Chapter 3: The Blood Tide.
Part Twenty Two: Battles are Tough!
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: Adept
Known Spheres: Death
Known Elements: Blood
Wounds/Effects
Exhausted
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.
Light Armor
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 (35% to Initiate)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Concussion
Exhausted
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 (90% to Adept)
Known Spheres: Death
Known Elements: Void
Wounds/Effects:
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 (45% 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)
Broken Arm (-1 Spellcasting)
Possessions:
Enchanted Staff(+1 on spell rolls)
Unknown Blade (Effects unknown)
Carved Gemstone
Magic Level: Apprentice (75% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Broken Arm (-1 Spellcasting)
Broken Ribs
Exhausted
Items:
2x Loot Tokens
Sturdy Wooden Shield
Battered Mace
Archery Gear
Light Armor
Magic Level: Adept
Known Spheres: Death
Known Elements: Blood
Wounds/Effects:
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 Has been ravaged by the plague.
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.
13 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)
5 Festering Zombies (Jerik)
1 Soulless
5 Ghouls (Sholan)
13 Zombies
1 Stone Warhorse (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
3 Zombies (Jim)
13 Ghouls (Mine)(Guarding Mine)
10 Zombies (Tower Exterior, Guarding Slave Pens)
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Living:
2 Dark Minions (Magical; Spark)(Tower)
1 Dark Minion (Magical; Spark, Bone Aptitude) (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: 36 Supplies
The Tower.
Unknown Ritual? : 2%
Summon: Gravehaunt : 1%
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Events:
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Patrizio, Sholan, Roland, Detani, JimThis is the calm time after the battle. Patrizio and Roland scout the town briefly. The streets are still littered with the dead, and you're sure you will find more when you make a more complete accounting of things. The town seems to have no terribly important buildings that you can find. Though you do find a replacement forge.
Roland manages to scavenge a suit of light armor, most of the better gear was far and away too damaged. [2-4] Patrizio, try as he might, must battle through exhaustion and a concussion and barely even manages to draw on his power for a heartbeat before losing hold of it.
Jim and Detani simply rest.
Sholan, who came through the fight attentive, if not entirely healthy, gets to work. [4+2-1] Bringing his magic to bear and fighting through the pain of his broken arm, Sholan manages to raise just over a dozen corpses to replenish
+13 Zombies
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Flint Scavenging from the dead goes well, you manage to find some armor, a bow, and enough arrows. That done, not seeing Jerik around anywhere you figure he's back at the tower. You start traveling back there, slowly, remembering your earlier lessons about traveling with broken ribs.
You will need to do more traveling to reach the tower.
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JerikGathering up your forces you head to the Mine. During your travels you consider how to upgrade it. You definitely could, sinking deeper shafts. The majority of what you can do would allow more laborers to work there, but that is about it. For now? You're not really a trained miner or anything. Though it would definitely be pricey. (120 Supplies, Expand mine to Level 2)
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Helfd [4+1, 2] With the assistance of the one apprentice with Bone Aptitude, you manage to begin work devising a ritual to summon Gravehaunts. It is slow going without a proper lab space, and you know that you have nowhere near enough power to manage the Ritual properly, but you have made a start.
[1] Unfortunately the ritual work is too taxing and you are unable to summon even a single skeleton.
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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.