Chapter 3: The Blood Tide.
Part Twenty Four: TIMBER!
Players:
Jerik 'Corvus' Alquiar(OREOSOME)]Magic Level: 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:
Iron Wrapped, Enchanted Staff(+1 on spell rolls)
Hefty Axe
Well Made Spiked Round Shield.
Light Armor
Helfd(Ghazkull)]Magic Level: Adept (35% 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
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 (90% to Adept)
Known Spheres: Death
Known Elements: Void
Wounds/Effects:
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)
Voidbringer (+1 to Void Magic rolls)
Possessions:
Plain Short Sword
Carved Gemstone
1 Loot Token
Magic Level: Adept (45% to Initiate)
Known Spheres: Death
Known Elements: Blood
Skills/Bonuses:
Bloodcaller (+1 to Blood Magic rolls.)
Cryptologist (+1 to All Deciphering rolls)
Beast Hunter: You are better at tracking, and killing beasts of all natures.
Wounds/Effects:
Missing Eye (Less perceptive overall)
Broken Arm (-1 Spellcasting)
Possessions:
Enchanted Staff(+1 on spell rolls)
Unknown Blade (Effects unknown)
Carved Gemstone
Magic Level: Apprentice (75% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Wounds/Effects:
Items:
2x Loot Tokens
Sturdy Wooden Shield
Battered Mace
Archery Gear
Light Armor
Magic Level: Adept
Known Spheres: Death
Known Elements: Blood
Wounds/Effects:
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.
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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 is a looted husk of a town.
Vis Valdi is a looted husk of a town.
The Tower, has been destroyed.
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Note, all resources/items are placed in the Tower Stocks unless declared otherwise.
Undead:
5 Ghouls (Sholan)
46 Zombies (Sholan)
1 Stone Warhorse (Flint)
1 Iron Golem (Small, Semi-pure) (Patrizio)
13 Zombies (Roland)
18 Zombies (Jim)
9 Ghouls (Jim)
13 Ghouls (Mine)(Guarding Mine)
1 Zombie Salamander (Mine)(Guarding Mine)
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Living:
20 Enslaved Humans (Mine, Laboring)
Level 1 Mine (20/20 laborers)(Provides resources: Ore, Stone, +5 supplies/turn) Stocks: 10 Supplies
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Events:
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Patrizio, Sholan, Roland, Detani, JimDetani leads the next looting of the town, reducing Norvak to a looted husk. A further 70 supplies are found, bringing the total carried by the army to 160.
Patrizio bends his magic once more to create watching spells within the earth, that will alert him to any trespass within the town. [4+2] The spell goes off without any problems. A thin web of magic sits in the earth of the town, and is connected to your awareness.
Sholan, all you can tell about the book is that it is well made, banded in iron, and incredibly plain.
Jim, Roland and Sholan work together to perform a mass raising of the remaining corpses. [?,?,?] The process is unfamiliar to you all, and you muddle forward without a clear understanding of the forces involved. In some ways your attempts harmonize, in other ways there is discord. There is merit to this idea, you all can tell that, but in practice you will need either greater power, or at least some understanding of how to merge your power.
As it stands, a further 47 Zombies are raised, between the three of you. There are still many corpses remaining within the town, and on the battlefield.
+19 Zombies (Sholan)
+13 Zombies (Roland)
+15 Zombies (Jim)
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Jerik, Flint, Helfd[5+1] The magic goes off without a hitch, and Jerik has healed Flint's broken bones. Flint is momentarily quite appreciative, then heads off.
Flint steps outside the tower, and bends his magic towards raising up more stone golems. [6+1, 6, 1] The magic gets away from him, latching onto the nearest source of abundant stone. The Tower. Again.
You try to rein in your magic to no avail, you watch in horror as a pair of stone golems step out from the wall of the Tower and start walking towards you. The Tower, weakened by time and previous acts slumps precariously within seconds, then begins to topple towards you.
[Reaction Roll: 16]You run. What else can you do? You flee outright into the forest as the Tower crashes to earth with a thunderous boom. You look back and see only rubble and ruin. The tower's fall has destroyed everything nearby. Your golems were even caught in the crash, making this a complete waste.
Nothing moves. Nothing stirs within the cloud of dust that billowed forth from the pile of rubble.
--
Jerik, After fixing up Flint's broken bones you head into the store rooms to raise up more skeletons. [Reaction Roll: 8] You hear some noises and it disrupts your spellcasting enough that you head out to find its source. Thus you are in the hallways about to leave the Tower when it starts to crack and shake.
[Survival Roll, 7-2] Falling rocks obscure the exit. Alhough you attempt to flee downwards, to take refuge in the catacombs you are not quick enough, your reactions are not speedy enough. A large piece of load bearing timber slams into your back, knocking you down and out. Mercifully you are unconscious when a chunk of falling rock ends your life. This is where your story ends, Jerik
--
Helfd, you resume work on your ritual, working in close concert with the minions. [Reaction Roll: 3] You do not even have warning of the tower's collapse until the floor buckles and the roof starts caving in. [Survival Roll: 5-5] Precious seconds dwindle as you try to get out of the tower. Had you earth magic it would be far easier to escape. And that is the last thought that runs through your head before the collapse of the tower is responsible for your death. This is where your story ends, Helfd.
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Events in Near Proximity:
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Summer begins to bloom across the local area.
Further Catacomb exploration is Dangerous.
Note, There is now a map in the OP.
The Tower is no more, it has been sundered by the Earth Magic, and general carelessness of Flint. All within is lost.
Please Note: Additional Players may not enter until the Cabal once more has a base of operations. Constructing a Base will cost ~200 Supplies. And time.