You give the spy Creahorn a choice, between having his inner truths altered to make him a double agent for the rebels, or face interrogation and then death. He didn’t take too long to decide.
Creahorn’s values certainly are pliable ones. In this case you don’t need to add values, such as they were. Instead, you strengthen his loyalty to the General, which had almost withered away, taking away his over-indulged self interest. By the time you are finished with, you glean the Baron’s plan.
By suborning the rebel’s outrider commander, the Baron was planning on marching his army undetected and smashing the rebel encampment by surprise next month. Creahorn would keep the Baron updated on the rebel’s movements, and try to kidnap or kill the Red Fox before the attack.
Now, however, you can choose to delay the attack, or guide the enemy forces into an ambush.
Lianna is waiting for you on your return, lounging causally by a fire blazing a merry purple. She raises a mug in acknowledgement.
“Welcome back, Magnimian! How fared your travels?”
You plop on the ground beside her. “Well, I think the surrounding villages have a favorable view of me now, I think I have a lot more skeleton laborers to raise for them. I have a village of smiths willing to work for me, blessed with the knowledge to work metal. Oh, and I recruited a rebel army and swore to wage war against the Aenian Empire.”
Lianna whistles in appreciation and drains her mug, and fills it back up from a flask in her robes.
“I made some progress on my end. I found a few girls who are in need of training, and a couple matrons who are in need of a coven. A little more convincing and I should be able to bring them here to meet you. Though it would be nice if you… cleaned the place up a bit.” She gestures at your rundown tower.
You chuckle, “Its perfectly suited for a Lich King of my status. I’ll see what I can do, but I have a busy month ahead of me.”
And now Lianna frowns, “That reminds me, we have witch hunters and paladins starting to trickle in. Right now they haven’t gone far from the towns, but they will be looking for you.”
You shrug. Let them come.
Results from Last Turn
-Smooth Things Over: Villages are happy now. As long as you promise prosperity and don’t bring too much misfortune and attention down, they won’t turn on you.
-Worker Retraining, Smithing: Through revelations of how to best melt down and then work metal, you have vastly accelerated their progress. While not forging masterworks yet, they are vary capable of making arms and armor given the right material.You figure your Investment will support around 10X as many smiths than the 80 you currently have.
-Lianna starts Recruiting a Coven: She has done some recruiting work, and found several potential new witches, and some veterans in need of a new coven. She will start bringing them by the tower next, and begin developing the coven structure.
-Reach Out to Rebels with Meaning: Alliance formed with the main rebel group, lead by the Red Fox.
Dominion Available: 2
-1 Dominion Invested in Undead Laberors of Saunder’s Vale
-1 Dominion Invested in Smiths (80/1000 recruited)
Influence 2/3
-1 Influence in keeping the Friar honest.
-1 Influence invested in double agent of the Baron.
Gain 2 Experience. Current Value: 5
Gain 1 Dominion. Current Value: 2 (Does not include individual Voter- write up dominion gains.)
Next Level (3) Requires: 6 Experience and 4 Dominion spent. (Current Spent Dominion: 2)
(Advancing down the path to Lich-Godhood requires not only experience, but exercise of power and will. )TURN THREE: Year 1433 of the Aenian Calendar: Month 3
Name: Magnimian the Unholy
Level: 2
Appearance: Pale cold flesh, blood but does not circulate.
Resources
Effort: 4/4(Example 2/2 if you are not using any, ½ if you are currently spending 1 Effort)
Influence: 2/3
Dominion: 2
Wealth:4
Attributes
Attribute: Score/+Modifier/Check
Strength:15/ +1/ 6
Dexterity:16/ +2/ 5
Constitution:16/ +2/ 5
Wisdom:16/ +2/ 5
Intelligence:15/ +1/ 6
Charisma:16/ +2/ 5
(Lich King boosts Constitution to 16)
(Truth boosts Wisdom to 16)
Saving Throws
Hardiness:15-3=12
Evasion:15-3=12
Spirit:15-3=12
Hit Points: 15/15
Attack bonus: +4
Armor:Robes (Natural AC of 3-2=1
Weapons:1d10
Facts
-You are a Lich King in Truth.
-You have Seen the Truth and it is broken.
Words:
-Lich King( Natural AC of 3, no need for food/sleep/breath, Constitution Boost)
-Truth (Gain Truthsense, always believed to be telling the truth, Wisdom Boost)
-Underworld (Gain Spaitial awareness, no need for air/food/water, invulnerable defense against harm from stone, earth, or environmental hazards underground.)
Greater Gifts:
A Heart Apart: You possess a phylactery, excised heart, or other locus for your life, one which can be destroyed by ordinary violence. Unless this phylactery is destroyed, you cannot be permanently killed, and will regenerate from death in 24 hours from your largest remaining fragment. If the phylactery is destroyed, you can remake it, but it will not become effective for six months. You are instantly aware of any destruction of your phylactery, and while you can hide it or guard it, you cannot enchant it specifically to be protected from harm.
Lesser Gifts:
-Ageless Erudition:
Commit Effort for the scene to know any fact or piece of knowledge, or pass an intellectual attribute check, that a ingenius mortal sage could conceivably do or know.
-Dread Lord
Lesser foe undead in your presence are absolutely obedient to your commands and cannot intentionally harm you. Commands you give them will be obeyed with human intelligence and necro-suicidal devotion until they are out of your presence for at least 24 hours, after which they revert to their usual behaviors. You may attempt to likewise enslave an undead worthy foe as an Action, but the target gets a save versus Spirit to become immune to the gift for the scene.
-Borer Beneath:
You can pass through unworked stone or earth as if it were empty space. If you wish, you leave behind a self-supporting tunnel with a diameter slightly wider than you are tall; as an Instant action, you can withdraw your support of any such tunnel you have made and let the natural environment collapse it.
-Treasures of the Earth
Commit Effort to intuitively sense the location of any metals, gemstones, water, or other substances found below the earth within a radius of 100 feet per character level. You can conjure up to your character level in Wealth points of these things each day. These Wealth points
are not considered natural for purposes of fueling theotechnology or
other magics. Water or other non-precious substances are limited to
a ten-foot cube per level per day.
-Fist of the Grave
Your unholy, eldritch power grants you a 1d10 magical attack with a 200 foot range. On a successful hit, you may Commit Effort for the scene as an Instant action to gain twice the attack's damage as hit points of personal healing, up to your usual hit point maximum.
-Illimitable Darkness:
Commit Effort for the scene to utterly darken all non-divine lights within one hundred feet per character level for the rest of the scene, creating a zone of perfect blackness. Fires still burn, but they emit absolutely no light, and no new illumination can be created while this gift holds. This radius of darkness moves with you. Worthy foes can save versus Spirit to intentionally create light, but only they can see the light they create. Blind creatures are usually unable to use ranged attacks and roll melee attacks twice, taking the worse hit roll.
You have Actions equal to your Influence, which is currently
3, and then
1 Adventure Action, which you can use to go on quests or pursue your own goals. You can also hire advisors who can take additional actions per their category.
Cult: Well it's not so much dead, as it hasn’t really started yet.-No Cult leader
-Got To Start Somewhere: Spend some time thinking and writing down what you want your cult to be. Maybe you just want an easy going cult that is very chill and all about personal development, or maybe you want something a little more demanding, make them really earn their place by your side! Either way it's better to start now. 1 Action
Diplomacy: Getting rather popular around town, you have to say. -No Councilor
- Send a letter to the Necromancer’s Guild: Well, you have to announce and register yourself eventually. They are not huge fans of Liches, but you may get some interest from them. 1 Action
-Talk of Farrow Town: As the closest town, this will be the host of many merchants looking for deals, and many holy parties looking to end you. It might be good to build some descrete contacts here. 1 Action.
Military: Well, you may eventually raise a tireless legion of undead, but for now you have a tired band of rebels. -General Red Fox, skilled in unconventional warfare and a hatred for elves. +1 Military Action (indicate which they are assigned to.)
-Raise Skeleton Regiment: They aren’t much, just moldy skeletons dredged from the lake and armed with whatever junk you had lying around. But they will have to do! Raise 1,000 skeletons to start your military! 1 Action, 1 Dominion/Influence
-Raise Skeleton Army: Begin your horde! It might take awhile to gather all the corpses, but you can already raise a concerning amount of skeletons! They may be as capable as an average peasant, but quantity is a quality all of its own. Raise up to 100,000 skeletons, and will raise more as you acquire more. 1 Action, 2 Dominion/Influence
-Raise Elite Skeleton Guard: Sometimes you actually do need quality. Raise and equip an honor guard of Skeleton warriors, garbed in the finest funerary gear of a dozen cultures. 1000 elite warrior undead. 1 Action, 2 Dominion/Influence
-Move the Rebels into a nice Cave (Glass Opportunity). 1 Action, (1-1=0) Dominion Cost
-Send Army against Baron: The baron is encroaching on your territory, send your forces to deal with them.
-Training your Rebels: With access to more resources, the Red Fox is confident he can get his forces into better shape. 1 Action.
-Pathfinders. Train a specialized group adept at guerrilla warfare, ambushes, and scouting.(Elite variant for 1 Dominion.)
-Vanguard. Suit them up in heavy armor and weapons, and they will take the fight to anyone. (Elite variant for 1 Domion.)
-Recruit more Rebels. Find the disaffected and oppressed and raise them up. 1 Action
Economy: The sinews of war is coin, which is good because your skeletons lack the regular kind.-No steward
-And They Call it a Mine: Using your Underworld gifts, locate and build a mine nearby. Will attract economic interest. Staff will primarily be undead laborers you scrounge up, but eventually humans can come and work as overseers. Lich King’s choice on what it is mining. 1 Action, 1 Dominion/Influence (will need to keep maintaining influence lest the mine dry up.)
-2 Dominion: Filled with a wide variety of raw ores and gemstones. Alternatively, an incredible rich vein of one type of ore or gemstone.
-The Lich King’s Road: Begin building a safe trade route to your tower. Patrolled by your military and occasionally you, this will make coming to your Tower much easier. 1 Action, 1 Dominion/Influence
-The Finest Forges: Build either a network of forges or a great forge at your tower, to equip your armies with the best mundane equipment you can make. 1 Action. 2 Dominion (scale 2, plausible 1)
-Laboring Bones Plus: Provide several villages with laboring skeletons to work their fields, and in return retrain the farmers into differently skilled laborers. They will probably be willing to wait for a few months before expecting any progress though. 1 Action, 1 Dominion to increase the scope of the Saunder's Vale working.
Defenses/Construction: Well hopefully we will have some laborers to help build these. Your back isn't made for work like this. -No Guardian.
-Build a Wall:Build a defensive wall around your tower and settlement. Can either be made to focus on fortifying further, or improving your grandeur. 1 Action, 1 Dominion.
-Tower Stage One: Your Tower is a bit of a wreck. Improve the outer appearence, and begin excavating down (A lord of the Underground is of course going to have an underground Tower!) Choose a focus of either defense or grandeur. 1Action, 1 Dominion.
-Improve Defenses of your Phylactery. Use your cunning and powers to hide it far underground, surrounded by all the devious traps and defenses you can muster. 1 Action/ 1 Dominion/Influence
Magic Reliant on the living for now, maybe you could see about raising up some undead sorcerers or something someday.-Lead by Lianna (1 additional Magic Action, indicate which they are assigned to.)
-Build a Witching Facility: Full of tools and cauldrons, and quiet nooks for research and casting spells. 1 Action and 1 Dominion/Influence, or 3 wealth.
-Recruit a Coven: Search and recruit witches and those with the potential to be witches. 2/3 Actions to complete (cost can be spread over multiple turns)
-Become a Patron. Lianna thinks that you can become a source of power that witches and other magic users can call upon. 3 actions, 4 Dominion (action cost can be spread over multiple turns.)
Special/Quests:
-Explore the Complex at the bottom of the Lake. Probably something you want to do before you get too settled here. You sense something down there. 1 Adventure Action.
-Deal with the Baron. Best to confront him head on, maybe you can avoid the situation getting messier than it already is.1 Adventure Action.
-Clear out the holy investigators. While currently they are not about to spring upon your tower, it might be best to clear them out now. However, you suspect that they or others like them will be back in time. 1 Adventure Action.
The Truth of Words Through meditations deep and long, you may find a way to crystallize the truth of a person into a Word of Power. 5 Actions.
-Recruit an Advisor! Track down a candidate and recruit them to your cause. Candidates will probably pop up in the course of your adventures, but you can speed the process along if you like. 1 Adventure Action.
Remember you can always go more free form with actions if you like. Going into depth with options can result in a discounted cost for a particular action.