Chapter 3: The Blood Tide.
Part Four: A Leader Emerges
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
Carved Gemstone
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 (60% 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.
26 corpses (human)
2 Corpses (Giant salamander)
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
29 Skeletal Minions (Human)(Unarmed) (Jerik)
14 Ghouls (Roland)
32 Zombies (Roland)
18 Ghouls (Sholan)
21 Zombies (Jim/Detani)
1 Stone Golem (Light) (Flint)
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Events:
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JerikTry as you might, you can find no sources of metal with which to fuel the Tower's forge. Instead, trying to be at least somewhat productive you gather your skeletons and stomp into the Catacombs. [4] Where your skeletons clash with giant salamanders, slaying 2, and you fortunately lose no skeletons. Overwhelming force has its uses. Your skeletons drag the corpses back to the stockpile.
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Flint[2,3+1] Your golem has managed to find -some- metal tools, and objects. However it seems that Suomi has been picked to the bone. Knowing that the spell you plan to attempt will be quite difficult, you forego summoning an additional golem. Especially as your first only managed to find very little.
You strain to find the right way to cast this spell. Struggling and weaving your magic in a way that is far and away too complex for you. In the end, you have failed, this spellcraft being somewhat beyond your paltry skills as an Apprentice, even a talented one such as you are.
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HelfdYou do some light hunting, whittle, smoke your pipe, and allow the Golem time to work. By the time Patrizio has returned, the Mines are mostly restored. Tunnels are reopened and shored up. But as yet unexplored.
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Roland [?] Your 'laboratory' is little more than a re-purposed store room. Your supplies are limited. Your ambition however, is boundless!
[2,1] And that however is not enough. Whilst you do have infected blood, And supplies of water, you are at a loss as to how to combine these two things. You are in a foul mood and in no place to laugh after a few hours of fruitless labor.
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PatrizioThe journey to the mines takes much time, and exhausts you. You are in no shape to perform any spellcasting before you have rested. You do test your magic out on the walls briefly, knowing that to do more might make you pass out. The theory is sound, your magic can most assuredly cause the ore to practically surge forth from the walls.
(The journey to the mines takes a full turn. Travel takes time, so you were unable to perform your actions)
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Sholan[6,1,?+2] Let the others move off to their self-appointed tasks. There are resources here to tap. Jim busies himself studying the remains of his failed spellcraft and you raise up your staff and call forth your powers to raise these poor unfortunates into your service. The magic twists attempting to get away from you but you do not allow it. You harness the spike in your natural power and direct it wisely. You've been here before after all. While your fine control is not what it needs to be to enhance the effect through more bodies in the mass grave, you are more than capable of exerting your dominion over the Ghouls you do call forth.
+11 Ghouls
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Detani [1+1,4] You stalk into the catacombs, endeavoring to be at least somewhat sneaky. Rumor has it the place is somewhat dangerous now. Your stealth deserts you when you slip in some muddy water and fall crashing to the ground. Your fall dislodges some of the moss growing rampantly over the rubble and you catch a glimpse of something sparkly.
And then you are beset by Giant Salamanders, at least 3 of them.
Battle:
[6 vs 5,3,1] Your eyes flash with fury and your magic surges forth guided by your anger and your rage. [7] You feel...something behind your magic, pushing it forwards.]
[Hypercast: 2,9] The pushing, and your own magic do not mesh together but yours is augmented by your natural inclination towards violent magic.
The magic comes when you call, and you lash out powerfully, disintegrating two of the salamanders in your opening volley. The magic takes on a life of its own beyond you and runs down the third salamander. Dust and chunks of masonry go flying, and you can hear the beginnings of a cave-in. You dive clear [3] narrowly managing to snatch up the sparkly item you saw after you fell. You hear the crashing sounds of rock behind you as you head for more stable tunnels.
The prize you have claimed is a rather bland looking Carved Gemstone. It is certainly quite nicely carved. Could be worth something to the right buyer.
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Jim[6,6] The residual magic lurking throughout the area is quite potent and heady. The moment you open your senses to it, it floods through you leaving you dazed and confused. Still, the tide of power carries with it knowledge, for those who can grab ahold of it. And today that person is you. When you awaken from your daze, it has been many many hours and you are ravenous, and the thought of raw flesh makes your stomach growl with need. Fortunately the feeling is somewhat fleeting. You feel you have learned new insights towards Blood Magic, and Death Magic as a whole. (+20% to Adept)
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Events in Near Proximity:
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Spring flourishes throughout the land.
Further Catacomb exploration is Dangerous.
The Mass Grave now has 'Many' corpses.