Chapter 2: Black Season.
Part Fifteen: Plague in Norvak
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)
Book of Rituals (Earth Magic, Initiate or Higher)
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 fled in the dead of winter to any nearby town.
Norvak A town approximately 400 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.
Defenses: Palisade (65% completed)
Rooms: Catacombs, Living Quarters, Storage Vaults, Forge
Detani's 'Office'.
Crude Stone Map
Crude Altar.
2 Barrels of Blood
20 corpses
1 Loot Token
5 Skeletal Minions (Human)(Armed) (Helfd)
24 Ghouls (10 with Sholan, 14 with Jerik)
1 Gravehaunt (Helfd)
10 Zombies (Armed) (Roland)
3 Zombies (Jim/Detani)
1 Stone Golem (Light) (Flint)
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Events:
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Jerik [4] With the addition of some help from the Ghouls, you manage to make reasonable progress on the Palisade. It will take some more time, but its not like you need anything special, just time. +20% Palisade.
Sholan Heavy storms are on the horizon, but regardless of that you pack supplies and head out with a compliment of ghouls(10), to defend yourself from whatever may impede your progress. You travel for many days, keeping your ghouls in a tight formation around you.
You hear the rustling of a river nearby, and take this as an opportunity to refresh your water..When you get closer you discover that there is a band of perhaps 20 people clad in furs and animal bones. They seem to have made camp here. [2] From what little you know, they might be Wildsmen. They are in your way, it would take time to go around them. Or through them. So you must make a decision. As far as you can tell, they have not spotted you.
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HelfdYou gather up the skeletons, leaving Patrizio undefended for now. You travel south through the forests, your progress slightly impeded by the deep snow. It takes many days of travel, but you eventually reach what you suspect is the location on the map. It is a hillside with what appears to be a large cave leading deeper. Animal bones are scattered around here, the snow is flattened as if by many footprints, and the stench of old death hangs in the air.
Curiously there is a campfire here.
---
Patrizio, RolandPatrizio, clearly the armor is magical. You cast a few spells experimentally and the armor absorbs small amounts of the magical energy. In theory this means it would be harder to use magic against anyone wearing such armor. The dagger on the other hand is ancient and rusty, possibly even covered with flakes of old blood. It does not seem magical.
Given that the ghouls are otherwise engaged Roland, you take the zombies with you on the way to the ruin that you suspect Helfd and Patrizio are still exploring. You missed Helfd, but Patrizio is down in the deeps examining the items located. He seems to have a large book, and a suit of armor that he is examining intently.
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Detani, Jim[?] The spirits are conflicted on this. Using magic to heal people is possible, but possibly pricey. And risky given your limited talent level. On the other hand, its entirely possible you can buy some loyalty.
Togther the two of you check amongst the slums, and the refugees for the sick and the infirm.
[6,6,1] And you find them. You find lots of them. They are carrying the plague from the east. They have managed to keep it under wraps, but your magical talents have helped you to find them. They are dying in agony, and you do not feel your magic may be up to the task of saving them.
Still, you have decided to help these people, so you offer them your services as a healer and they jump at the chance.
[?] Not only is this working seemingly far beyond you, you start to feel as though you may be facing an illness that has its roots in magic.
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Flint [4] You apply your magic to see if the crystals 'feel' a certain way, in the earth, and to locate them if they are nearby. Either they are not nearby, or your magic is not up to the task of finding them.
[2-1] Repeated spellcasting tires you quickly, and your attempt to tunnel under the doorway with magic meets with failure.
Your elemental, doesn't have any abilities that may allow it to find these crystals. But it tries gamely to either batter through the door or dig under it. [?] To no avail. There is just no purchase to be had amongst the stonework, and blunt force seems to do very very little.
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Events in Near Proximity:
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Heavy storm clouds are visible in the south.
Room in the Tower is running out.