Chapter 3: The Blood Tide.
Part Seventeen: Who Is That Guy?
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)
Voidbringer (+1 to Void Magic rolls)
Possessions:
Plain Short Sword
Carved Gemstone
1 Loot Token
Magic Level: Adept (30% to Initiate)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Beast Hunter: You are better at tracking, and killing beasts of all natures.
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:
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.
-----------------
Known Locations:
-----------------
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.
-----------------
Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters(Damaged), Advanced Storage Vaults(Damaged), Crude Altar.
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.
29 corpses (human)(Rotting)
17 Corpses (Giant Salamander)(Fresh)
2 Loot Tokens
8 Supplies
Undead:
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
29 Zombies (Helfd)
14 Skeletal Minions (Human)(Unarmed) (Jerik)
7 Festering Zombies (Jerik)
1 Zombie Salamander (Jerik)
20 Ghouls (Sholan)
10 Festering Zombies (Sholan)
3 Zombie Salamanders (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)
10 Zombies (Tower Exterior, Guarding Slave Pens)
---
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: 15 Supplies
The Tower.
-----------------
Events:
---
Roland [5,4] Your attempts to track the people who made the campsite lead you in circles. It takes you a few hours before you realize they're tracking you as you're tracking them. You stop, and set up an ambush with your zombies.
Ten rough looking thugs brandishing cudgels, short blades and a few bows are coming up your backtrail. They are led by a scarred individual wielding two short swords. A pair of small crossbows are slung at his waist He is pointing out signs of your passage.
"Four of em came this way. And not all of them are wearing boots. If you catch my meaning." The party nods.
"I am going to make those bastards pay for killing my brother."
"Filthy Necromancers."
"What'd you say this paid again?"
"Shut up."Well. That about seals their fates you'd say.
With a thought you order your zombies to strike as you prepare your magic...
Fight! Forces: Roland, 4 Zombies
Opposing: 10 Thugs, 1 Hero Level 3.
[Rolls vs Other Rolls]
Your zombies catch the thugs unaware, but there is only so much 4 zombies can do, if only you'd brought some ghouls. You aim your spells at their leader, the better to demoralize the rest. Even though your spellcraft is exceptional, he turns to the side at the absolute worst moment and your spell whips past him, impacting another random thug. You curse under your breath as he turns back to you and exclaims in alarm
"GET HIM!" The leader charges towards you, short swords out and ready. You block his attack, shoulder him aside casually and lay into his minions.
[Rolls vs Other Rolls]
Out of the corner of your eye you see your Zombies alternatively crush thugs into oblivion, or get bludgeoned down themselves. You're hardly even worried as you effortlessly decapitate another man when it turns out the cudgel he was using was made of rotten wood.
A snarled curse from behind you draws your attention to the leader getting to his feet.
The two of you trade blows for several minutes, your shield remaining unmarked and undamaged. Though you are clearly the better fighter, you only manage to land a few light blows through his defenses.
Still his companions have no such skill derived protection and you frequently cut them down as they draw close. Finally the leader slips up and you press your advantage, only to be baffled when he vanishes in a flash of light emanating from somewhere near his throat.
You hear a soft thud somewhere nearby in the forest, some cursing, and then the sounds of hasty retreat. You try to run him down but fail as he slips away into the forest. A quick survey the nearby area, reveals 8 salvageable corpses. Your zombies did not survive.
---
Patrizio, Flint[3+3, 4+1] Working together, and with the sacrifice of Flint's golem, the two of you manage to return the Tower to a stable state. The lost rooms are destroyed still, and unsalvageable. The damaged rooms will need special attention to repair. But the tower is whole.
Not nearly as bad as it could have been. At least no one died.
---
Sholan[2+3] Once more your many accoutrements work to assist you in raising the giant salamanders. A further 2 join your ranks. You rally your forces and begin the always enjoyable task of dragging more corpses to the stockpile.
There appears to be uh..renovations going on the Tower. Flint and Patrizio are working hard to keep the Tower from collapsing on itself. Seems you missed a lot.
+2 Zombie Salamanders. +17 Salamander corpses added to stocks.
---
JerikYou are forced to wait, while Flint and Patrizio work magic upon the tower, making it safe for human occupation without magical intervention.
Afterwards, you bend your magic towards raising yet more zombies.
[1,4] Though the magic tries to get away from you, you manage to stop it from doing anything destructive or unintended.
Sholan and his forces are spotted dragging up more corpses into the store rooms.
---
Helfd [?] Planning your journey around getting time to survey the ruins, you camp just behind a hill, and at dawn you scale it to survey the ruins.
You see much. There are mostly insubstantial figures flitting from building to building, accompanied by skeletal undead walking patrol routes. The ruins seem quite expansive, with a shattered keep-like building sitting roughly in the center. The streets are clearly well organized, where they are not interrupted by rubble. There is a powerful feel of magic here.
---
Detani, JimThe two of you bend your efforts towards practicing your respective branches of Death magic. [5,5] Spurred on by the successes of each other, you both make solid progress, and keep yourselves in good form.
Detani, your efforts have resulted in a practiced ease with Void Magic.
+Skill Voidbringer (+1 to Void Magic rolls)
You look to the skies and see an undead bird winging its way towards you. [6] Thankfully it comes swooping in at night and the quarantine forces do not notice it. The bird bears a message from the Tower.
"To Detani and Jim,
Bad news from the tower, mysterious collapse. Several rooms likely damaged. Have new blood magic capabilities, in addition to bone magic."
---
Events in Near Proximity:
---
Spring is well entrenched, the bitter cold of winter has been well forgotten now.
Further Catacomb exploration is Dangerous.
Note, There is now a map in the OP.