Chapter 4: Ashes and Ruin
Part Two: Bloody Rain
Players:
Magic Level: Adept
Known Spheres: Death
Known Elements: Blood, 5% to Bone
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.
Light Armor
Magic Level: Adept (35% to Initiate)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Skills/Bonuses:
Bookworm (+1 Research rolls)
Earth Affinity (+2 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)
Wounds/Effects:
Drained: Your ability to call on magic is seriously diminished.
Minor wounds.
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
Iron Banded, Locked Book.
Flint (Unholy_Pariah)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 Is a looted husk of a town.
Vis Valdi is a looted husk of a town.
The Tower, has been destroyed.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Undead:
5 Ghouls (Sholan)
46 Zombies (Sholan)
35 Festering Zombies (Sholan)
1 Iron Golem (Small, Semi-pure) (Patrizio)
7 Ghouls (Jim)
3 Zombies (Jim)
74 Zombies (Location: Norvak)(Moving Bodies from Norvak to Mine)
13 Ghouls (Mine)(Guarding Mine)
1 Zombie Salamander (Mine)(Guarding Mine)
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Living:
20 Enslaved Humans (Mine, Laboring)
Level 1 Mine (20/20 laborers)(Provides resources: Ore, Stone, +5 supplies/turn) Stocks: 25 Supplies, 70 corpses.
Unknown Ritual? : 2%
Mass Raise: Blood: Zombies: 1%
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Events:
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Roland, Jim[2+1, 5] Together the two of you raise another 13 zombies, not many but they'll have to do. The wagon train is steadily growing closer, there is a bustle of activity around it. [18] Even from a distance the two of you can tell they are agitated.
Battle! Weln Supply Caravan against The Cabal! Cabal Forces: 9 Ghouls, 13 Zombies, Roland, Jim
Supply Caravan: 15 Men-At-Arms, 10 Citizens, 1 Hero.
The supply caravan trundles forwards, outriders moving towards the tattered remnants of the camp recently inhabited by the Quarantine forces. The Cabal forces lurk within the confines of Norvak, awaiting their chance to strike.
The Supply Caravan forces seem worried after their time spent inspecting the camp, and battlefield. They look towards the town with trepidation, but begin to approach.
[Ambush Roll: 6+3(Preparation), Perception Roll: 4+5(No no no, this isn't right AT ALL)]
This is what the Cabal forces were waiting for. The riders of the caravan dismount and enter the town, weapons out and ready. The forces of the Cabal descend upon them, but fail to ambush them successfully.
[Rolls vs Other Rolls]
The zombies crash into the lines of the Welnish men at arms who saw them coming and were mostly prepared. The zombies managed to club down a few of the men at arms, and they were certainly demoralized facing their former comrades. The Ghouls pounce upon the men at arms, devouring them messily. A chorus of screams rises from their ranks.
The Supply Caravan forces leader is quite clearly riding away, the coward. Both Roland and Jim attempt to cut him down with spells, but just miss him.
[Rolls vs Other Rolls]
Trying once more to blast the fleeing leader, Roland manages a grazing blow with blood magic. The leader doubles over in pain but maintains his horse, spurring it into a gallop heading northwards towards Weln.
Ghoul jaws are devouring the forces of Weln, but at least two went down to a coordinated series of stabs. The zombies have more or less been massacred. Civilian drivers are doing their best to turn their wagons around, and flee the battle.
Jim's blood magic lashes out, entwining men at arms with eldritch power. What few forces remain are cut down bleeding copiously from their eyes and ears, clutching their heads and weeping in agony. Devoid of other targets, your ghouls descend upon the caravan drivers, leaping and slashing with pure unbridled rage.
The battle is over in minutes, you see their leader fleeing in the distance.
-10 Zombies, -2 Ghouls, Weln Supply Caravan Defeated. Leader escaped.
Your zombies have returned, to drag more bodies to the mines.
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Sholan Blood magic seems ill suited to blocking pain, but you try regardless. [?] To no avail. Shrugging it off, you return to the mass grave, to raise forth more corpses to do your bidding. [5+1] You call forth yet more festering corpses, adding them to the rank and file you currently command.
+20 Festering Zombies.
The Mass Grave is nearly depleted.
---
Flint, Patrizio, Detani Flint's pleas for mercy fall on deaf ears. Patrizio and Detani demand justice by blood. Ordering his golems to attack, Flint makes what could be his final stand.
[4+1 vs 3+2, 6+2]
Flint and Patrizio both attempt to call forth earth magic, and counter the actions of the other, but neither one comes out ahead. For now this must be settled with strength of arms.
Or by running away. Flint retreats through the rubble, his intent to flee into the catacombs clear. His golems endeavor to prevent Detani and Patrizio from reaching him and cutting him down by spell or blade.
[Violent Magic: 1+1(Lingering Energies?!)] Detani's very being thrums with magical energy! Her magic surges violently, scything through the air towards Flint intent on ending this fight before it begins. But the blast of deadly Void magic is intercepted by one of Flints golems, who is carved up brutally by the magic of Detani but still stands.
Charging from the side, Flint's warhorse butts almost harmlessly into Patrizio, distracting him from his spellwork and giving Flint precious extra seconds to escape.
[5+1 vs 1+2, 6+1]
[Violent Magic: 4+3 Rising Crescendo!] Detani's magic is almost beyond her control. Rage and fury fills her and shapes her magic into a hungry force intent on the destruction of Flint. Arcing bolts of energy splash down in a torrent not unlike rain, disintegrating rubble as it seeks out Flint's heart. Both of Flint's golems are demolished, charging dumbly against such a furious onslaught of magical power.
The stone warhorse knocks Patrizio over, trampling him badly. Patrizio is barely able to remain conscious, let alone cast any spells.
Flint notches and fires two arrows behind him, the first hitting Detani in the thigh, the second hitting only rubble. His retreat has brought him close to the Catacomb entrance, a little more time and he will be much more difficult to kill.
[1 vs 4, 5+2]
Able to cast a spell at last, Patrizio's magic calls forth from the earth a mighty fist that cracks the Stone Warhorse in two, sundering the magics that animate it.
Detani's arcing bolts of void magic catch Flint just below the knees, sending him tumbling as chunks are blasted from the flesh of his shins. Flint tries to drag himself into the Catacombs, but to no avail. Spell after consuming spell lands upon him. Devoured slowly by the powers of Void magic, the last few moments of Flint are filled with agony and screams.
Flint Earthcaller, this is where your story ends. Your final thoughts are that you wish you had a building you could drop on them.
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Events in Near Proximity:
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Summer storms have enveloped the land.
Further Catacomb exploration is Dangerous.
Note, There is now a map in the OP.
Please Note: Additional Players may not enter until the Cabal once more has a base of operations. Constructing a Base will cost ~200 Supplies. And time.