Chapter 3: The Blood Tide.
Part Three: Flesh Monstrosity Down
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 (50% to Adept)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Capable Fighter: (+1 to all rolls in combat if it gets physical)
Brawler (You fight well when outnumbered.)
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 (90% to Adept)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Skills/Bonuses:
Bookworm (+1 Research rolls)
Earthshaper (+1 Earth Magic Rolls)
Possessions:
2 Loot Tokens
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 (40% to Adept)
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)
Combat Mage (+1 to magic rolls in a pitched fight)
Possessions:
Plain Short Sword
Magic Level: Adept (25% 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 (40% to Adept)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses
Spirit Conduit. (You may commune with spirits at any point, to gain answers or assistance)
Dominion of Blood (You are less likely to lose control of minions summoned by Blood magic.)
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.
6 corpses
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
29 Skeletal Minions (Human)(Unarmed) (Jerik)
14 Ghouls (Roland)
32 Zombies (Roland)
7 Ghouls (Sholan)
24 Zombies (Jim)
1 Stone Golem (Light) (Flint)
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Events:
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JerikDisdaining work actually helping the others deal with this 'Flesh monstrosity' you bend your talents towards raising the skeletal remains in the tower stores.
[5+1] The forces of necromancy heed your call. With a practiced ease, you neatly and efficiently raise skeletal remains. Before long you have raised every skeleton in the tower. +27 Skeletal Minions.
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FlintYour golem trundles off to the town, [2] thereby involving itself in the fight against the Flesh Monstrosity. However without orders to involve itself, and since the Flesh Monstrosity is far more interested in actual living beings, it proceeds with its task.
[Hidden rolls, hidden result.]
((You fail to understand that i'm not going to keep track of what kind of golems you raise.Its not going to be (5 stone golems(crab)(light), 2 stone golems (horses)(light), so on. I admire your inventiveness but this just adds bookkeeping work to me for little/no gain.))
[1+1]The magic is not in you, and you mispronounce a few words of the incantation. A small step from success, but you fail at your endeavors for now.
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Helfd[?,?] The magic comes easily to you, the spell you attempt merging easily with the necromantic working you've already laid over these skeletal minions. All of them sort of merge and flow together.
-5 Skeletal Minions, +1 Bone Golem (Small)
[2+1] Its power is sufficient to the task of removing the cave ins, but it will take time. Especially since you're being cautious.
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Roland, Patrizio, Sholan, Detani, JimKnowing the Flesh Monstrosity is a danger to yourselves and to the fragile shelter of obscurity you possess, you five know and agree that you must bring it down.
Battle!The five of you approach the graveyard. The monstrosity is busily adding more corpses to its frame. It lifts them up and presses them against the surface of its body, and the roiling corpses part and create space for another body. The process is fascinating to watch briefly, but you must strike now while it is somewhat distracted.
Detani calls upon Void magic to cut it apart, slow its growth or just weaken it. [5] The spell catches it unawares, blasting into dust several corpses making up the golems body. It makes an unearthly howl in response and turns towards the group.
Raising his gloved hands into an arcane gesture, Patrizio causes the earth to bubble and writhe under the feet of the Flesh Monstrosity.
[3+2] The spellcraft works well, trapping the golem for a time within the mass grave.
Slow to react to the mages presence, but now angered and aware it is under attack the Flesh Monstrosity grabs up several corpses in its enormous hands and hurls them at the party. Not a one of you is acrobatic enough to get out of the way entirely. The lot of you are knocked prone or sent sprawling by the putrid missiles the Monstrosity commands. Jim, distracted briefly by Spirit Voices telling him to duck, or move left, or right, or do a somersault backwards, takes the worst of it, stuck beneath a pair of large decomposing corpses.
Sholan, bad eye and all, managed to dodge most of it and get back to his feet quickly.
Roland scrambles to his feet, and raises up the staff borrowed from Patrizio. [1+1,2+1] Not even sure where to begin on such a creation, Roland focuses his spell poorly and does not manage to come close to even finding the 'consciousness' of the creature, let alone enslaving it.
Sholan moves to one side, plants his feet firmly and raises his own staff. This creature is far and away too deadly a beast to simply try to command, and its mere existence disrupts a perfectly valuable source of corpses. No, Sholan's intent is not to subdue the aberration, but unmake it. Arcane power roils through Sholan's figure, distorting the very air around him. [6+1,3+1] The surge of magic you feel is dangerously strong and you lose control of it briefly. It still strikes the Flesh Monstrosity and your magic clashes with that cast by Jim to summon the beast. Several dozen zombies disengage from its mass, shrinking the beast considerably.
Unfortunately those zombies are now shambling towards the mages, either controlled still by the Monstrosity, or free of any binding.
Jim pushes his way clear of the bodies pinning him down and turns his attention to the new threat. This he feels is something he can control. [5] Bringing his magic to bear, Jim manages turn at least half of the zombies against their fellows. There is no combat between the zombies, Jim instead opts to have his fresh zombies slow down the others.
[Hidden Rolls]Zombies clash against zombies, but several make it through to harass the group. Roland and Sholan manage to fend them off for now, but further spellcasting might be beyond them while they are distracted.
Detani raises her arms again, intent upon bringing down the major threat. [5] Yet more void magic slices through the air, divesting the creature of yet more of its mass. The creature is rapidly losing the strength it began this fight with.
Patrizio calls forth more earth magic, attempting to immobilize the random zombies. [3+2] Indiscriminately managing to halt the movement of most of the zombies, and unfortunately hitting all the more friendly ones, and not quite all of the hostile ones.
[5+1]Roland is beset by zombies, wielding his mighty axe, he cleaves through several zombies putting down most of the threat, and destroying the corpses for later use.
The Monstrosity has hauled its way out of the mass grave. It is bearing down on the group, heavy fists swinging. [5,3,3] Patrizio, Sholan and Jim are sent sprawling by the crushing blows. Patrizio and Jim are knocked out, striking random detritus in the street or simply the cobblestones. Sholan remains standing, woozily.
Sholan attempts further to unsummon the beast, but is somewhat less efficient due to the brutal hit. [4,2] But this is more than enough to disrupt the magical bonds remaining in the beast. Corpses slough from the Flesh Monstrosity, and before long it is simply a small pile of corpses, lying in the street.
The group has successfully put down the Flesh Monstrosity, and only damaged a few of the corpses. Most are still usable. There are still a few uncontrolled Zombies that are (for now) held by the earth.
+15% to Initiate, Sholan.
+40% to Adept, Roland, Patrizio, Detani, Jim.
Additional skill bonus to Roland, Jim. Detani.
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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.
Further Catacomb exploration is Dangerous.