Chapter 2: Black Season.
Part Twenty: Travel and Dullness
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
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. Your best guess is its still an unknown location.
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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
15 Skeletal Remains
6 corpses
1 Loot Token
5 Skeletal Minions (Human)(Armed) (Helfd)
1 Gravehaunt (Helfd)
9 Skeletal Minions (Human)(Unarmed) (Jerik)
14 Ghouls (Roland)
32 Zombies (Roland)
7 Ghouls (Sholan)
21 Zombies (Jim/Detani)
1 Stone Golem (Light) (Flint)
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Events:
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Jerik[2] You find very little in the catacombs apart from dust and rubble. Perhaps you'll have better fortune next time.
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Flint[?,4+1] You stalk through the deeper corridors of the catacombs, through ankle deep water and damp, brushing aside ancient cobwebs and coughing as your passage disturbs dust that has lain silently for uncountable years. Your homunculi are checking down passageways making chittering noises to alert you to things that might be interesting. Suddenly they chitter madly for a few moments, then go silent, and you feel that you are not alone.
And you can no longer feel the presence of your homunculi. They may have given their existence up to warn you about something dangerous. You could however press onwards.
---
Patrizio, Helfd[?] Together the two of you probe at the magical energy welling up from deep within the mine. Both of you have felt it not long ago, during the battle you had with the goblins. It seems now you know where they fled to avoid your butchery.
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Roland [5] You're really getting the hang of this, and before long yet more zombies have been added to your ranks. There are still a few corpses remaining.
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Detani Without much in the way of ceremony you return to the Tower, finding several of your companions missing. A few of them are still around and there is a new palisade. Clearly some things got done in your absence. Your office remains untouched.
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Jim[?] The magic gets away from you this time, and though the bodies twitch in response to your spellcasting you fail to raise any of the corpses.
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Sholan Your journey back to the tower takes some time, but is entirely uneventful. You do not run into the Wildmen again.
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Events in Near Proximity:
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Winter is fading from the lands.
Room in the Tower is running out.