Chapter 4: Ashes and Ruin
Part Five: Convergence
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
Curious Amulet with Blue stones
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:
5 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:
Drained: Your ability to call on magic is seriously diminished.
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
Iron Banded, Locked Book.
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.)
Zombie Raiser (When raising zombies, you raise more zombies.)
Items:
None.
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Known Locations:
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Suomi is a looted husk of a town.
Norvak is a looted husk of a town.
Vis Valdi is a looted husk of a town.
The Base, is just beginning to be constructed.
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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)
2 Stone Golem (Small) (Patrizio)
4 Ghouls (Jim)
32 Festering Zombies (Jim)
3 Ghouls (Roland)
3 Zombies (Roland)
74 Zombies (Location: Mine)(Out of bodies at Norvak to retrieve.
13 Ghouls (Mine)(Guarding Mine)
1 Zombie Salamander (Mine)(Guarding Mine)
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Living:
16 Enslaved Humans (Mine, Laboring)
Level 1 Mine (16/20 laborers)(Provides resources: Ore, Stone, +4 supplies/turn) Stocks: 89 Supplies, 147 Corpses(Rotting)
Unknown Ritual? : 2%
Mass Raise: Blood: Zombies: 1%
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Events:
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Roland With your small force, you sack Suomi. Unfortunately time, the elements, and likely scavengers before you have reduced the potential plunder greatly. You find merely 20 supplies. Loading them up, you move out to the Tower, only to find it a collapsed ruin. Scrawled in the rock are instructions to go to the Mine.
[?]Further experimentation with the amulet proves fruitless.
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Jim [5] Well, you still have all these bodies and a large amount of free time. So you once more bend your magic to the task of raising zombies. To great success. A further 24 shambling, uncoordinated corpses have joined the ranks you already possess. +24 Festering Zombies
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Patrizio [?]And so it begins. Your magic is strong, your will focused and your task obvious. The Cabal needs a new base, and so it falls to you to make habitable the tunnels of the mine. So you begin to reshape the earth at your will. The slaves still within the mine flee to its deepest diggings to make themselves scarce as you move earth and stone with a flick of your wrist. The work is long, and many hours later you have only just begun to lay the foundations of the Cabal's new fortification, dug into the earth.
At this rate you estimate it will take 3 more turns to construct a base. Still, it will be sturdy, and have much room for expansion.
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Detani Departing from the catacombs in a hurry, you travel to the Mine. There you find Patrizio busy at work forming the twisting tunnels into a defensible, stable layout for a new home. Thankfully he has already finished living quarters and you head there to get some much needed rest.
Upon waking, you still feel drained however.
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Sholan [?] Threading your way through the catacombs to the place you know once contained the tomb full of Draugr, you find nothing but another caved in room with a few scattered bones. It would appear the tower's collapse destroyed this room completely.
[6,?] Or not completely. On the fallen rocks you find several sigils, runes, and other evidence of magic wrought into the very stones.
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Events in Near Proximity:
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Summer is gradually giving way to Autumn.
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. Base construction has begun.