Chapter 3: The Blood Tide.
Part One: Not Dead Yet!
Players:
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Bone, 30% 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 (10% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Broken Ribs.
Items:
2x Loot Tokens
Heavy Stone Mace (-1 to combat rolls)
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.
1 Barrels of Blood
1 Tainted barrel 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, Sholan[3,5] Jerik proves an apt pupil, and Sholan an exceptional teacher. Jerik thusly makes great strides in his progress towards mastering Blood magic. +15% to Blood.
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Flint[3+1] Simply because you are feeling needlessly dramatic, you stick your hand into a wall up to the wrist, then pull out a solid stone mace. It is heavy, and you are very unfamiliar with the weapon, so you are convinced you will be unable to wield it as effectively as a regular weapon.
You stride forward, absolutely unafraid of whatever could be ahead of you. And as a result, you walk right into a nest of Giant Salamanders.
Battle! You raise your mace as the Salamanders surge forwards, intent on driving you from the nest, or killing you outright. Your golem moves to intercept.
[3,4,3, vs 6-1, 5] Your golem hands out a heavy drubbing to the lead salamander, you hang back and land several heavy blows with your mace.
You focus your magic, into an offensive casting... [2] Your magic fails to alter the stone floors around you, and you are distracted from holding back the Salamanders.
[5,4 vs 5, 3-1] A salamander smashes you upside the head with its tail, and sinks its claws into you when you go down. Your golem is holding its own but the Salamanders seem too nimble for it to really fight effectively.
[5,1 vs 2,5-1] The salamander that knocked you down trips over the prone body of a fallen salamander and slams itself into the wall, incapacitating itself. You take the opportunity to regain your feet and brain it effectively with your new mace.
You hear a crumbling sound behind you. Seems your golem has been destroyed by the one remaining salamander.
[5v1-1] You cannot even raise your mace before you get rushed by the Salamander, you hear your ribs cracking as it thuds into you.
[6,4, 3] You call on your magic to protect you and the entire damn tunnel collapses, burying the remaining salamander. You barely manage to roll clear. You're not in the greatest of shape. You manage to make it back to the Tower before passing out. These broken ribs may impact your future activities, until healed. On the plus side, you did get a little better with your magic. +10% to Adept
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Patrizio, Helfd[1+3-2] Even your magical equipment cannot turn your utter failure into a successfully cast spell. The complexities of this spellcasting seem beyond you. On the other hand it also feels like your magic was..interfered with.
The two of you gather up the skeletons and do another search of the mine. [5] This place is completely empty. There is still visible ore in the walls, and yet there are no tools, no minecart tracks, no bones... Nothing. Progress deeper is blocked by several cave ins.
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Roland [4,3] You roll one of the casks of blood into a quiet room, and you sit there, contemplating it with your mind and magic. Time passes. More time passes. You eat, you slumber. You surmise and test. And your theory wins out. One of the barrels of blood now bears a disease within it. You're sure you can find a use for that.
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Detani You go and alert Jim to the location of the Tower, and that yes its still held by your Cabal friends. Then you descend into the catacombs.
[2] And find nothing. The whole thing rumbles a bit when you're wandering in, but nothing comes of that. All you find is dust and empty rooms.
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Jim [6,6,3] After Detani returns, letting you know that the Tower is still safe for you, you set yourself to work raising more of the corpses. The magic you call up twists and writhes away from you, you feel a chill descend upon the region. Flesh from the bodies in the mass grave undulates and tears itself free from the bones of the dead.
Coalescing into a mass of flesh, the grotesque monstrosity is beginning to claw its way out of the mass grave. You tentatively try to command it, and it does not react. Well. Thats a rogue Flesh Monstrosity that is. It seems to be preoccupied with exiting the mass grave for now. But those things generally dont react well to well..anything living. You may wish to run.
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Events in Near Proximity:
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Winter has faded from the land, the snows are diminishing slowly and the winds grow warmer.
Room in the Tower is running out.