It lives!
The Curse didn't affect the priest before, but he was warded the entire time and used indirect methods to try to find it. We can't rule out that it has some means of concealing itself. Almost everyone else who goes in, unprotected, must be attacked by it at some point because they rarely return. It's risky, but we may have to eschew the protection of the wards (specifically designed to conceal people under its protection from the undead) and lure it out of hiding to have any hope of finding it. Ideally some protection to step into wouldn't be far away. Also worth noting is that the only attacks that we know details of occurred at night. It chased us out of the forest after dark, and the children fled into the forest from a zombie attack the night before. Again, it's risky, but it's worth considering.
...............tree.....climb.....now.
...............tree.....climb.....now.
+1 also where exactly are we again? Sorry it's been a very long while for me and I want to know about the situation we are in.
I'm busy right now, so I can't analyze this situation deeply-- but it would be prudent to consider that the creature might be neither physical nor undead. Perhaps ask if Detect Magic can also detect creatures that are derived from magic?
We should also ask if there are any known patterns about the curse. Is it more likely to occur at night? Does it prefer certain victims? Or certain locations?[/b]
You dust the crumbs of your breakfast from your fingertips, looking around the fire at your companions.
"I think we should do some searching outside the protection of the wards; perhaps the monster is smart enough to avoid them. The wards seem to be the only difference between Kiros and the victims." Omo grins.
"Right. And we want to be victims." You scowl at Omo.
"That's not what I meant and you know it. Kiros didn't encounter any monster, but the victims did. We'll stay close together, and we'll be very careful, but we need to meet this monster if we're going to solve anything." Omo holds his hands up defensively.
"I'm kidding, I'm kidding! It's a good plan. Let's go." Omo rises from the campfire, returning to the tent to grab his pack. You follow his example while Eko hastily finishes his breakfast. Within a couple minutes you are all prepared for your stakeout, and strike off into the forest.
You do not travel very far beyond the safety of the Minor Ward before Omo finds a likely enough area; the trees are a little thinner and the branches a little higher, giving as much line of sight as you can expect short of finding another clearing. Following Omo's advice, you arrange yourselves in a triangular shape; you and Omo climb trees closer to the heart of the forest, while Eko remains on the ground closer to your base (muttering not-quite-quietly enough to himself about nonsensical tree-climbing Elves.) In this way, you expect to detect the creature coming from either the ground or the trees, and gain an advantage on it.
All that remains is to wait for the monster to arrive.
Time passes. Eko sits down against a tree and closes his eyes, while Omo seems to fade into his tree beneath his mottled Ranger cloak, holding his staff across his knees. You... become bored.
"Hey, Eko." You call out softly.
Eko opens his eyes, abandoning whatever inner thoughts he was entertaining.
"Yes, Nym?" "I've been thinking about what you said about ethereal creatures, and other non-zombie undead from the Golgothan War." Grabbing a low branch, you hang out from the tree to get a better look at Eko.
"Do you know anything more about them? Is there a way to detect them, in case we're wrong about the Curse being a physical monster?" Eko runs one hand through his thinning hair.
"I do not know very much, but I suppose I know more than nothing at all. When it comes to ghosts, shades, wraiths... the majority seem to be creatures of Necromancy. Nobody knows if those are creations of Necromancers or if they arise through some unknown natural process. However, some ethereal creatures are simply projections from the Spirit World, and appear in places where the boundaries between our world and theirs is thin." "Spirit world?" You ask.
Eko sighs.
"Right. Urak is just one world among many; they are not a separate location, exactly, but instead lay across our world like the layers in an onion. In some places the separation between layers is thin enough to bridge if you are sufficiently powerful, and in very rare places even common people can slip between the worlds if they are not wary. The Great Temple of Order is built on a thinning between our world and the world of Order, where Atal and the other Order gods reside. Order magic is easier to cast there, and has more powerful effects impossible elsewhere." "Really?" You reply, intrigued.
"Are there similar places of power for the other Magical Faiths?" "Perhaps." Eko shrugs.
"I do not know of any, but I did not make such topics a focus of my studies. I always did rather poorly in metamagical training." He stretches.
"How long do you intend for us to sit out in the woods?" "I don't know. I suppose we should give it until noon before giving up." You squint upwards, trying to judge the position of the sun between the trees.
"Another couple hours, anyway. Are there any patterns to the attacks? Does the curse only manifest at night, or in certain parts of the forest, or anything like that?" "No, no." Eko shakes his head.
"Anyone who ventures deeply into the forest is never heard from again; sometimes parties which skirt the edges suffer the curse, and sometimes the emerge unscathed. There is one sensationalist tale of a party of woodcutters who claim to have seen their comrades consumed by the forest before fleeing themselves, but it's unconfirmed since they refused to lead anyone to where they were logging, and nobody was willing to explore for the missing woodsmen on their own." "Well, I suppose we'll just have to wait. If it doesn't show, we'll just have to try something... else..." You wander off at the end, distracted by what your Necromantic senses are telling you. About fourty feet away you can feel a source of Necromantic energy, three vitality's worth, same as the night you rescued the children from Aloclesno. Scanning the forest quickly, you find it; low to the ground, about the size of a large dog and moving at a trot. You're too far away to get a good look at it's Necromantic structure, and there are too many trees and obstructions in your way to get a visual of it, but it seems to have 6 legs; definitely not a zombie dog. It seems to be approaching from towards the heart of the forest; it is closer to Omo's corner of the perimeter, and is angling directly towards him.
"Nym." Omo calls out softly, remaining perfectly still. He's seen it, and may be trying to get a jump on it. The creature will be on you quickly. What now?
Vitality- 10/11
Mana- 11/12
XP- 28/35
Inventory- Belt Pouch (
80 Silver Pieces),
Elven Traveler Garb,
Elven Cloak, Headband, Belt Knife,
Hatchet, Leather Backpack(Bedroll, Flint&Steel,
Weak Mana Potion, Scroll Case(4 blank Parchment,
Charcoal),
Trail Rations,
Fishing Equipment,
Spare Traveling Clothes x2,
Prestidigitation for the Beginning Practitioner by Joddo Meadtrust, Crystal(5oz))
Abilities-
Sense Necromancy(Passive),
Improved Necromantic Sight(Passive)Skills-
Competent Fisher,
Dabbling SwimmerStatus- Curious
8th Felsite,
Twenty three days since Manifestation
General
Detect Magic- 1 MP - Detects spells and magical items near you
Calm Animal- 1 MP - Causes wild animals to become peaceful
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Brew Mana Potion- A Mana Potion takes twice the potions potency in Mana cost, and requires 1/2 hour per point in brewing time
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Necromancy
Raise Zombie- ? MP - You can take the formerly living body and turn it into a zombie, but you lack understanding or even much knowledge of the particulars. It seems the mana cost is related to the overall quality of the corpse, and maybe the size?
Command Undead- 2 MP - You can merge your awareness with an undead creature, gauging its general condition and issuing explicit orders it will obey to the best of its ability. You can also give orders that will persist beyond the end of the spell.
Steal Vitality- X MP - Range: Line of Sight. You can suck the Vitality out of living things. This spell removes up to 2X Vitality from the target and gives 1/3 of it to you.
Animate Object- 4 MP - You can force Vitality into inanimate objects, things that were never alive to begin with. It seems to be more complicated than Zombification though- your Rock doesn't do anything, which is hardly useful. You'll need to experiment with this more.
Alter Golem- 2 MP- You can make basic alterations to an existing construct or animated object.
Impair Undead- 2MP- Range: 30ft (close enough to see in detail.) You blinded a zombie with this spell.
See Vitality- 1MP- Allows you to see the machinations of Vitality in living things as well as you see the workings of zombies with your Necromantic Sight.
Vitality- 13/13
Mana- 3/3
XP- 29/35
Inventory-
Elven Tunic,
Elven Cloak, Headband, Belt Knife, Leather Backpack(50' Rope,
Camping Supplies (pitched in Aloclesno,) Waterskin(mostly empty), Torch),
Masterwork Elven StaffAbilities-
Track,
SurvivalistSkills-
Novice Observer,
Competent Ambusher,
Competent Staff User,
Poor Liar,
Dabbling SwimmerStatus- Cautious
Vitality- 12/12
Mana- 9/9
XP- 36/50
Inventory-
Priestly Robe,
Wool Cloak, Belt Knife, Flask(Sewer Brew), Leather Backpack(
Line in the Sand: Discrete Forces and Interactions by Joddo Meadtrust,
A Study of Aloclesno by Shezpa Yarnpoets, Waterskin(full), Torches x5,
Colored chalks,
Trail Rations),
Tasseled ShortspearAbilities-
Clarity,
Union with OrderSkills-
Novice Spearman,
Competent ResearcherStatus- Base Camp Minor Ward- 6 days remaining.
General
Detect Magic- 1 MP - Detects spells and magical items near you
Sense Vitality- 1 MP - You can detect the Vitality of living things, with a bit of effort
Waterproof- 1MP/Hour duration - Makes an object non-absorbent. Does not prevent corrosion (such as from acid or rusting) or magical effects related to water/liquid
Order Wards
Ward against Disease- 1 MP - Casting time: 10 minutes. Protects an afflicted area from disease; it cannot cure, but it does prevent new infections.
Alarm- 1 MP - Casting time: 10 minutes. Creates a field that waits on a specific trigger, often the presence of a particular magical energy or the movement or destruction of a physical item. When activated, the field can either create a noise of some kind, or trigger another spell entirely. Has a duration of about one week, though each additional point of mana spent increases the duration of the ward by three or four weeks each.
Minor Ward- 1 MP - Casting time: 15 minutes, possibly longer if covering a larger or unusually shaped area (easily covers ~500 square feet.) Create a field against a specific Magical Faith in a specific place. Lasts for about a week, though each additional point of mana spent increases the duration of the ward by three or four weeks each. Can be centered on a person or object instead for 3 MP total; duration increases are scaled to hours in this case, and the area is reduced to ~60 square feet.
Major Ward- 3 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Minor Ward, but the field is strong enough to disrupt concentrations of the Magic in question, potentially causing spell failure. Durations are measured in days. Can be centered on a person or object for 9 MP instead, with a duration measured in half-hours.
Sanctuary- 9 MP - Casting time: 30 minutes, possibly longer if covering a larger area. As Major Ward, but the field is strong enough to physically halt or oppose creatures and objects strongly imbued with the Magic in question. This field cannot be tied to a person or object, and the field is not physically tied to the area it is cast.
Order Divinations
Diagnosis- 2 MP - Casting time: 5 minutes. Range: Touch. Provides overall impressions of a being's Vitality network, providing important clues to the maladies they may be suffering from.
Detect Thoughts- 2 MP - Range: 5ft. Detects the mindset of a creature or person, providing clues about their intentions and emotional state. Works less well on those who are strong of will.
Probe Thoughts- 4 MP - Range: 5ft. Detects the surface thoughts of a person, though it works less well on those who are strong of will.
Detect Undead- X MP - Detects the presence of zombies animated by a Necromancer, including a vague sense of direction (but not distance.) Each point of mana spent on the spell increases the radius by about half a mile.
Clairaudience- 3 MP - Range: 500ft. Allows you to hear at a distance by creating an invisible magical sensor at the location. Does not require line of sight, but the location of the sensor must be well known to the caster. Reduce the MP cost by one if the location of the sensor has been prepared beforehand (10 minutes of preparation time at physical location)
Order Equations
Minor Counterspell- 2 MP - Disrupts the casting of a specific spell; easily resisted, target can overcome Counterspell by spending extra mana.
Minor Mana Diffusion- 2 MP - Range: 30ft. Reduces the mana reserves of a target creature by 4 MP; easily resisted
Minor Abjuration- 3 MP - Range: 30ft. Corrects unequal distributions of magical energy; in practice, causes spells to dissipate and repulses magical creatures.
Omo Thunderjaw- Your best friend, brave and true. He is currently an aspiring Ranger, and is eager to leave the Vale.
Eko Cleanvise- The priest of the village of Bedscaled, his wards against the undead have failed him
Bale Matchedstones- The Knight tasked with investigating the crises in Bedscaled.
Curo Nightroar- The Necromancer of Thrimesdur, said to be insane, he controls a massive army of the Undead and threatens the Cremated Empire.
Pirate King- The Necromancer operating along the Jeweled Coast, he commands a mixed force of human and lizardfolk pirates along with his undead minions.
Fale Packunion- A mysterious figure who appeared to you in a dream, attempting to recruit you to the cause of his Death God. May or may not be the Pirate King or some other known figure.
Morka- The aforementioned Death God. You know basically nothing about him/her/it, except his link to the other Necromancers.
-This one's a bit morbid, but bear with me. Take two crayfish. Shell one, leaving the meat inside as intact as possible. Remove the flesh from the second while leaving the shell as intact as possible. Attempt to revive both and compare the results. Is vitality in flesh or in bone? In both? Neither? Regardless of what we find, it should prove instructive.
-Try to find out if zombies have a memory, if they can be made to recognize specific objects. I recomend starting with a ball or something, and instructing a zombie to follow that specific ball wherever it goes. After testing it to make sure it works how we expect, substitute in another ball that has a different colour or a different size, and see if the zombie knows it isn't the right ball to follow. We can move to more abstract things from there, like having if understand things like "any ball" "any non-red ball" "the biggest ball" and stuff like that, or even to sort a pile of pebbles into stacks by colour.
-Attempt to raise a pile of ashes from a cremated corpse.
-Raise an earthworm and then, once it is raised, cut it in half at the border between two segments. Which ends, if any, are still animate? Continue cutting into halves at segment lines until all parts are dead or it has been divided into a prostomium, peristomium, pygidium and a pile of ordinary segments.
-See how much damage a dead body can sustain before it is unraisable
-Also, it seemed interesting that the loop was recognized as the center of life. We should test raising different rope Golems, some who are linear, some who are looped or knotted in different ways. How does the golem react to music, and what if we made one out of clay, with more distinguished features?
- For Animate Object, see if you can make an object levitate, or move to your will. Maybe this could develop into telekinesis..
- we should try pricking our finger, and stealing the vitality of an insect or something, and see if it will heal the cut.
- Another thing we need to play with is fire. Fire golem? HELL YES.
-Play with blood. Maybe that's what the golem needs. Blood. Mix some of your own blood into the clay.
-Like we tried to be the ropeman when we raised our first golem, we can try to be the earth when we make a clay or earthen golem, etc.
- Try to infuse vitality into the crystal to see what it does.
- See what happens if you infuse Mana and Vitality into the same crystal.
1. Imbue a small, uncrushed mana crystal with mana. Cast Detect Magic on it, comparing it to a mana potion.
2. If successful, turn the imbued mana crystal into a golem using 2 vitality. It is important to later experiments that we use exactly 2 vitality. Continue observing with Detect Magic.
3. If successful, attempt to Alter Golem in order to imbue the mana cystal with the ability to cast a cheap spell using the mana stored within it when commanded to. I recommend Detect Magic, since that should be easy to test.
4. If successful, continue to have the crystal cast Detect Magic even after it has run out of mana, in order to see if it can cast the spell using vitality like a mage can. Assuming this works, we will be able to discern the conversion ratio between vitality and mana.
5. If successful and the conversion ratio is > 3 mana per 2 vitality, have a mana crystal that is able to hold at least 3 mana wrapped in thick leather with a single small hole. Firmly attach this leather-covered crystal to a stick that is suitable as a handle
6. Imbue 3 mana into the crystal before turning it into a 1 vitality golem that will cast Steal Vitality as quickly and often as it can on anything that comes within 4 feet of it, draining the vitality into itself.
7. Note to ourselves that, because Steal Vitality works on line of sight, only things that come within line of sight of the single hole in the leather will be drained of vitality.
8. Enjoy our new lightsaber.
- Trying to develop a destroy vitality spell, using the same principles of the steal vitality, except without keeping it usable. It might be possible to do it for cheaper or causing more damage for the same mana.
- Trying to use the principles of the destroy vitality or the steal vitality spell for a disinfectant spell. It will require a lot of fine control, but it should theoretically be possible.
- We could also try to overbuff a zombie. Is there a max to the amount of vitality a zombie can have? And what happens if a zombie gets a lot of vitality?
* Remove someone's soul. Try to store it for a time in a living thing like a tree, or confine it in a mana crystal, then put it back later. See if they're functional.
* Attempt to swap souls between two different bodies.
* Carefully attempt to displace our own soul from our own body. See if we can move around apart from our bodies, like astral projection. See if we can cast while in this state, enter other occupied bodies like a possession, then return to our body later.
-Our abilities seem centered around manipulation of vitality, correct? We should try to directly manipulate the vitality of a living thing. If we're unable to do that, then perhaps we could create a "tainted" orb of vitality, like a virus that once absorbed by the body of a living thing will disrupt its vitality network. A curse, essentially.
- let's try to move the vitality within ourselves around and see how that affects our physical movements.
- First up, we rip off a leaf and watch its vitality drain away. Second, we rip off another leaf but use some mana to keep the vitality in, maybe making a new spell. Third, We rip off some more leaves and use Raise Zombie/Command Undead on them. The plants aren't entirely dead yet, after all, so it would be interesting to see the results.
- Oh, and we should definitely try using see vitality while raising a zombie or stealing vitality if we get a chance, so that we can see if we can find out where vitality comes from and why it is lost.
World Map
Northwest Thrimesdur