Chapter 3: The Blood Tide.
Part Twelve: Different Factions
Players:
Magic Level: Adept (20% to Initiate)
Known Spheres: Death
Known Elements: Bone, 45% to Blood
Wounds/Effects:
Missing Eye (Less perceptive overall)
Skills/Bonuses:
Bonespeaker: +1 to Bone Magic rolls.
Scavenger : +1 to Graverobbing/looting catacombs.
Self Directed Learner(Elements): +1 to learning elements alone
Possessions:
Old Black Steel Blade.
Magic Level: Apprentice (60% to Adept)
Known Spheres: Death
Known Elements: Blood
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:
Hefty Axe
Well Made Spiked Round Shield.
Magic Level: Adept (10% 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.
Battle Command (Forces under your command are more effective)
Possessions:
Mail Shirt.
Magic Level: Adept (20% to Initiate)
Known Spheres: Death
Known Elements: Earth
Wounds/Effects:
Skills/Bonuses:
Bookworm (+1 Research rolls)
Earthshaper (+1 Earth Magic Rolls)
Possessions:
2 Loot Tokens
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 (40% to Adept)
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)
Combat Mage (+1 to magic rolls in a pitched fight)
Possessions:
Plain Short Sword
Carved Gemstone
1 Loot Token
Magic Level: Adept (25% 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 (25% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Broken Ribs.
Items:
2x Loot Tokens
Sturdy Wooden Shield
Battered Mace
Magic Level: Apprentice (60% to Adept)
Known Spheres: Death
Known Elements: Blood
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.)
Items:
None.
[/spoiler]
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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 with an unknown population. It seems to be primarily focused on cattle. It is defended by a small fort garrisoned by veterans of the King's Army. It is affiliated with Welnshire.
Confirmed as having the Plague.
Vis Valdi is a looted husk of a town.
The Tower, is ramshackle and old. It possesses few amenities currently. Your best guess is its still an unknown location.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Rooms: Catacombs, Living Quarters, Advanced Storage Vaults, Basic Forge, Crude Altar. Detani's 'Office'.
Crude Stone Map
Exterior:
Crude Slave Pens (12/40 Slaves contained)
Defenses: Wooden Palisade, Wooden Gate.
1 Barrels of Blood
1 Tainted barrel of blood.
46 corpses (human)(Rotting)
1 Corpses (Giant salamander)
1 Loot Token
4 Supplies
Undead:
1 Bone Golem (small) (Helfd)
1 Gravehaunt (Helfd)
14 Skeletal Minions (Human)(Unarmed) (Jerik)
13 Ghouls (Roland)
4 Zombies (Roland)
26 Ghouls (Sholan)
20 Festering Zombies (Sholan)
1 Zombie Salamander (Sholan)
33 Zombies (Tower)
10 Zombies (Tower Exterior, Guarding Slave Pens)
2 Stone Golems (Small) (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
10 Zombies (Patrizio)
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Living:
3 Dark Minions (Magical; Spark)(Tower)
12 Enslaved Humans (Tower, Penned)
12 Enslaved Humans (Mine, Laboring)
Level 1 Mine (12/20 laborers)(Provides resources: Ore, Stone) Stocks: 0 Supplies
The Tower.
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Events:
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Roland, Patrizio The two of you, and your accompanying forces herd half of the slaves to the mines. You task your new slaves with mining, and before long the mine is filled with the sounds of labor. You surmise that while the trickle of resources will not be much, it is a start.
(-10 Supplies, New Holding! Level 1 Mine: 12/20 Laborers, +3 Supplies/Turn)
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Flint [5-3] The town has been picked over rather well by the forces of the Cabal. You find no wagons, no metal. Nothing but the remains of the village, and the dozens of bodies your fellows left behind.
[3+1-2=2] Your attempt to summon forth a stone warhorse fails when a sharp piercing pain erupts in your chest. You spend the next few hours curled up and gasping for breath.
The pain does not subside easily, you take shelter in the ruins of Vis Valdi for now.
(You took ...5 actions. Searching the town, summoning, travel, more magic, and then exploratory travel. Dont do that again. Not that the stabbing pain is related, I just want you to note that there is a 2 action limit)
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Sholan[5+3] You easily raise a new zombified salamander. It does little to alleviate the hole in your heart that Sally left.
Your dark minions seem to have been practicing with their assigned zombies. One seems on the cusp of improvement, the others seem to be plodding forward slowly. None of them can think of anything they might need right this moment.
The zombies return with 4 Supplies.
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Jerik[8 + 4] You wrangle up some of the remaining zombies, and the slaves. Carting supplies outside you begin construction of the Slave Pens just adjacent to the tower, still within the Palisade constructed earlier. The building quickly takes shape under your guidance and before long you have constructed Crude Slave Pens. They aren't very good, but at least they'll keep the Cabal's new slaves contained. You post a few zombies to guard the pens anyways. Just in case.
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Helfd[10]The forest air is crisp and clean. A light breeze fills the air as you stalk determinedly through the forest. With no real information as to the whereabouts of this wizard you decide to start your search at Suomi. He has to be somewhere near here, if the residents of Suomi knew of him. You scour the nearby forest for signs of some sort and luck is with you. You find a well worn but very well hidden path that has been traveled by only one person recently. This may be what you're looking for. But the trail is long and has many offshoots you must check. It will take more time to fully check out this lead.
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Detani, JimDetani departs from the inn, taking to the streets to find some answers. Answers which are not forthcoming. Barely anyone is out on the street, those who are seem incredibly fearful and take a lot of time moving cautiously through the streets to avoid the many dead. Until they see you coming at which point they bolt and scurry back to whatever holes they crawled out of. There are a few apothecaries, or herbalists, you can tell since those buildings have been ransacked heavily.
You return to the inn, and there is a chill in the air here. Something feels amiss.
Jim, you get some help moving the live body downstairs. Several of the other people are very enthusiastic about your success, even though someone had to die to save that person.
[3] Everyone is quite congratulatory. They seem at least somewhat accepting of your need for the bodies of the dead, and several of them head out to collect dead bodies. Someone presses a mug of something warm into your hand. It smells of apples and you smile and take a drink.
Too late the spirit voices that accompany you cry out a warning. Your last sight before you slip into blackness is of that healthy looking fellow holding a frilly handkerchief to his mouth.
You awaken to find the inn full of the cold lifeless bodies of nearly everyone who joined you to seek a cure. Two are missing. The man you cured, and the healthy looking man.
Sitting up your head swims. Taking a moment to steady yourself you see that someone scrawled a message in blood on the wall opposite you. It reads quite simply "Do Not Interfere."
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Events in Near Proximity:
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Spring is well entrenched, the bitter cold of winter has been well forgotten now.
Further Catacomb exploration is Dangerous.
Please note, any troops that are tagged as with you, follow you until you say otherwise. This may impact things you attempt to do say, stealthily.
Additionally, supplies are generated at whatever Holding, and must then be transferred to the Holding you wish to do the construction at.