hold your hand, Sybil," said Alastor as he mounted his Mule. "Sorry dearie. I'll be needing my hands free for the killin'," said the Sorceress. She cackled and then added, "Maybe I'll let you kiss me 'and when I'm wearing the Crown." Alastor sniffed and replied, "To the victor the spoils." TO BE CONTINUED ... Table of Contents or Next in thread ... or Next installment ... |
Turn 29.1: Having defeated the Pit Fiends the Wizard's group can now move on to the Valley of Fire. At this point the Wizard could break with the Sorceress and go it alone. I will give him 3 chances in 6 of doing so. Results: On a roll of 6 the Wizard will wait and enter the Valley of Fire with the Sorceress in her turn.
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And where was his enemy? Alastor had been expecting to be called on to submit every second of his journey across the valley, but nothing had happened. Why wasn't the Crown being used against him? Surely he, Alastor the Evil Wizard, must be the greatest danger to the Crown Bearer. This lack of interest in him was starting to get on his nerves. He urged his Mule to greater efforts. Finally, the land started to slope upwards towards the pinnacle in the middle of the valley. Gritting his teeth in frustration, Alastor slowed his beast and looked back for the Sorceress. If they had managed to get so close without being interfered with it was only right that she be here to face the foe as well. There was safety in numbers after all. Faintly through the flames he saw her. "Hurry up woman," he cried hoping to be heard over the roaring of the flames. "This is our chance. We must strike now." TO BE CONTINUED ... Table of Contents or Next in thread ... or Next installment ... |
Turn 30.1: In the Sorceress's move she and the Wizard will assail the Crown of Command square. Meanwhile the Crown Bearer, the Prophetess in this timeline is busy fighting the Warrior for possession of the Crown. Results: A writing move.
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Alastor focussed his mind on the Warrior's. The Warrior's actions slowed and stopped as he fought off the mental attack. The man was strong of mind as well as body. Alastor realised that if he was going to finish this quickly he would need help. "Sybil. Aid me. He is the Crown Bearer's last defence." TO BE CONTINUED ... Table of Contents or Next in thread ... or Next installment ... |
Turn 31.1: The best plan for the Wizard is to wait and combine with the Sorceress in Psychic combat where they should be able to overwhelm the Warrior easily. I will decide whether this is the best plan for the Sorceress in her turn. Results: The results of this attack will be delayed until the Sorceress's turn.
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His anger was not so much that he'd been killed by a common Warrior, but that he'd been played for a fool by the Sorceress. He'd been dependent on her and she'd knowingly held back. His lips were mouthing a curse as his head rolled into the flames. Table of Contents or Next in thread ... or Next installment ... |
Turn 32.1: The Warrior killed the Wizard in his last turn. So in this move we say goodbye to this character Results: A writing move.
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