Chapter 2: Black Season.
Part Nineteen: Growing Forces
Players:
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Bone, 15% to Blood
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)
Absorbing Armor (-1 To enemy spellcasting, if targeting you)
Book of Rituals (Earth Magic, Initiate or Higher)
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)
Possessions:
Enchanted Staff(+1 on spell rolls)
Unknown Blade (Effects unknown)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Items:
2x Loot Tokens
Homunculi, +1 Searching rolls, 3 turns, or until destroyed.
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 fled in the dead of winter to any nearby town.
Norvak A town approximately 400 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.
Defenses: Wooden Palisade, Gate.
Rooms: Catacombs, Living Quarters, Storage Vaults, Forge
Detani's 'Office'.
Crude Stone Map
Crude Altar.
2 Barrels of Blood
6 Skeletal Remains
12 Corpses (Fresh)
1 Loot Token
5 Skeletal Minions (Human)(Armed) (Helfd)
1 Gravehaunt (Helfd)
9 Skeletal Minions (Human)(Unarmed) (Jerik)
14 Ghouls (Roland)
18 Zombies (Roland)
7 Ghouls (Sholan)
21 Zombies (Jim/Detani)
1 Stone Golem (Light) (Flint)
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Events:
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Jerik[3+1] The magic flows easily through your body, and into the skeletal remains in the storeroom. 9 Skeletons creak to their feet and join your ranks. Alas your focus is on the raising of skeletons, and you have no time to delve the Catacombs.
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Flint[2+1] Straining yourself you craft several small homunculi from scattered rubble and dirt. They are weak, difficult to maintain, but they will last you for [2+1] 3 turns of searching.
(Homunculi, +1 Searching rolls, 3 turns, or until destroyed.)
---
Patrizio, Helfd[6] Patrizio, you hardly even need your magical accoutrements. You easily scan the mine for ore veins and find it to be ... [3] A modest mine, strange then that it was abandoned. Still there is much in the way of mineral wealth here. The tunnels arent terribly extensive, though they end abruptly in several places leading you to suspect cave ins.
[1] Once again you brush up against a power you have felt before. And it definitely knows you are here.
[4] Helfd, you rally up your skeletons, craft torches and descend into the mine. You find several empty rooms, the occasional upturned minecart,but little else. You find evidence of several cave ins, and theorize there may be more tunnels deeper.
---
Roland [4] Under your patient spellcraft, 8 of the corpses rise to serve you. You run a few simple tests, on your zombies and your ghouls, and find that either can carry torches effectively, but Ghouls are more likely to drop them in combat. The only cost of this discovery is a few ancient worn tapestries.
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Detani, Jim[?,3] The two of you move from building to building through the storm, making an inventory of what remains in the town. The pickings are slim, there is some food, supplies of clothing, and very very little else. It would seem the survivors of Suomi picked the place clean before they left, or perhaps someone beat you to scavenging this place. Still, there is a wealth of corpses to raise, and the storm appears to have broken.
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Sholan [?,?,4] You awaken, in a cold sweat and find that 2 of your ghouls are no longer responding to your commands. Your fire has dwindled to nothing and what seems to be fog has descended over the region. There are unearthly wails in the night and you gather up your staff and head out, certain you are under attack.
You exit the building you made camp in and find your ghouls engaged in pitched battle with several dozen skeletons. The ghouls are winning, but the skeletons are clearly a distraction. As you watch, shadows coalesce into vaguely humanoid shapes behind your ghouls and open deep blows with blades or claws. You try to raise your magic to assist your Ghouls but you can find no purchase with which to attack these ghosts, or the skeletons they are assisting. Making a snap decision to save your forces rather than expend them needlessly, you command your ghouls to retreat.
Another one is lost during the retreat, but you manage to withdraw to what you think is a safe distance. Clearly you were wildly unprepared for this journey, but you learned something about the defenses there.
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Events in Near Proximity:
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The storm has broken, and with it Winter seems to be relaxing its icy grip upon these lands.
Room in the Tower is running out.