Session 4

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Ars Magica: Nova Semitae Saga
ArM5LogoColor.jpg
GM
Mark
Game Start
Anno Domini MCCXX, hiems
A.D. 1220, winter
5 Neanne 1, Hiems
Game Year
Anno Domini MCCXXXV, aestas
A.D. 1236, summer
7 Aulus 2, Aestas
Magi of Nova Semitae
Geoffroy de Dreux of Jerbiton
Joshua Levi of Verditius
Magni of Flambeau
Obscurus Ignis of Flambeau
NPC Magi
Aulus · Neanne · Fr. Thomas · Vitria
Apprentices
Ysabelo discipulus Aulus
Esyllt discipula Geoffrey
Sigrun discipula Magni
Hermetic Status
Companions
Lady Angharad ferch Madog, Princess of Powys Fadog
Ritter Sigmund, German ex-Crusader
Sir Daniele d'Audrieu, Norman merchant
Sir William Cornwell, English ex-Crusader
Other Characters
Covenfolk · Agents
The Redcaps · Notable NPCs
Chart of Languages Spoken
Notable Animals
Guests
Hortense of House Bonisagus
The Covenant
Hermetic
Covenant Charter · Membership Record
Record of Offices · Covenant Service
Council Voting Records · Hermetic Politics
Stonehenge Tribunal
Mundane
Mundane Geography · Mundane Politics
Village of Melverley · Melverley Castle
Village Laws · Village Rumors
Medieval Farming
Covenant Resources
Covenant Library · Varana's Tomb
Hospital · Hospital Library
Vis Sources and Stores
Covenant Magical Items · Mundane Wealth
Classes and Training · Covenant Experts
Covenant Mechanics
Other
Ars Magica House Rules
Ars Magica Expanded Notes
Campaign Log · Loose Ends
Ars Magica PC Reference
Player Resources (PDFs)
Experience Point Worksheet
Character Sheet (Variant 1)
Character Sheet (Variant 2)
Experience Point Chart

« Session 3 | Nova Semitae Saga Journal | Session 5 »

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Summer 1220 Season

The group led by Sr. Adria left Dublin to avoid questioning by local authorities and found themselves at an inn several miles away. During the night, several of them received visitations by way of dream. A saint of their homeland urged them to travel east to find a 'star' that fell from the sky that could be turned into a sword to help defeat the demon that they encountered. Sr. Adria met St. Mark; Sir William met St. George; Ritter Sigmund met St. Boniface; Aesa met Freja, being pagan.

They set out to the east and landed on the southern city of Castletown on the Isle of Man, which was also the home of Aesa. The journey north was miserable, as it was storming, windy and made travel quite difficult. To weather the storm, Aesa led them to her homestead along the east coast where they remained a short while. Taking once again to the road, they encountered some bandits who were salvaging a ruined boat, presumably theirs. A fight broke out that they easily handled, where Adria demonstrated some interesting applications of Aquam to disable, but not kill, so as to keep to her vows.

They eventually reached the northern town of Ramsey where they sought out a blacksmith which they were told would be able to help them forge the sword. He also received a vision of the meteor, which told him to tell the seekers to look on top of Mount Snaefell, the mighest peak on Man.

The party trekked south and spent some time getting lost in the heavily forested area before finding the proper path up. Along the way, they ran into faerie who ruled the mountaintop and the animals of the area. She appeared as a giant 8' tall seagull and invited them into a cave complex to shelter for the evening and for dinner. The party accepted the invitation and found themselves greeted warmly after demonstrating that they were there to remove the 'irritation' that had recently arrived in the form a divine meteor nearby. During their stay, she showed them her home, including a cave where a 130' long dragon skeleton, relatively complete, lay among many other animal bones. Adria discovered a half-melted coin bearing the name 'Nero' on it, while several people took a tooth from the dragon skeleton.

With directions from the faerie queen, they quickly found the meteorite and brought it back to Ramsey and the blacksmith. He set about forging the sword, which went much faster than expected. However, partway through the task, the smithy was beset by yet more bandits and what appeared to be a Hermetic magus. While the more martially-minded members fought off the ill-equipped bandits, Adria and the stranger exchanged words, which led to him abandoning his fellows while they were soundly trounced by the better-trained, better-equipped covenant members. And once the enemies were driven off, the blacksmith quickly finished the sword, which Sir William now carries.

All that remains is to find the demon and use the sword to defeat it.

Experience Points

  • Sr. Adria, Magni, Aesa, Ritter Sigmund (companion), Sir William (companion), and Franklin (grog) gain 2 Adventure xp for the second part of the Irish adventure