Chapter 2: Black Season.
Part Ten: Stirrings of Unity
Players:
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Bone
Wounds/Effects:
Missing Eye (Less perceptive overall)
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Possessions:
Old Black Steel Blade.
Magic Level: Apprentice (10% to Adept)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Capable Fighter: (+1 to all rolls in combat if it gets physical)
Dungeoneer (You should head into that dungeon, you do better in dungeons.)
Possessions:
Hefty Axe
Magic Level: Adept (5% to Initiate)
Known Spheres: Death
Known Elements: Bone
Wounds/Effects:
Skills/Bonuses:
Jack of All Trades (You can slip into most mundane roles with no trouble.)
Studious: +1 Study rolls.
Possessions:
Mail Shirt.
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Skills/Bonuses:
Bookworm (+1 Research rolls)
Earthshaper (+1 Earth Magic Rolls)
Possessions:
1 Loot Token
Enchanted Staff(+1 on spell rolls)
Shaper's Gloves (+1 Earth Magic spells)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Void
Skills/Bonuses:
Violent Magic (Your magic always bends towards more violent means, Critical rolls are more dangerous.)
Sneaky (+1 Stealth rolls)
Possessions:
Plain Short Sword
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Wounds/Effects:
Missing Eye (Less perceptive overall)
Magically Sapped (-1 spellcasting rolls, 1 turns)
Possessions:
Enchanted Staff(+1 on spell rolls)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Items:
2x Loot Tokens
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses
Spirit Conduit. (You may commune with spirits at any point, to gain answers or assistance)
Items:
None.
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Known Locations:
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Suomi has been abandoned. Its people flee in the dead of winter to any nearby town.
Norvak A town approximately 300 people large. It seems to be primarily focused on cattle. But it is growing rapidly due to an influx of refugees. It is defended by a small fort garrisoned by veterans of the King's Army. It is affiliated with Welnshire.
Vis Valdi is a small fishing village on a river, somewhat northeast of Suomi. It might encompass all of 100 people. The people there live quiet lives, untroubled by most. Adventurers stop there frequently, traveling eastwards into the Wilds. The locals are somewhat standoffish.
The Tower, is ramshackle and old. It possesses few amenities currently. It is no longer secure.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters, Storage Vaults
Detani's 'Office'.
Crude Stone Map
Crude Altar.
2 Barrels of Blood
20 Fresh corpses
1 Loot Token
5 Skeletal Minions (Human)(Armed)
25 Ghouls
1 Gravehaunt
10 Zombies (Armed)
20 Draugr (uncontrolled)
3 Zombies (Jim/Detani)
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Events:
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Jerik, Sholan, Patrizio, HelfdJerik, with fresh labor...well okay some fresh labor, and plenty of time you set out to improve the defenses around the tower. This goes well, and the palisade starts to take shape under your patient guidance. (Palisade 45% completed)
Surrendering your staff to Patrizio, you head back to the storage rooms to raise more undead. Its a thankless job but someones got to do it. [1,1,?] For the first time your magic does not heed your call, instead it arcs and spews strangely across the room, grounding in the walls of the tower, causing strange shudders in the stonework. But nothing else occurs.
[5] You bend your experience and knowledge to fixing Sholan's staff. It is tricky work, but with the aid of your accoutrements you manage to fix the cracked jewel that is the focus of the staff. You then return it, in order to keep up this attempt at uniting the Cabal here.
Helfd, without much to do you end up investigating the crude altar. It is an interesting sight, fresh blood scrawled across the walls faintly thrums with an unfamiliar power. You can hear whispers and you feel vaguely unsettled in this room. But you can feel power collecting here. You just cannot currently discern its purpose or source.
---
RolandEnough is enough. The dismal state of the tower is the final straw. Those in Suomi must pay for their intolerance. You round up the ghouls raised by yourself and Sholan and trek into Suomi. It is roughly midday when you arrive and the town is deserted. No smoke can be seen winding up from the chimneys of the various buildings, you check the more important places, like the inn or the town hall, nothing. Not one. You order your ghouls to keep the area secure while you plod around searching for anything of value.
[?] Alas you find nothing. But you didnt really have any ideas on where to look, apart from vague notions. Where you suspect the town treasury was held, is an empty unlocked chest.
---
Detani, Jim[4] Jim calls forth his knowledge of Blood magic and before long the slain Suomi villagers stir and twitch and rise to their feet.
Together you then depart Weln after re-supplying. You should be able to make it to Norvak in 3 turns, should the weather hold.
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Flint [2] You spend hours exploring the Catacombs. You are thoroughly lost and found no means to exit the catacombs. You do note that there has recently been a collapse of some sort, perhaps that is blocking your egress.
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Events in Near Proximity:
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The winter skies are calm for now.