Mad Magics

In the City of Valour Haven are a group of eccentric Magickos that the Six must appeal to in order to get their help for the upcoming challenges facing the whole city.

## Recap

Last time in "Where Shades Rule". The party has been settled in Valour Haven for one week when they are finally summoned to Castle Valour to meet with the Knight-Commander, it is on this occasion the party learns that Warlord Halassey who rules this City has fallen in battle and his army lost with the majority of his Legion. They must now prepare for the worst possibility, that Halassey's Legion has been raised as Undead and is marching on Valour Haven.

The party has discussed their options with Captain Vidal and determined a course of action to maximise their odds of survival against the coming storm. Vandor secretly contacts Lady Paolure for political support to rally a force to relieve Valour Haven against a coming siege. The party returns to Bragna House to begin their arduous work the next day.

## Summary

The Six decide that the first task they will tackle will be the Three Magickos that live in Valour Haven ostensibly to study the Curse of Malite and develop methods and weapons to combat it. However, the party was warned that the Magickos were often impractical in their applications to the point of being dangerous to those using their weapons.

Nevertheless, the party wished to at the very least compel the Magickos to help ensure that the Water Gate of Valour Haven cannot be used as an entry point for the Undead but allow the freshwater to continue flowing to keep drinking water available to the public during a siege.

Upon finding their way to the Home of the Three Magickos in the west of the City facing the outer wall, they notice that the Magickos home appears to have been an original building that has been heavily modified in such a way that it appears that the residents have simply dropped a large Wizards tower in the middle of it.

Approaching the front door, the party notice a morbidly obese man sitting on a stool that seems barely able to hold up his weight. Taking advantage of his drowsiness the group enter the building that appears to be unlocked. Within there is an incredible amount of activity with an Unseen Servant pushing around a cart with a boiling pot that it stirs as it hums along. There can also be seen a dog walking along the roof as though its gravitational pull is reversed and leaps to lick Tore's face.

Speaking to the obese man out front, Saszi learns that the man identifies himself as the 'bouncer' on duty and takes offence that Saszi's party has entered without permission attempting to enter in after them only for Tore to hold the door closed. Losing his temper and suddenly calming down, he clicks his fingers and suddenly Saszi and the man appear within the Tower of the House.

The remaining members of the party eventually find Arnold, the reputed Frog butler whose form was permanently altered by the Magickos as part of an experiment. This butler eventually leads the group to Demazz and Ruqar who are already speaking with Saszi and after the arrival of the Dog from downstairs it is revealed that is in fact the Third Magicko who polymorphed himself into a hound.

Through an extended to a thro with the evasive Magickos they inevitably agree to assist the Six, in addition they offer their "Bomb" if the Six can procure the ingredients needed for it. However, Ruqar is promised a vial of blood from Saszi in whom he has taken a keen interest due to his racial heritage and his allegiance to the Brittlespears. Saszi cajoles Ruqar stating that they were "all talk and no action" and Ruqar takes offense to this insisting that he has nothing to prove to the Harengon.

Later, during a meeting at Castle Valour with Captain Vidal the party debates whether or not to mention the "Bomb" to their commanding officer fearing that it would create misunderstandings. Tully grows tired of the party squabble and using Basil as a distraction she enters the Captain's quarters and an exasperated Vidal sends a soldier to tell the Six to come at once. The soldier incidentally walks in on the conversation about the "Bomb" forcing the party's hand to inform Vidal.

Saszi inquires with Vidal whether it is possible for him to receive a legal permit to use Necromantic magic within the City limits. Vidal interrupts and strictly instructs Saszi to say no more of it as the Knight-Commander is deeply concerned about spies in the City and that even requesting such a thing would lead to problems. Saszi is however deteremined believing that his usefulness is limited unless he is able to use what he knows to save the city, despite Sir Davion's hesitation he agrees to go with Saszi to appeal to Gamreve.

Gamreve is unimpressed with the appeal immediately deducing that the presence of a Necromancer in the City is a risk that cannot be allowed to take place and in fact must be incarcerated to determine the truth. The Knight-Commander pressures Davion to state that he would slay Saszi if the Knight-Commander commanded it but Davion insisted his oath prevents him from doing this until Saszi becomes a danger. Dissatisfied with this answer, Gamreve orders that both the Knight and Necromancer be imprisoned and seizing the Harengon's spellbook he would conduct 'tests' to discover the truth of things.

The Six who retired to Bragna House are increasingly worried about their friends absence until a Soldier from the Castle visits and informs them that the two had decided to remain with the Knight-Commander to evaluate Saszi's usefulness and conduct some tests using Saszi's abilities. The party seem to accept this explanation for now, although Gamreve that evening orders for the whole City to be placed under curfew, the Six to be watched to see how they respond and double patrols. He fully intends to protect this city and earn the right to succeed Halassey as Warlord of his Legion.

## Featured Characters

### The Six

* Sir Davion Phylund
* Saszi Vermillion
* Deagon Sunseeker
* Tore Wolfram
* Tully Tanglefoot
* Vandor Tah

### Returning Characters

* Vidal
* Mrs Gerondin
* Mr Gerondin
* Sir Reginald
* Knight-Commander Gamreve

### New Characters

* Demazz
* Ruqar
* Kravix
* Arnold