Chapter 2: Black Season.
Part Seventeen: Mass Grave
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)
Absorbing Armor (-1 To enemy spellcasting, if targeting you)
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: Wooden Palisade, Gate.
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, Flint[6, 1+1] The two of you, aided by ghouls are more than able to finish the palisade in short order. Jerik even goes above and beyond, marshalling the ghouls into building a reasonable gate that he leaves open, knowing that there are several of his fellow necromancers out and about. Unfortunately this means that Jerik's focus is on the gate, leaving him no time to work on his blood magic.
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Helfd[2,2] You spend a few days at this ... shrine? But nothing happens. No one comes, and you are not disturbed in the slightest. Figuring there isnt much that you can do you attempt to head off towards the other nearby location noted on the map and arrive there rather quickly, finding Patrizio and Roland working magic to discover the secrets of what looks like a featureless patch of forest.
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Patrizio, Roland[3+3,1] Earth and Blood magic are employed in an attempt to divine the purpose of this place. While Roland's spells fizzle and fail, Patrizio's succeed in determining that this area is riddled with mine shafts. Mine shafts that may still bear ore. There is also ancient evidence of what could have been a settlement.
And in the deeps, a flicker of magical energy you have felt before Patrizio.
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Detani, Jim[1,4] The two of you meander around the town, escorted by the few zombies you have. You explore the town but find very little. It has been abandoned, and a thick blanket of snow covers much of it. Detani's efforts at searching are fruitless, but Jim under the guidance of the spirits locates the mass grave dug by the townsfolk, after their ill-fated attack on the tower. There are dozens of bodies within, well preserved by the cold and snow.
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SholanYou fill up on water,and head off. The wildmen do not interfere with your passage any further. The journey is arduous and long, but eventually your boot strikes stone, and then stone again. Clearing away the snow you find that there is an ancient well crafted road here, sloping gradually downwards. Yes, there and there you can see old walls, the outline of old buildings. You shiver as a chill wind blows from the east.
In the distance, milling about this place, you see several skeletons, they seem to be walking in patterns. They are armed.
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Events in Near Proximity:
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A heavy snowfall has started around the Tower, shelter is advised.
Room in the Tower is running out.