Day 15, Part 3
With a plan decided you send the three zombies to meet with this group of intruders head on while you split your skeletons into groups, and have them move around to the side in order to flank them. You archers do the same, and break into two groups to pin the three adventurers in-between their arrow fire. As your minions close in on these invaders the warrior quickly takes notice of the closing zombies, and before they can get in an attack the warrior's aura shifts from his body to condense on his greatsword causing it to grow a deep crimson.
With a shout he waves the blade towards your zombies, and a crimson energy blade launches itself from the greatsword before expanding to around seven foot in length. The crimson blade easily cuts two of your zombies in half before carving a chunk out of the third's torso. Somewhat disgruntled at this act you order the archers to open fire on the mage, and a torrent of arrows begins to fly at the expressionless figure though the effect is quite different than what you expected. While a few of the arrows do manage to harm him there are some that shatter as the mage's robe suddenly becomes rigid to stop them from harming its wearer.
The battle underway, your skeletal warriors pour in from either side. Four of them join Captain Bones in pinning down the warrior while the last one breaks off to attack the seemingly defenseless thief, but just before the spear can connect the thief disappears before appearing again behind the now wide open skeleton. With a roar the thief stabs his knives into the skeleton's neck sending his skull crashing to the ground along with the rest of the now motionless corpse.
As another volley of arrows impacts against the mage he suddenly lurches into action, and begins to spin his staff in front of him with a somewhat strange speed. With every turn a dark red outline begins to condense until finally a circle appears before the mage which begins to fill in with ancient runes just as a similar circle appears over one group of your archers. Before you can order them to retreat numerous fireballs begin to rain down from the floating magic circle destroying three of your bow wielding skeletons in an instant.
Seeing the threat the mage holds you order two skeletons to break away from the warrior, and deal with the mage before sending the bats swooping down from the skies to keep the poor fool busy. In moments the mage in overwhelmed by the new arrivals, and falls to the ground covered in arrows and spear wounds. It's at this moment that your attention is pulled elsewhere as you sense a great danger to your Captain Bones.
Watching the warrior's fight you notice him chop the last of your zombies in half as a layer of crimson armor forms around his body to deflect the blows of the skeletons gathered around him. Smirking the mysterious fighter jumps back as the crimson armor disperses to reform the crimson light on his sword. With a roar he slashes forward, and another blade of energy begins to strike towards the Captain Bones and his two guards. Sensing the danger the Captain had broken into a run as the other two stood their lifelessly.
You watch somewhat amazed as the Captain Bones leaps over the crimson blade and then rolls forward to jam a blade through the warrior's chest while the former guards are chopped in half by the energy blade. Coughing the aura clad warrior attempts to grasp for his would-be killers throat, but falls limp as an arrow penetrates his head.
By the time the warrior is dead the battle has ended, the thief had managed to kill one of the bats and attempted to flee only to be turned into a pin cushion by your archers. At this moment you sense a change in several of the surviving skeletons, the three bow users who had killed the adventurers to be precise. Turning your attention to them you find they've changed completely, their bones have turned a pure white and grown thicker, and you notice their stance while wielding the bow has shifted to seem more ... experienced almost.
Skeleton has evolved into Skeleton Archer.Skeleton has evolved into Skeleton Archer.Skeleton has evolved into Skeleton Archer.One giant bat, three skeletons, and three zombies were slain.Three skeletons, and their equipment were burnt out of existence.Three adventurers were successfully slain.Requirements Met, Skeleton has Evolved: Undead Minions II unlocked.Requirements Met, a Thief was slain: Trap Creation I unlocked.Requirements Met, a Thief and Mage were slain: Magic Trap Creation I unlocked.Requirements Met, an adventurer party was seen and Item Analysis I owned: Basic Creature Analysis unlocked.Requirements Met, a Mage was slain and you are capable of creating undead minions: Undead Spell-casters.Requirements Met, possess Surpass Death: Second Seed unlocked.Requirements Met, possess Surpass Death: Hymn of the Banshee Unlocked.Requirements Met, GM was amused by the Batroom: Batroom Bears ... is that a Bat? unlocked.Requirements Met, seen magic performed by a being: Dungeon Magic unlocked.Dungeon Heart Powers:
Hymn of the Banshee - Your Heart grows more powerful still, and from it you begin to sense that it has the power to reach beyond to the realm of the dead. However slight this new found strength is you can wield it to call forth the screams, and pained cries of from the realm of dead to the living world.
Cost: 50 Experience
Second Seed - Something within your Heart changes, and you feel it becoming more complete as a second seed of power comes into existence.
Cost: 25 Experience
Dungeon Powers:
Creature Analysis I - From your recent experiences you've managed to unlock some of your hidden Dungeon knowledge, and have learned to see some of the information of those who are within your Domain.
Cost: 10 Experience
Beginner Dungeon Magic - After seeing magic performed within your domain you have come to realize that Dungeons themselves are capable to use magic. Most importantly though Dungeons have their own type of magic that is usable only by them, and you've learned to use it.
Cost: 25 Experience
Dungeon Skills:
Dungeon Point Generation III - Using accumulated knowledge, and power you've managed to further connect to the world around you to gather the latent mana into your being.
Cost: 30 Experience
Trap Creation I - You have managed to learn some of a Dungeon's supposedly innate knowledge on the creation of fitting traps. While these traps might be basic they are more than enough to make your danger far more dangerous to invaders.
Cost: 10 Experience
Magic Trap Creation I - Your recent insights have revealed that traps don't simply have to be of mechanical origin, but can also be purely magic. With that in mind you've managed to learn some basic magic based traps to arm your Domain with.
Cost: 25 Experience
Undead Minions II - Your knowledge on the creation of minions related to Necromancy, and Undeath has grown to encompass beings surpassing anything you've created so far.
Cost: 25 Experience
Undead Spell-casters - After your minions slayed a magic user you've come to understand how to create undead beings capable of using magic, and can now mold vessels who can generate their own pool of mana.
Cost: 20 Experience
Batroom Bears ... is that a Bat? -The creation of the Batroom has gained you some insight into the creation of a rather curious being.
Cost: 25 Experience
Greatsword [Damage 5, Two-Handed]
Twin Daggers [Damage 3, Quick Attack]
Fire Staff [+1 to damage, and +1 to accuracy when firing off fire type spells.]
Enchanted Robe [
]
1 Lesser Health Potion [Heals 5 Health]
3x Short Spears [Damage 2, Reach]
4x Leather Armor [Armor Rating 1]
3x Rotting Buckler [Block Rating 10%]
Dungeon Rank: 1Dungeon Type: Catacombs
Experience: 90 (+25 XP from Warrior, +25 XP from Thief, +25 XP from Mage)
Dungeon Points: 175 DP (+50 DP from Warrior, +50 DP from Thief, +75 DP from Mage)
Dungeon Heart:Incomplete Lich King's Vessel -
SafeDungeon Powers:Defy Death - When one of your minions fall you may use the power of the goblet to bring it back from death though currently this power can only be used once per day.
Surpass Death - With your Heart's growth in power it has begun to regain some of its former powers, and now the Lich King's vessel is capable of planting a seed of its glory in one of your minions. When the seed is granted to a minion if they would've died they are instead healed completely and continue to fight long after their death was supposed to occur.
First Seed of Power - After acquiring Surpass Death a small seed of dark energies has become able to form inside of the incomplete Lich King's Vessel. This Seed of Power contains endless possibilities.
Dungeon Skills:Dungeon Point Generation II - Using your accumulated power you increase your connection to the world's mana flow increasing your daily Dungeon Point Generation by 10.
Undead Minions I - Some of the innate knowledge of Dungeons has been imparted onto you revealing the method to create undead minions of a new, and more powerful tier to you.
Item Analysis - One of the lower tiers of a Dungeon's Innate Powers this allows you identify items, and gain some information on their stats though items of superior craftsmanship will surpass your ability to identify.
Dungeon Creation - You have obtained the knowledge of how to further develop your domain, expanding it down into the depths of the earth, or up into the reaches of of the sky as you please. Floor by floor, and room by room you can give birth to a vast labyrinth.
Graveyard AreaOutside (Leads into the Mausoleum)
Giant Bat
Captain Bones [
Iron Sword,
Kite Shield,
Leather Armor, Inspiring]
Skeleton [
Short Spear, Rotting Buckler,
Leather Armor]
Skeleton [
Short Spear, Rotting Buckler,
Leather Armor]
3x Skeleton Archers [Bone Shortbows,
Skilled Archers]
Skeleton [Bone Shortbow]
Mausoleum (Leads Outside or Down to B1 Entrance Hall)
No one.
Floor B1Entrance Hall (Leads up to Mausoleum, and to Hallway 1)
No one.
Hallway 1 (Leads to Entrance Hall, and the Batroom)
No one.
The Batroom (Leads to Hallway 1, and Hallway 2)
6 Giant Bats
Hallway 2No one.
Heart Chamber (Leads to Hallway 2)
No one.
Create another Floor - Using your accumulated power you add another floor to your Domain expanding it down to make it harder to reach your precious Heart.
Cost: 75 DP
Add a Room - With some work you expand one of your floors by adding a room, and connecting it to other chambers.
Cost: 15 DP [
Small Room], 30 DP [
Medium Room], 45 DP [
Large Room]
Add a Hallway - You use your power to carve out a hallway between rooms instead of creating directly adjacent connections.
Cost: 5 DP [
Small Hallway], 10 DP [
Medium Hallway], 15 DP [
Large Hallway]
Minions:
Skeleton - The weakest of minions available to you, they are the remnants of human corpses raised to protect you from those who would seek to steal away your Heart. Though they are weak they hold great potential for advancement.
Cost: 5 DP
Captain Bones - A skeleton whose purpose is to lead, and coordinate other skeletons in battle. They're about as competent in battle as any other skeleton, but their presence and the deathly aura they give off makes other nearby skeletons more efficient at killing their foes.
Cost: 15 DP
Zombie - Much more robust than skeletons your zombies, but somewhat slower and less agile these zombies are useful for taking a few hits while your stronger minions take care of any real threats. Can only equip armor.
Cost: 5 DP
Giant Bat - A small, and unassuming bat. Not the most powerful of creatures that might one day serve you, but given the chance they can prove just as lethal as any old bag of bones you bring forth from the ground.
Cost: 10 DP
Items:
Rusty Sword - Its an old, rusty sword. What did you expect? [Damage 2]
Cost: 5 DP
Bone Shortbow - A weapon carved from the bones of some animal with its bowstring made from its sinew. A powerful if somewhat unimpressive looking weapon. [Damage 2, Medium Range, Shortbow]
Cost: 10 DP
Rotting Buckler - This shield is about as old as the corpses you summon to guard yourself, while not the most reliable thing it is better than nothing. [Block: 10%]
Cost: 5 DP
Traps:
None?
GM Note: I had some friends of mine control the Adventurer party, so you can think them for both the points, and your losses. Well them, and a hefty amount of bad luck in your opening ambush.
Also sorry for the time it took to make the turn, but I did have to write up a lot of stuff for this turn along with doing a bit of work in advanced for coming turns.