Chapter 3: The Blood Tide.
Part Twenty: No They Didnt Attack...Yet.
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:
Iron Wrapped, 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.
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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, 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)
3 Stone Golems (Small) (Flint)
1 Stone Warhorse (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
10 Zombies (Patrizio)
22 Zombies (Jim)
13 Ghouls (Mine)(Guarding Mine)
10 Zombies (Tower Exterior, Guarding Slave Pens)
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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: 26 Supplies
The Tower.
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Events:
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Patrizio, Flint, Sholan, Roland [4+3] It is a simple matter to cause some impure iron to embrace the ends of the quarterstaff, to give it heft and weight when it strikes.
[3+1] Flint, you have an abundance of local stone to draw upon, and while your spellwork is not the most elegant, before long another golem joins your ranks.
+1 Stone Golem (Small)
[5] Practicing with your blood magic goes well Roland, but alas no greater insights are reached for now.
[?,?] Coming within sight of Norvak with your modest force of undead hidden behind, you find yourself with enough time to scout the forces ahead of you before you need make a decision about attacking. From what you can see there are scores of men-at-arms, they look disciplined and somewhat professional. They are supported by small companies of bowmen. Their commander is an imposing man from a distance, and you can see he carries many weapons. He walks among his men with purpose in his stride.
Within Norvak, you see nothing. No signs of life whatsoever.
Deciding to wait, the group does not in fact seize the element of surprise and attack immediately.
---
Jerik[?] On a whim you track down one of those Dark Minions that are lurking around the Tower up to who knows what. You order it to stand near your Soulless, and you find that the chill aura makes him decidely uncomfortable. You further test it with a slave and find the same thing. Further testing reveals that most tasks are disrupted by the presence of your Soulless.
To join the assault on Norvak you would need to travel to catch up to your fellows, as you declined to join them when they set out.
---
Helfd [?]Your gravehaunt merely stares at you. Perhaps it has no answers to give.
Out of ideas you begin travelling back to the Tower. Evidence of predators is abundant but you are not bothered on your journey. You will arrive after another turn of travel. Then you will need to travel onwards to the wizard's dwelling.
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Detani, Jim[1,4] Practice goes poorly for now, but as nothing interesting has happened, you continue on with it.
With the abundance of corpses locally, you raise an even dozen, and watch the east for signs of your brethren from the tower. Signs in abundance, as you believe you saw them approaching.
+12 Zombies
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Events in Near Proximity:
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Summer begins to bloom across the local area.
Further Catacomb exploration is Dangerous.
Note, There is now a map in the OP.
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Further Note: 19.5 was NOT a full turn update. It was not a refreshing of your actions. You got to do nothing extra. The only thing being decided was whether or not there was an attack on Norvak, which would have occupied a space right hereish.
So yeah. Jerik is still at the Tower, Flint summoned no additional golems, and Helfd is still a turn from the tower, heading there. Sorted! Carry on.