Chapter 1: Picking up the Pieces.
Part Twenty One: Just all Manner of Bad Idea.
Players:
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Bone
Wounds/Effects:
Exhausted (-2 all rolls, 1 turns)
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Possessions:
Old Black Steel Blade.
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Blood
Wounds:
Gaping Hole in your Shoulder.
Skills/Bonuses:
Capable Fighter: (+1 to all rolls in combat if it gets physical)
Dungeoneer (You should head into that dungeon, you do better in dungeons.)
Possessions:
Hefty Axe
Magic Level: Adept (Rank 2)
Known Spheres: Death
Known Elements: Bone
Skills/Bonuses:
Jack of All Trades (You can slip into most mundane roles with no trouble.)
Studious: +1 Study rolls.
Possessions:
Mail Shirt.
Magic Level: Apprentice (25% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Bookworm (+1 Research rolls)
Possessions:
1 Loot Token
Enchanted Staff(+1 on spell rolls)
Shaper's Gloves (+1 Earth Magic spells)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Void
Skills/Bonuses:
Violent Magic (Your magic always bends towards more violent means, Critical rolls are more dangerous.)
Possessions:
Plain Short Sword
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Wounds:
Missing Eye (Less perceptive overall)
Possessions:
Enchanted Staff(+1 on spell rolls)(Damaged)
Magic Level: Apprentice
Known Spheres: Death
Known Element: Earth
Wounds/Effects:
Exhausted (-1 all rolls, 1 turns)
Wounded Leg (Cannot travel.)
Missing Arm (-1 All casting rolls)
Skills/Bonuses:
Tough as Nails (You receive less penalties from wounds)
Possessions:
Imperial marked Longsword.
Satrus d'Voruar(Azthor)]I am afraid, you have been eliminated.
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Known Locations:
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Suomi is a small town, that doesnt have a particular allegiance. It exports lumber and is nominally protected by its own militia. The people there are somewhat friendly to newcomers, and you're sure there's work to be had there. Current status: Mobs are on the move.
Norvak A town roughly the same size as Suomi. It seems to be primarily focused on cattle. But it is growing rapidly due to an influx of refugees. It is defended by a small fort garrisoned by veterans of the King's Army.
The Tower, is ramshackle and old. It possesses few amenities currently.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters, Storage Vaults
Library(Level 1)(Stocked with Death Magic tomes)(Many Missing/Damaged Tomes, -2 All Study rolls)(Warded against books being removed)
Detani's 'Office'.
Local Map (Man this is crude!)
Crude Altar.
4 Skeletal Remains
32 Human Corpses (Fresh)
2 Barrels of Blood
30 Skeletal Minions (Armed with axes)
8 Skeletal Minions (Unarmed)
1 Gravehaunt
1 Zombified Giant Salamander
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Events:
Samuel, Jerik[3v1] Samuel claims the library this week. And proceeds to do some limited research thanks to the missing tomes.
[2-4] Nope. Not even the faintest idea where to start.
You spend hours cleaning up the bodies, without any assistance. All told you believe you have 32 bodies that can still be used as undead minions.
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Roland, Patrizio,HelfdThe three of you set up to lay down a mighty ambush, should the goblins charge down the passageway. The skeletons up front, then the three of you, preparing magical attacks.
[4] You hear chanting from down the passageway and ready yourselves for an attack. Patrizio prepares to collapse the tunnel... When it collapses of its own accord. Or perhaps by someone elses magic.
Patrizio tries to use Earth magic to open it..And a strange glowing symbol flashes, and seemingly absorbs your magical energy.
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Detani You arrive in Norvak. The town is a pretty small affair. Roughly the same size as Suomi you'd wager. The town sits nestled at the edge of the forest, and is surrounded by abundant pastureland and cattle seems to be the primary output of this town. There is a small fort here, staffed by some veterans of the Kings Army. They seem to be incredibly active against local threats. Theres much construction beginning here. It would seem many of the refugees that passed through Suomi settled here. No one pays much attention to a traveler coming from the east.
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Sholan Usually the mayor doesn't see raving madmen. But when that raving madman is a wizard who has his giant salamander gnaw on a guys leg. Well. Yeah. The mayor will totally see you now.
[?,?] You spend some time talking to the mayor. And you think you've impressed upon him that the denizens of the tower want absolutely no violence. Even though you are necromancers and necromancers tend towards wanting plenty of corpses.
The mayor deflects your arguments easily. He swears that although some trophies may have been taken from the Necromancer who used to live there, that they are in no way dangerous. A passing wizard who assisted in ousting that necromancer made sure those items were not even a little dangerous.
As far as the offer of labor... The mayor sees no way for that to be even remotely acceptable to the people. Since people are totally against necromancy. They wouldnt accept it without some extraneous circumstances. He shows you out and you feel that you've reached a good place. The Mayor will try to prevent any outright hostilities in the future. Provided you do as well.
Unfortunately it would appear that as you exit, there is a mob seeking your death.
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Satrus [2] The lone survivor of the massacre is packing his bags. He tells you that hes leaving. He's tangled with mages too many times in the past few weeks, so hes moving to live with his cousin in Brightsummer. A city several weeks travel to the east. He says that the mages in the tower are clearly very powerful, and decent in a fight.
[?,?,?] Your attempt to rally up a mob to avenge the losses to the necromancers in the tower is..Well. Absolutely and in every way a success. They cry out for blood and vengeance. And their vengeance is absolutely unfocused on the members of the tower.
They believe that you must be working with the necromancers. Your tales led nearly 40 people to their deaths. They are out for blood. The population has gathered up weapons and you may not escape this with your life.
You try to reason with them, when they shout accusations you try to calm them. It does not work. You suffer a small wound when they close around you, but you manage to break free. You flee to the north.
Event: Satrus and Sholan flee Suomi! [4,6,2,3 vs 5,4,1] Sholan sees the mob coming, just behind Satrus who is fleeing for his very life. It is a well armed mob, and its not as though two guys and a giant undead salamander have much of a chance here. The both of you beat feet north, its not as though you have time to even try to mount the salamander and ride off.
[6 vs 8] The citizen mob has managed to encircle you. Sholan blasts a hole clear with his magic, but the gap closes quickly, Sholan gets past, but the Salamander and Satrus take some wounds trying to escape.
Heavily wounded, Satrus is slowing down the escape. Sholan, not knowing Satrus except as the target of this mob, tries to assist him with some blood magic. [3-1] But the rigors of trying to cast while the mob pursues them is too much, and Sholan cannot successfully heal Satrus's wounds. Sholan decides to get out with his Salamander.
[4-2, 4, 5 vs 3.] Sholan and the Salamander manage to evade the mob. But Satrus is caught by them and unable to flee.
Satrus fights, knowing that the odds are good he wont manage to free himself. The mob is out for blood, and his will slake their thirst for now. He manages to get a weapon away from them, and fights desperately. His years of military service serve him well for a time, but the press of bodies is too great. Small wounds become large wounds. Exhaustion plays a significant factor and eventually a lucky blow is followed by another, and another. Your vision fades Satrus, and does not return.
Satrus has died. Sholan has been driven out of Suomi, escaping to the north. Mobs are on the move.
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Events in Near Proximity:
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The Wild Magic near the tower has dissipated.
Fall is coming to a close. Winter will soon be upon the region.
Mobs have risen in Suomi. This may not bode well for anyone still in the tower.