Chapter 3: The Blood Tide.
Part Fourteen: Crotchety Old Wizards, and Inconsiderate Jer{i}ks!
Players:
Magic Level: Adept (20% to Initiate)
Known Spheres: Death
Known Elements: Bone, 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 (60% to Adept)
Known Spheres: Death
Known Elements: Blood
Wounds/Effects
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
Well Made Spiked Round Shield.
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)
Carved Gemstone
Magic Level: Apprentice (25% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Aggravated Broken Ribs.
Items:
2x Loot Tokens
Sturdy Wooden Shield
Battered Mace
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 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. Currently under Quarantine.
Vis Valdi is a looted husk of a town.
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.
Rooms: Catacombs, Living Quarters, Advanced Storage Vaults, Basic Forge, Crude Altar. Detani's 'Office'.
Crude Stone Map
Exterior:
Crude Slave Pens (12/40 Slaves contained)
Defenses: Wooden Palisade, Wooden Gate.
1 Barrels of Blood
1 Tainted barrel of blood.
36 corpses (human)(Rotting)
1 Corpses (Giant salamander)
2 Loot Token
8 Supplies
Undead:
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
14 Skeletal Minions (Human)(Unarmed) (Jerik)
4 Zombies (Roland)
26 Ghouls (Sholan)
30 Festering Zombies (Sholan)
1 Zombie Salamander (Sholan)
2 Stone Golems (Small) (Flint)
1 Stone Warhorse (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
10 Zombies (Patrizio)
10 Zombies (Jim)
13 Ghouls (Mine)(Guarding Mine)
29 Zombies (Tower)
10 Zombies (Tower Exterior, Guarding Slave Pens)
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Living:
3 Dark Minions (Magical; Spark)(Tower)
12 Enslaved Humans (Tower, Penned)
12 Enslaved Humans (Mine, Laboring)
Level 1 Mine (12/20 laborers)(Provides resources: Ore, Stone, +3 supplies/turn) Stocks: 6 Supplies
The Tower.
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Events:
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Roland, Patrizio Having set up this mine, the two of you gather your supplies and prepare to travel into the wilderness seeking one of the points of interest revealed on the map of the ruins where you first encountered the goblins.
[4] The journey is pleasant, hardly arduous at all and as such you make decent time. [?] As near as you can tell you've reached the area noted on the map, but all you see is incredibly overgrown forest. Dirt, plants, and trees as far as the eye can see.
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Flint Your golems do not manage to bring you a fellow Cabal member specializing in Bone magic. Those inconsiderate jerks are probably all busy with their own projects.
[?] Well, you could theoretically infuse your bones with stone. But that may negatively impact healing, as your body isn't really capable of repairing things like that. On the other hand, it would make you harder to damage.
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SholanYou and a veritable mob of undead descend into the Catacombs. [4, ?] You and your minions knock down doors, tromp all over and never get into a fight. However you do lose 4 zombies. They simply go missing and you cannot find them.
In addition you find a vault with a pair of chests. Cracking one causes coins to spill onto the ground. The other is locked. You order some zombies to pry it open. Several cracking noises later the chest is open revealing shattered glass and a rapidly dissolving piece of parchment. [1] You are unable to push forward quickly enough to glean any information from the parchment before it is destroyed absolutely.
There is also a small carved gemstone resting in one corner of the chest.
+1 Loot Token to tower stocks
+1 Carved Gemstone to personal inventory.
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Jerik[6+1] Your study goes magnificently. And is not even remotely interrupted by the golems tromping through the halls looking for...something. You find yourself with a new understanding of Blood Magic. You feel yourself more than capable of using the element now.
Gained Blood Element.
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Helfd[?] Picking up the pace you and your accompanying minions find a hut you start stealthily surveying. The resident is old, possibly blind, and definitely seems to fit the description of an old crotchety wizard. He occasionally perks up and peers around the forest suspiciously. There is also something strange about his hut but you cant place it.
As near as you can tell you've found him. How do you proceed?
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Detani, Jim[?, 3] Having exhausted the supply of corpses in the inn, you send your zombies out to gather up more. You also head out into the street to raise up a few more yourself. That strange feeling accompanies any blood magic you cast, and you find yourself less able to deal with it this time. You raise several zombies regardless, but far less than you expected. +4 Zombies.
The zombies you sent out [2] mostly return with corpses, but [6] do not return at all.
[4+5] That much is easy. The haze of Blood Magic in the air emanates from the corpses, the houses, from everywhere there is life burning out its feeble candle and sputtering into oblivion. While you are making a point to look for it, this working is almost a tangible fog embracing the streets of Norvak. This must be the plague hard at work.
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Events in Near Proximity:
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Spring is well entrenched, the bitter cold of winter has been well forgotten now.
Further Catacomb exploration is Dangerous.