Chapter 3: The Blood Tide.
Part Nineteen: The Winding Road to Norvak
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 (65% 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:
Enchanted Staff(+1 on spell rolls)
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
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.
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, Advanced Storage Vaults, Crude Altar.
Crude Stone Map
Exterior:
Crude Slave Pens (4/40 Slaves contained)
Defenses: Wooden Palisade, Wooden Gate.
1 Barrels of Blood
1 Tainted barrel of blood.
18 corpses (human)(Rotting)
2 Loot Tokens
8 Supplies
Undead:
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
1 Skeletal Minion (Human)
28 Zombies (Helfd)
14 Skeletal Minions (Human)(Unarmed) (Jerik)
1 Zombie Salamander (Jerik)
1 Soulless
20 Ghouls (Sholan)
25 Festering Zombies (Sholan)
20 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)
4 Enslaved Humans (Tower, Penned)
20 Enslaved Humans (Mine, Laboring)
Level 1 Mine (20/20 laborers)(Provides resources: Ore, Stone, +5 supplies/turn) Stocks: 21 Supplies
The Tower.
-----------------
Events:
---
Patrizio, Flint, Sholan, Roland [5+2] Sholan, you manage to raise another 6 corpses of salamanders prior to the departure from the tower.
Together the four of you decide. You will gather up your undead forces and travel forth to Norvak,with a short stopover at the Mine to drop off slaves. The journey is uneventful and you make excellent time through the forest. The forces are gathered and all told you have: 3 Golems(1 Iron, 2 Stone), 10 Zombies, 25 Festering Zombies, 20 Zombie Salamanders and 20 Ghouls. A modest force indeed, but you should have no difficulties in Norvak.
The slaves are dropped off at the mine and ordered to work.
[3] Flint, you practice using your magic to replace ranged combat, and make some small progress.
[2] Roland, the road is ill suited to practicing your magic while keeping pace with the others, you make little progress this time.
---
Jerik[4,?] You turn your attention to the stockpile once more, invoking your magic and calling forth more zombies. As the 8 corpses shamble to their feet you begin work on another spell, one meant to strengthen the minions you have called forth. The magic taxes you and your inexperience works against you as you slowly but surely lose control. Refocusing your will you manage to force your bidding upon the unfamiliar spell you are working. A chill wind blows through the tower and you can hear faint whispering. Nearly all of the corpses you have raised fall to the ground, no longer animated by your magic. [5] Fortunately however, it seems they are still useable.
The remaining undead creation stretches as if awaking from a long sleep. You feel noticeably colder in its presence, as though a chill aura surrounds it. But apart from that you cannot see any difference between it and a regular zombie.
+1 Soulless.
Leaving the storeroom you notice someone has made off with your festering corpses. Though it seems they did leave you a note, something about attacking Norvak to rescue Cabal members.
---
Helfd Patiently you strip flesh from bones, turning 1 of your zombies into skeletons. You are irritated to find that the magic animating it almost slipped away during your action, but quick work by you prevented you from having to raise the skeleton once more.
You are unsure of even how you managed to summon the one Gravehaunt you possess. [1] A lucky fluke, it must have been. You cannot even try, as your magic is weak and ineffectual. You imagine with time and study you could create a Ritual to raise them. At least in theory.
---
Detani, Jim[2,4] Once more the two of you spend your time practicing. Corpses rot slowly in the street while you theorize and practice your individual spellcraft. The strange fog that embraces Norvak does not dissipate, or alter in any way you can detect.
---
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.