Chapter 3: The Blood Tide.
Part Twenty Five: Homeless Mages
Players:
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
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
Iron Banded, Locked Book.
Magic Level: Apprentice (75% to Adept)
Known Spheres: Death
Known Elements: Earth
Skills/Bonuses:
Earthshaper (+1 Earth Magic Rolls)
Siege Mage (Your magic is excellent for destroying structures.)
Wounds/Effects:
Items:
3x 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)
28 Zombies (Roland)
30 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: 15 Supplies
Unknown Ritual? : 2%
Mass Raise: Blood: Zombies: 1%
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Events:
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Roland, Jim[4,6], [?,?,?] Together the two of you repeat the magic you tried before. Focusing intently on the weaving of magic, you find yourselves making small amounts of progress. It will be a long and tedious road, but in time you will be able to perform mass raising rituals. You have begun understanding the secrets of this particular ritual.
But for now, your magics do not mesh properly, and you only manage to raise corpses alone.
+12 Zombies (Jim)
+15 Zombies (Roland)
Patrizio, Sholan, Detani The three of you head back towards the tower, following the winding road towards Suomi. The journey is uneventful.
Sholan, your attempts to study the book are stymied by the lock. Unless you can get through it, the book shall remain a mystery.
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Flint [5+1] You bend your magic towards the task of clearing the rubble. It takes time, but you were very successful this time. You managed to recover 110 Supplies from the tower ruins. Also you recovered both Jerik and Helfd's corpses. Also one loot token.
Your continued practice, and apparent hatred for buildings (Even if it is only accidental) has given you new insights into your magic. You feel you are now far more dangerous towards buildings in general.
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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.
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.