Chapter 3: The Blood Tide.
Part Nine: The Battle of Vis Valdi
Players:
Magic Level: Adept (20% to Initiate)
Known Spheres: Death
Known Elements: Bone, 45% to Blood
Wounds/Effects:
Missing Eye (Less perceptive overall)
Broken Arm (-1 to spellcasting/fighting)
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 (60% to Adept)
Known Spheres: Death
Known Elements: Blood
Wounds/Effects
Broken Leg (Travel is difficult)
Broken Arm (-1 to spellcasting/fighting)
Skills/Bonuses:
Trained Fighter: (+2 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 (10% 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.
Battle Command (Forces under your command are more effective)
Possessions:
Mail Shirt.
Magic Level: Adept (20% to Initiate)
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 (25% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Broken Ribs.
Items:
2x Loot Tokens
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.
[/spoiler]
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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 with an unknown population. It seems to be primarily focused on cattle. It is defended by a small fort garrisoned by veterans of the King's Army. It is affiliated with Welnshire.
Confirmed as having the Plague.
Vis Valdi has been assaulted by the forces of the Tower.
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, Basic Forge, Crude Altar.
Detani's 'Office'.
Crude Stone Map
1 Barrels of Blood
1 Tainted barrel of blood.
26 corpses (human)(Rotting)
2 Corpses (Giant salamander)
Undead:
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
14 Skeletal Minions (Human)(Armed) (Jerik)
13 Ghouls (Roland)
4 Zombies (Roland)
18 Ghouls (Sholan)
10 Festering Zombies (Sholan)
53 Zombies (At Tower)
1 Stone Golem (Small) (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
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Living:
3 Dark Minions (Magical; Spark)(Sholan)
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Events:
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Roland, Helfd, Patrizio, Jerik, Flint Battle of Vis Valdi! The Cabal:
Roland, Patrizio, Jerik, 1 Iron Golem, 10 Zombies 29 Skeletons,
Vis Valdi
20 Militia
1 Hero
30 Peasants
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Phase 1: Assaulting the Town.
The three of you ready your magics, your forces and what weaponry you possess. Then you form ranks and begin your march into the town. The pace is brisk, no one wants them to escape.
You enter the town, and cause a huge panic. The citizens of Vis Valdi were unprepared for you and many dart off into the forest. The three of you remain confident that your perimeter guards will run them down.
The town's militia however must have been forewarned of your approach as their weapons are ready to hand. Many heft axes and long staves, clearly ready for a battle with the undead.
Roland hefts his axe and with his zombies charges forth, cutting down several fleeting peasants with axe and magic before they can escape.
Patrizio orders his golem forwards and weaves his hands through the complex gestures of his spellcraft. Jerik readies his own blade and directs his skeletons towards the militia, ordering them to seize weapons whenever they can.
The peasant militia closes ranks, it seems they are more or less disciplined. They begin a steady march towards the spellcasters, a small division breaking off to encircle Roland.
[Rolls vs Other Rolls!]
Roland and his zombies descend into the mass of angry barely armed peasants, shortly joined by the skeletons of Jerik. The battle goes poorly at the outset but Roland like the devil he is accounts for almost a dozen dead peasants before being driven briefly back by a fellow bearing a spike encrusted iron shield.
Jerik forgoes entering the melee, instead using his magic to strengthen his skeletons. As a result of his actions, far less are felled by the staves than otherwise would have been.
The iron golem crashes into the massed ranks of the militia, sending many sprawling and disrupting their formation, denying them the comfort of knowing someone has their back. While this occurs, Patrizio readies a spell through his various artifacts. Slamming his staff into the ground, he causes tremors through the earth, causing the collapse of several buildings, blocking escape for the forces arrayed against the Cabal.
[Rolls vs Other Rolls!]
Roland continues fighting , crashing his axe through his opposition, killing blow after illing blow. The man wearing that shield proves to be the only worthy foe you have faced so far, his shield turning aside nearly every blow of your axe. But he is growing weary whereas the multiple combatants only serves to energize you throughout the fight. Skeletons and zombies however are driven back, leaving you nearly alone in a sea of enemies. Just the way you like it.
The iron golem brutally smashes through the militia and the other peasants causing many deaths and many more wounds. And Patrizio bends his spellcraft to open several large pits around the battleground causing many peasants to stumble in, their fates unknown for now. Jerik's magic fails him as he is swarmed by peasants. His skills with the blade only serve to keep him from going down to a swarm of pitchforks and clubs. His left arm is broken by the fury of the peasants.
[Rolls vs Other Rolls!]
Clearing out the rest of the peasants surrounding him, Roland is left with only the enemy Hero to face him. Unfortunately this gives that Hero a chance to land a devastating blow, driving Roland to the ground with a broken leg.
Zombies and skeletons and even the iron golem move against the remaining peasants, it is a massacre.
Patrizio fumbles his spellcraft, even his artifacts cannot make his casting perfect.
Jerik moves up, with only one combatant remaining, it is time to put an end to this.
[4,2,6 vs 5]
Alone, outnumbered, the Hero fights on, turning aside Patrizio's assault with his shield, and using the momentum to carry himself through crash his mace into Roland's arm. While he fights well, he leaves himself open to Jerik who takes advantage and shoves his sword inelegantly through the Hero's throat.
The hero gurgles out his last few breaths and slumps to the ground.
Phase 1 Ends with success for the forces of the Cabal.Roland is Wounded (Broken Leg (Travel is difficult), Broken Arm (-1 to spellcasting/fighting))
Patrizio is Unharmed but Exhausted (-2 all rolls.)
Jerik is Wounded (Broken Arm, -1 to spellcasting/fighting)
-15 Skeletons, -6 Zombies.
Militia forces:
-15 Militia, -1 Hero, -20 Peasants
Phase 2: Dealing with those who fled.
Cabal:
Helfd, Gravehaunt, Bone Golem, Flint, Stone Golem, 10 Ghouls
Villagers:
40 peasants.
The villagers flee in all directions, and you do not really have the troops to cover the whole area. Still, you do what you can, directing what forces you have to the best of your abilities. Flint employs his magic as best he can, managing to craft walls that slow them down, or drive them into waiting ambushes.
Helfd manages to keep his forces very well positioned, ambushing many peasants with Bone Magic and blade.
Still all told at the end you count only 20 corpses. You may have missed some, or perhaps they were eaten by ghouls.
And somewhere a ghoul was lost. -1 Ghoul.
Roland gains +10% to Adept, and Trained Fighter
Patrizio gains Adept Rank, 20% to Initiate
Jerik gains +10% to Initiate.
Helfd gains 5% to Initiate, Battle Command (Forces under your command are more effective)
Flint gains 15% to Adept.
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Sholan[?] Your minions try. And to your surprise one of them manages to cause one of the corpses limbs to stir. But alas they cannot kindle enough power to cause the corpse to rise.
[3+1] You of course have no such trouble. And before long 10 of the corpses have risen. They are still rotting however. They may be valuable in a fight. Your apprentices are looking at you with wonder.
+10 Festering Zombies
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Detani, Jim[4] The two of you easily locate a building you can use for a base of operations within Norvak. It may have once been an inn. Large with many rooms. And still has some foodstuffs that have not been scavenged.
[1] However your attempts to find anyone but the dead and near dead goes very very poorly. You're not even sure there are any survivors. Or if there are, how to reach them.
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Events in Near Proximity:
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Spring flourishes throughout the land.
Further Catacomb exploration is Dangerous