Prologue: The Journey to the North
Virgil shops around, looking for a place that sells light armour (4 armour points or less) while Roger sees if he can makes some contacts.
The towns along the road seem to sell a small amount of light armour with costs varying between suppliers. [10] The cheapest you were able to find was selling for 170C*, an outrageously inflated price. A little questioning reveals that a group of merchants have been buying up the stock of nearly every armourer in the region leaving only a few pieces here and there for others. [2] For all of Roger's experience, he fails to understand the customs of the land. Not only does he alienate many possible contacts throughout the journey, word of his reputation seem to reach towns before you even arrive. You don't even know what kind of rumours will be around by the time you get to Yaroslav.
During the journey, Donnchadh mainly sat in the caravan, reading some book about the specific places they were and occasionally picking up a few exotic-looking plants and stones. Maybe he even conversed with local mages or occultists to swap ideas. Perhaps the occultist they're travelling with.
[4] While you enjoy your books and are able to carry out a few conversations, the road you take seems to be oddly lacking in exotic minerals or plants.
Rupert merely contents himself with the ride, occasionally hunting bandits to slake his thirst.
[12] While the road is usually lacking in bandits, Rupert does catch a sheep-rustler out on his lonesome. You easily overpower him and return the sheep to their rightful owner, without anyone the wiser to your intervention. You store away some of his blood in a few bottles found with him.
Gained Bottle (Blood) x4
Ahhh, going around towns he will never visit again. Mardak liked that. He really did. For that he could do things that would have been ill-advised to do in a place where he was supposed to make a reputation...
Mardak and his followers will be ever-vigilant for possible victims. Some poor sod walking alone in the dark? Perfect! It would be a matter of silently applying the club to the head, and performing the enthralling process, while threatening the victim with the crossbow.
[6+2] While you personally are unable to find any possible candidates, your small army of thralls locates three souls. A heavily armed mercenary on patrol and two peasants out on a stroll. Unfortunately, your thralls lack any common sense and attack all three. While the peasants are incapacitated, they make far too much noise and you are unable to enthrall them before more townsmen arrive. Two of the thralls that attacked the mercenary have died although the survivors are able to incapacitate the man. After a short ritual, you induct him into your Herd of mortals.
You have lost two thralls [Peasant].
You have gained a thrall [Soldier].Francois explores the towns looking for interesting people. The kind of people will skills he could use. The kind of people who could do great things, but are trapped by their circumstance. Francois knows these people when he sees them. He approaches these people, if he were to find some, and offer them a place in his new haven.
While not in towns, Francois discusses with Donnchadh and Mardak many occult topics. Francois, who is not as educated on the Occult, hopes to learn something from these more magus types, but mostly just enjoys the stimulating conversation. [/b
[16] You find several people you believe you could use. A smith's apprentice, that seems far more skilled than the smith employing him; a former smuggler currently indebted to a town mayor and most interesting of all, a hedgewitch, a practitioner of weak hexes and boons. Self-taught, apparently. While all are willing to come with you, all would require 80C to begin their lives in the city.
Vayne will be visit the graves of each of the towns, as she finds herself comfortable listening to the voice of the dead. She use her minions and to help ambush a graves-keeper, kill him and take his soul. Then she will bring back an undead corpse to the best of her capabilities. If any time left she will attempt to befriend the lovely crows.((she'll come up with a name for it later.))
[19] The graveyards amongst the towns are like second-homes to Vayne. During the caravan's stops, she finds herself traveling the streets to where the graveyards should be and indeed, were. The dead were her favoured friends; people from every age and of every age, of many lives forever gone. She spoke with children and elders; men and women. Some were saints, others sinners. Whoever they had been in life, they were now buried in the dirt, regardless of their wealth or status.
Such discussions were of course interrupted by the local grave-keepers. After meeting Vayne and her servitors however, they were much less troublesome. True they were angry, but at least they couldn't do anything about it. While it is currently impossible to raise them, Vayne adds their corpses to her collection and stores their souls away for later use. She even finds a few extra phylacteries on the body of one of her victims.
Gained Corpses x3
Gained Souls x3
Gained Phylacteries (Empty) x2Currency: 500
Health: 20/20
Blood: 10/10
Armour: 3
Inventory:
Haven Marker [Use this to create a Haven]
Flamespear [1d6] [1d3 damage per round; lasts 3 rounds]
Reagents x3
Scrap
Iron Knife [stealth] [1d3]
Map
Hardened Leather Set [+3 Armour]
Currency: 500
Health: 20/20
Blood: 10/10
Inventory:
Court Clothing
Silverclaws [stealth] [1d3]
Phylactery (Empty) x3
Currency: 500
Health: 20/20
Blood: 10/10
Armour: 0
Inventory:
Haven Marker [Use this to create a Haven]
Wraithblade [1d3] [Captures soul on kill/Creates Wraith on kill]
Barrel (Blood) [Fills 10 Blood each]
Crossbow [1d12]
Bolt x30
Reagent
Great Club [2d10]
Jerky Strip x10
Currency: 500
Health: 20/20
Blood: 10/10
Armour: 8
Inventory:
Haven Marker [Use this to create a Haven]
Fey-Touched Blade [+1 round] [1d12]
Chainmail Set [+6 Armour]
Heater Shield [+2 Armour]
Bottle (Blood) x4 [Fills 1 Blood each]
Map
Currency: 500
Health: 20/20
Blood: 10/10
Armour: 0
Inventory:
Haven Marker [Use this to create a Haven]
Barrel (Blood) [Fills 10 Blood each]
Slumroot Extract x1
Iron Dagger [stealth] [1d3]
Crossbow [1d12]
Bolt x30
Map:
Throwing knives x2 [1d6]
Currency: 500
Health: 20/20
Blood: 10/10
Armour: 0
Inventory:
Haven Marker [Use this to create a Haven]
Reagents x2
Barrel (Blood) [Fills 10 Blood each]
Map
Phylactery (Empty) x1
Phylactery (Human) x3
Human Corpses x9
C= Currency
[Only players wit open-ended results need to post. Additional actions may be posted if desired.]