Ars Magica Adventure
"Sins of Wrath"

by Mark Shirley


Summary

Maequillus of Flambeau has a Bonnacon familiar, which is in foal. They have a standard (unextended) bond, and she loses track of it when the familiar runs off in search of a place to give birth. It travels far from Maequillus’s home covenant (which can be any covenant distant from the PC’s covenant) to the area in which the character’s covenant is set, to give birth in some local woods. The peasants believe that a dragon has moved in. Most of the damage purported to be caused by the ‘dragon’ is actually done by a leopard which is stalking the familiar.

Dante referred to wrath and other sins of self-indulgence as "The sins of the leopard." This would have given away the villain of the piece, so I adopted "Sins of Wrath" as the title of this adventure.

Introduction

The PCs may hear about the problem through a variety of means, local merchants, traveller’s tales, etc. The baron whose lands are being ravaged has offered a reward of 30 livres to anyone who brings him the head of the dragon that is terrorising his land. He wants to interview all prospective slayers before they set out. The covenant could badly do with the money, and it is likely therefore that the matter will be pursued. They may have other reasons for wanting to kill a dragon - the glory, the renown, the body parts for spell foci, or just for the thrill of it.

Note that it is important that the PCs have the ability to track down the beast, or this adventure will not work as intended. This does not necessarily have to mean someone with the Hunt skill. Intéllego spells can work just as well. Travel to the baronial seat will take several days, and once they start to get close, a few signs of the destruction will be visible. Scorch-marks score several of the fields, and a certain amount of damage has been done to fence posts and wooden buildings which bear deep scratches (Int+Legend Lore 15+: the claws are in 4s, but a dragon is supposed to have 5 claws, like a man). One barn has been burnt down.

If the PCs decide to stop and talk to the local peasants, they may find out that the major losses have been in people. Many have gone missing in the last few weeks, and never been seen again. The livestock seems to have been entirely overlooked by the dragon. As usual, the peasants are frightened, particularly of strangers, but if they believe that the PCs are going to kill the monster (must have at least a passing resemblance to knights) they will only be too eager to spread wild rumours about the dragon - people who have seen it say that it is at least 20 foot long (often larger) with red scales, huge claws and massive wings. No two stories match to any degree of accuracy.

At the Castle

The PCs meet with the baron. Substitute any local lord as appropriate, and gauge his reactions according to former contact with the covenant, the number of warriors in the party, and the presence of Magi (don’t forget the effects of the Gift). In my adventure, the Baron de Duvaliel was exceedingly poor due to a recent plague, which had killed the benevolent baron, leaving a council of regents guiding his 12 year old son. I stressed the bad state of the barony, thus the sacrifice being made by the baron to have this beast slain. In addition the reward was actually only 15L - the amount had been exaggerated by rumour and misinformation on the part of the baron’s seneschal. Bargaining with the baron is a good way to annoy him!

This is an opportunity to make an ally, if they impress the baron, or make a brooding enemy - one who has no choice but to accept the help of the covenant.

Tracking the Beast

The PCs set off for the beast’s lair, heading off for the woods indicated by the locals.

The problem as far as the PCs are concerned is that there are signs of three separate entities in this wood, all of whom may be mistaken for the dragon. In addition, the SG may wish to put other obstacles in the way of the PCs - other dragon-hunters keen to gain the bounty are the most obvious choice.

The bonnacon, Olida, is in the wood, as is the leopard who wishes to eat her. In addition, Maequillus has used an Arcane Connection to track her wayward familiar to this wood.

Note that much of what follows considers what happens when the PCs track down signs of the threesome.

As they approach the woods they see more signs of the nocturnal raids of the ‘dragon’ in the form of scorched trees (actually due to the fiery excrement of the bonnacon) and scrape-marks in the fields. When they get into the woods, it is usual to set up a base camp, and then patrol out from there.

The PCs must first endeavour to find signs of their quarry, and then attempt to follow those signs back to the source. Because of the existence of three sets of trails in these woods, this may prove quite confusing for the PCs. It may be necessary to liberally sprinkle in signs of the other two parties once the PCs are already following a trail - it is likely that the paths will cross. The most important thing is that in order for the final encounter to run smoothly, they must first encounter Maequillus, then the bonnacon, then the leopard.

I ran this random searching by having the PCs make Per+Hunt simple rolls for each hour of searching, with an EF of 9. At the same time I made a simple roll, and compared it to the roll made for tracking. Consult the table below:
SG roll is....Event
less than twice track rollevidence of Maequillus
less than track rollevidence of bonnacon
equal or greater than track rollevidence of Leopard

If the roll was a success, evidence of one of the three was found (see the Evidence sections below). A failed roll meant a wasted hour.

Once at a site of evidence, further Per+Hunt rolls could be made to try and find a trail. Again, the EF is 9. If successful, see the Following trail sections. These trails may lead to more evidence, or to the tracked animal/person itself, as the SG decides

Evidence of Maequillus

Evidence of the Bonnacon

Evidence of the Leopard

Following Maequillus’s trail

If Maequillus’s trail is found, it will be the footprints of a human with small feet who is unused to working in a wood - they go straight through a nettle-bed, manage to step in badger fumes and scuff-marks show wear the person has tripped on roots. If followed successfully for 3 subsequent rolls, they will find Maequillus (see Encountering Maequillus).

Following Olida’s trail

If found, the bonnacon’s trail looks vaguely like a goat’s tracks, but much larger. The beast also has a funny way of stepping that doesn’t look quite right (Int+Animal Handling - like a horse). If followed successfully for 3 subsequent turns then go to Encountering Olida, below.

Following the leopard’s trail

If found, the leopard’s trail is very occasional, and impossible to follow. The pug-marks, as large as a tea-plate, can be found leaving the scene of evidence, but cannot be followed, as the leopard uses the trees as its form of locomotion. Once the larder has been discovered, the PCs will have a distinct feeling of being watched whenever a Per roll gets over 8.

Encountering Maequillus

Maequillus will no doubt hear the party’s approach unless the tracker is sent on ahead (Per rolls to spot her, then opposed Stealth/Awareness to sneak up or creep away). She stands tall and regal in a clearing, fists clenched, trying to hold onto her frustration. She will lash out at lone person she detects, verbally if they approach openly, magically if they are being stealthy. If a group approaches she will be prepared to cast a spell, but will drop her wary stance if they announce themselves in an educated fashion. She will introduce herself as Lady Maella of Gasconne (Per+Speak Latin, she has Hermetic inflection to her speech), but it will probably not take long for her to be revealed as a Maga, when she will introduce herself properly. She guesses that the PCs are here in response to the baron’s plea, and demands that they abandon their journey and leave the beast to her. She is adamant about this and refuses to explain why (she is too embarrassed that she has lost her familiar), and will challenge Certamen if it looks as if she will not succeed in getting rid of them. Her terms are that they leave the region and not return until the moon is full (about 2 weeks).

Whatever happens, she will not accompany them, as she does not trust others with her beloved familiar. She will not say that she believes the ‘dragon’ to be Olida, either. Bonnacons are rich in vis, just like dragons.

Maequillus filia Ralatatus Major

House: Flambeau

Age: 40

Size: 0
Int: +3Str: -1Prs: +0Dex: -1
Per: -1Stm: +1Com: -1Qik: +0

Personality Traits:

History & Appearance: Maequillus is a youngish Maga desperate to rise in the Flambeau hierarchy. She has been applauded for her wondrous familiar Olida at the recent Tribunal, and now she has lost her. Maequillus is a tall woman, with auburn hair and a haughty face. She favours gowns of deep scarlet, with gussets of crimson silk, although today she has covered up the garish dress with a woollen cloak of forest green. She keeps the hood up to cover the back of her head, which was severely burnt at the Tribunal by Faunus Fervidus (or, perhaps a magus who is an enemy of the PCs), who she has developed a hatred for (Int+Organisation Lore (OoH) to remember this). A battered broadsword is belted at her waist.

Virtues and Flaws:
Fast Caster +2Severe Magic Deficiency (Imaginem) -2
Bonus with Familiar +2Favours -1
Ignem Affinity +3Personal Hatred (Faunus Fervidus) -1
Clear Thinker +1Restriction (in the rain) -2
Disjointed Magic -2

Abilities:
Speak Latin 5Ignem Affinity (Creo) 4
Speak Own Language 4Etiquette 1
Scribe Latin 3Single Weapon (Broadsword) 4
Magic Theory 5Chirurgy 1
Organisation Lore (OoH) 2Dodge 2
Concentration 2Ride 2
Parma Magica (Corpus) 5Athletics 2
Cértamen (Ignem) 3Medicine 2
Finesse (Creo) 5
Penetration (Ignem) 5

Confidence: 4

Reputation: none

Techniques and Forms:
Cr 10An 10Ig 16
In 5Aq 4Im 2
Mu 7Au 2Me 3
Pe 5Co 6Te 6
Re 8He 2Vi 7

[Add Stamina for Formulaic spells, for Intelligence Spontaneous spells, Intelligence and Magic Theory for Lab Totals.]

Spells Known:
Flash of the Scarlet FlamesCrIg 15+31
Ball of Abysmal FlameCrIg 30+31
Cloud of the Dragon’s BreathCrIg 35+30
Hornet FireMuIg 15+28
Eyes of FireCrIg 20+31
Fires of Hell’s TormentPeCo/Ig 25+16Causes a human to burn
The Burning Blade of the DefenderCr/ReTe/Ig 30+19Creates a dancing burning sword
Lift the Dangling PuppetReCo 20+14
Cripple the Howling WolfPeAn 15+15
Repel the Wooden ShaftsReHe 10+7

Magic Items:
ItemPowersUses/dayPenetrat'n
Ring of AquamarineRise of the Feathery Body (ReCo 12)3-
Ring of RubyWard against Heat and Flames(ReIg 35)const-

Other Information:
Body Levels0-1-3-5Inc.
Fatigue Levels0-1-3-5Unc.

Cértamen:

Encountering Olida

The PCs will hear a snorting / squealing sound from ahead. In a thicket is a large beast, which is also very angry. It is making a lot of noise, but has not yet shown itself. PCs have the chance to prepare for 2 rounds before the creature charges out. The bonnacon that emerges is probably not quite what they expected, but they will no doubt get stuck into dispatching it. The beast is enraged, and will attack with murderous intent, horns facing forward ready to rend and tear. All in melee can attempt a Per roll. A 10+ is required to spot each the two following facts (50% chance of each), although a 15+ will reveal both. The first is that the bonnacon remains the remains of a tattered flag or blanket tied around it’s neck - this bears Hermetic symbols (the full sigil of Maequillus). The second item of note is that the belly of the beast is greatly distended, and its flanks are soaked in sweat. An Int+Animal Handling will tell a character that these are symptoms of a birthing horse or cow. Hopefully, these two facts will be enough to encourage the PCs to try to subdue the frightened herbivore, instead of killing it. Ask for MR rolls to be made during the fight, using the Mentem Art. The results will be applied later.

The stress of the fight will mean that the bonnacon (if she survives) will go into labour. Int+Animal Handling rolls (Medicine is of little use) are required, accumulating a total of 30 point over an EF 8. The bonnacon’s Fatigue/wound penalty is applied to this roll, and it must make a fatigue roll for each AH roll made, with an EF starting at 6 and increasing by one every second roll. If the mother falls unconscious, the foal is still-born. It may even be possible to rescue the foal from the mother’s corpse, if she died in the fight - in this case the EF is 12, and Medicine is required. Wound/fatigue penalties are irrelevant, but the 30 points must be accumulated within 7 rounds of the mother’s death.

Even if delivery is successful, the foal must make a Stm stress roll to survive the harrowing experience, at +1 to the base EF of 4 for each round of labour (The foal’s Stm is +1).

Go immediately to the final scene - Encountering the Leopard

Olida, familiar of Maequillus scholae Flambonis

Magic Might: 18

Size: +3
Int: 0Str: +5Dex: +1
Per: +3Stm: +4Qik: +2

Personality Traits:

Description: the bonnacon is not unlike a bull, but all of its body is covered with hair like that of a horse’s mane. The horns are curled round like a rams, usually facing inwards, but they can swivel them when enraged. This bonnacon has reddish hair with a white star on the forehead. Its belly is bloated unnaturally. The eyes are unnaturally red, and it blows spark-filled clouds of smoke from it’s nostrils.

Abilities:
Ferocity (cornered) 4Athletics 2
Brawl 3
Alertness 3

Combat Stats:
Weapon1stAtkDmg
Horns+11+7+15
Hooves+5+6+10

Fatigue: +4

Defence(Active): +4 / 10

(Passive): +5 / 11

Soak: +12 / 18
Body Levels00-1-1-3-3-5Inc.
Fatigue Levels00-1-1-3-3-5Unc

Powers:

Excrement:
incapacitates those it strikes unless a Stm roll of 12+ is made. They are stunned for 3 rounds. The excrement will also set afire any flammable material it touches.
Snort Fire:
Every other combat round, Olida can snort forth a burning cloud of sparks into the face of those that are in melee with her. A dodge is allowed if no action has been taken yet - 7+ to avoid, otherwise it hits. This attack does +10 damage, armour only protects if the victim wears a helm (Half protection for a half-helm). If 3 HL are done in this attack, the victim is blinded.
Familial powers:
The bonnacon is outside the range of the three Familial cords, thus does not have access to these powers.

Vis: 10 Creo in stomach, 2 Ignem per year in excrement

Encountering the leopard

The encounter with the leopard will occur just after the fight with Olida. Whether the familiar is dead or subdued, there will be a hush across the wood. The PCs will receive that feeling of being watched again, but this time it is very strong - as long as Per is positive, it is noticed. Then the MR rolls made earlier should be applied. Compare to the Leopard’s Might - if penetration was successful, pass a note that the PCs smell a intoxicatingly sweet smell, and will not perform any action during the next scene. Once paranoia has built enough, the leopard coughs from the bough on which he sits, alerting all to his presence. He then bounds down to the centre of the clearing. Use lavish descriptions of the smell (the favourite smell of the PC) and the beauty of the creature’s coat. Do not refer to it as a leopard, as it bears little resemblance to what most people consider a leopard to be, and players may know that they are Infernal beasts.

It prowls around menacingly, as if it owned the place, sizing up the opposition. It then speaks. The voice is honeyed, with a strong purr. What it says is up to the PCs actions. If they have slain the bonnacon it will express its displeasure at them spoiling its hunt, so it will have to find fresh meat elsewhere. If the bonnacon is still alive, it will compliment them on a job well done, and say that it will now take its prey. Time how long it speaks for in real time. For every 30 secs, a cumulative -1 penalty is applied to the MR roll. Actions can only be taken when the beast stops talking. PCs capable of action can do so, making a second MR roll. If attacked, a PC can attempt another MR roll, or receive a NR roll equal to Int+Personality Trait such as Selfish, Rebel, etc. Likewise, others can attempt Int+Loyal rolls to help their friends. The leopard is ruthless, efficient and very dangerous.

Leopard

Infernal Might: 25

Size: +1
Cun: +2Str: +2Dex: +4
Per: +3Stm: +2Qik: +5

Personality Traits:

Description: A beautiful creature, a full 5’ long, with a 2’ tail. It is cat-like, although moves with a fluid grace and an air of menace that a common household cat could never achieve. The head is held low, and the green-yellow eyes sweep over its audience. The beast is a pale tawny in colour, with faint markings of russet spotting it’s hide. The voice of the beast, when it speaks, is deep and melodious, and captivating in an inexplicable way.

Abilities:
Brawl 5
Ferocity (malice) 4

Combat Stats:
Weapon1stAtkDmg
Bite+13+13+15
Claws+11+12+10

Fatigue: +2

Defence(Active): +9 / 15

(Passive): +10 / 16

Soak: +10
Body Levels00-1-3-5Inc.
Fatigue Levels00-1-3-5Unc.

Powers:

Pleasing Breath (ReAn/Me 30, 4pts)
All animals (except dragons) are seized by the power of the leopard’s breath, and are unable to do anything but follow it wherever it may lead. The smeller is aware of his/her favourite scent, whatever that may be.
Venomous claws (-)
The claws of the leopard are poisoned, and infect any wounds made with a slow-acting venom. The victim loses one point from each of their 4 physical statistics each day until one reaches -7, then they die. One decreptitude is gained whether they live or die. Any magic or Medicine used on the victim must overcome the beast’s Infernal Might before their attempts are successful.

Vis: 4 Rego, in the tongue.

Aftermath

The Leopard’s head can be taken back to the Baron as proof. The 15L will be paid, but if the PCs did not sufficiently impress the baroness, they will receive 3L per year for 5 years, instead of a lump sum.

Maequillus will be delighted to have her familiar back, even if she is damaged. She will not hold any recriminations, especially if the foal is alive, and may well become a friend of the Magi responsible. At the sight of the Maga, the bonnacon goes all puppyish, and when they touch, the familial bond is re-established.

If the familiar is killed, things are bleak for the Magi involved. There will have to be an investigation, but there is little doubt as to the outcome. The beast was clearly marked as a familiar - there is little excuse. Maequillus will want blood, and she will probably get it.


Copyright:
This story is copyright Mark Shirley 1998. Permission granted to reproduce and distribute via fanzine or website only, so long as my copyright is indicated.