Chapter 2: Black Season.
Part Twelve: Deeper into the Dark.
Players:
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Bone, 10% to Blood
Wounds/Effects:
Missing Eye (Less perceptive overall)
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Possessions:
Old Black Steel Blade.
Magic Level: Apprentice (10% to Adept)
Known Spheres: Death
Known Elements: Blood
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 (5% 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.
Possessions:
Mail Shirt.
Magic Level: Apprentice (50% to Adept)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Skills/Bonuses:
Bookworm (+1 Research rolls)
Earthshaper (+1 Earth Magic 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.)
Sneaky (+1 Stealth rolls)
Possessions:
Plain Short Sword
Magic Level: Adept (10% to Initiate)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Wounds/Effects:
Missing Eye (Less perceptive overall)
Possessions:
Enchanted Staff(+1 on spell rolls)
Unknown Blade (Effects unknown)
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Items:
2x Loot Tokens
Magic Level: Apprentice
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses
Spirit Conduit. (You may commune with spirits at any point, to gain answers or assistance)
Items:
None.
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Known Locations:
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Suomi has been abandoned. Its people flee in the dead of winter to any nearby town.
Norvak A town approximately 300 people large. 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. It is affiliated with Welnshire.
Vis Valdi is a small fishing village on a river, somewhat northeast of Suomi. It might encompass all of 100 people. The people there live quiet lives, untroubled by most. Adventurers stop there frequently, traveling eastwards into the Wilds. The locals are somewhat standoffish.
The Tower, is ramshackle and old. It possesses few amenities currently. It is no longer secure.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters, Storage Vaults
Detani's 'Office'.
Crude Stone Map
Crude Altar.
2 Barrels of Blood
20 Fresh corpses
1 Loot Token
5 Skeletal Minions (Human)(Armed)
24 Ghouls
1 Gravehaunt
10 Zombies (Armed)
3 Zombies (Jim/Detani)
1 Stone Golem (Light)
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Events:
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Jerik, Sholan [?] Blood magic does not come easily to you Jerik. You make some progress, but without the library, or a tutor this will be exceptionally slow going.
10% to Blood Magic.
Sholan, disgusted with the Catacombs, you return to the tower proper, and head for the ruins of the library. The floor is ankle deep in ash, even the bookshelves have mostly been destroyed. You sift through the ashes hoping against hope that something remained. [5] You find a serrated blade, that looks familiar. Unless you miss your guess, its the blade mentioned in the diary, and held by the Blacksmith. You cannot recall how its powerful, but it resonates with your own power when you lift it.
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Patrizio, HelfdThe two of you, and some skeletons probe this strange tomb. Patrizio probes the area with magic, cautiously, a skeleton wanders into the tomb under orders, and Helfd lounges against a wall eating an apple.
And nothing happens. There is no magical energy here, at least none that can be detected. The two of you stride into the tomb, confident. And give it a thorough going-over.
[4,6] The tomb is mostly empty, the sarcophagus is the only thing of interest. The crystal runes are interesting, but after you probe them with magic, you find they possess no residual energy. That done, you crack the tomb open to see what is within.
Within, is a series of steps, leading deeper into the earth.
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Roland[?] You investigate the adjacent building, but find nothing. Screams from outside alert you and you run outside, and see a pair of teenaged youths darting off into the distance, nimbly evading your ghouls. The ghouls pursue, but are unable to catch the youths.
[?] One of them wheels about, a reasonable distance away and raises his hands, and one of your ghouls turns on the others, distracting them long enough that the youths can escape. That ghoul is of course cut down by yours.
Curious.
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Detani, JimYou travel onwards. This leg of the journey is uneventful. You are 1 turns travel from Norvak.
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Flint [5+1] With ease you sculpt the form of a man from the catacomb walls, and it animates with no trouble.
[3] Fortunately that wasn't a load bearing wall.
You follow after Sholan, who seems preoccupied,and now find your way to the exit of the Catacombs. You can leave at any time. But for now, you remain skulking down here.
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Events in Near Proximity:
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The winter skies are calm for now.