Chapter 3: The Blood Tide.
Part Six: Fresh Recruits!
Players:
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Bone, 45% to Blood
Wounds/Effects:
Missing Eye (Less perceptive overall)
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Self Directed Learner(Elements): +1 to learning elements alone
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
1 Loot Token
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.
-----------------
Known Locations:
-----------------
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.
Apparently has the Plague.
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.
-----------------
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 (At Tower)
1 Stone Golem (Small) (Flint)
1 Iron Golem (Small, Semi-pure)
-----------------
Events:
---
Jerik[3+1] More solid steady progress is made learning Blood magic alone through careful and controlled study. Your talents are growing. +10% to Blood.
---
Flint[1] You do not even know where to begin. You sift through the ruins of the Library for a bit, but find very little apart from ash and broken bits of wood. Your attempts at magical study are similarly poor in results. Perhaps next time you'll do better.
---
Roland Much of your time is spent considering the potential of your limited remaining blood. Then Helfd arrives with instructions from Patrizio.
You leave your zombies behind, you dont want them being clumsy and screwing up the stealthy part of your mission. Even though the extra manpower might help. You dash off a quick note and head out.
You slip through the forest towards Vis Valdi. Traveling through the night you arrive at several outlying farms midway through the next day. Unfortunately this does not act in anyway towards stealth, and you and your ghouls are spotted by several farmers and woodsmen.
[5] Fortunately, after you loose your ghouls they run down any witnesses in short order. You proceed around the location of Vis Valdi and silence any potential witnesses. All told you come up with perhaps 10 useable bodies, after the ghouls have eaten their fill.
And now, Vis Valdi awaits.
---
Patrizio[?] Refining ore takes more than just Earth magic, or so you think. However you think to yourself 'Why the hell am I refining this ore?' and you simply bend your magic towards infusing the ore you possess with the necessary power to become a Golem.
+1 Iron Golem (Semi-Pure, Small)
Now in possession of Unrefined Iron Ore (Some)
---
Helfd You rush back to the Tower to deliver Patrizio's plan to Roland. The journey takes some time, and you arrive and pass on news to Roland, who immediately sets out towards Vis Valdi.
That done, you lounge around the Tower and rest for a bit. (Since you spent your time travelling)
---
Sholan[3+1] Your display of power goes off flawlessly. You draw in power, smiling inside when two of them gasp. The third looks somewhat stoic. You unleash your power, crushing the life from every remaining animal they have.
[4+2] "Hah. Knew the rumors were true. That there were necromancers here. We want to join."
"What about the one who atta.."
"Shut it. Its all good right? We're in. If you want us."
---
Detani, JimThe two of you pass the time of the journey by chatting a bit. You meet no one on the road to Norvak.
On your arrival you notice that there is quite abit of turmoil, banners are flying and what appears to be groups of soldiers are moving around with purpose.
A uniformed man rides towards you, dismounts and says grimly "Sorry. Norvak is under quarantine. Theres plague afoot. Advise you folks turn back, or carry on around the town."
---
Events in Near Proximity:
---
Spring flourishes throughout the land.
Further Catacomb exploration is Dangerous.
My internet access may be sporadic for the next 2 weeks. On that note..TWO WEEK HIATUS!! I'll be more or less back on the 3rd.