[~♫] Chapter 5: Who're you gonna call?In which the Grigori have 99 problems, but a Lich ain't one.Turning their attention to the undead problem, the adventuring party head toward a pass at the north end of the valley. A bear threatens the pass, and the Scout takes the opportunity to wrestle with him.
Scout (
6,
4.0) Vs. Bear (
1,
3.3)
Outcome: Scout is wounded but victorious, and clears the Bear Den without further trouble. Scout levels!
Emerging from the valley, the party searches the land for the likely source of their undead problem. Before long, Geordan and the others stumble upon a curious hillside barrow. Old boulders smoothed by time, and carved with curious runes dot the ground, along with large blue crystals that seem to shine with their own light. So transfixed are they all that the hail of arrows buzzing through the air go unnoticed, until they begin to rain down among them! While the others move to take cover, Geordan takes an arrow to the knee, but storms the hill undeterred to where a band of Skeletal Archers are fortified.
Skeleton Archer Volley (
2.0) hits Geordan!
Geordan (
6,
13.4) Vs. Skeleton Archers (
1,
9.0)
Outcome: Geordan is moderately wounded from both indirect fire and combat, but emerges victorious. No one else was wounded, and Geordan levels!
From the top of the hill, the party survey the area for other lairs. Biggs and Wedge head Northwest to investigate an old fortress, while Geordan, the Scout, and the Warrior stay behind to explore the Barrows.
The tunnels leading into the barrow hill are cold and damp, the interior only faintly lit by the same strange crystals found on the surface. The Scout wades through a pool of black water to cross to a deeper part of the barrows... and cries out in pain as something sharp pierces into his foot! He and the others return to the surface and inspect the wound. The cut is jagged, and a burning rash of skin far darker than a bruise should be has begun to spread from it. Fearing infection or poison, he tries to clean the wound and apply a tourniquet, but the rash continues to spread.
By the next morning the Scout has grown very ill, and elects to stay in camp while the others delve deeper. They take care when crossing the flooded passage, and eventually reach a gloomy stairway that leads deeper into the Barrow. After their descent, the tunnels wind to a curious crystal-lined archway, with a wide, glowing vault beyond it. Crystals line every wall of the vault, and seem to hum and glow brighter as they approach the archway. The air begins to crackle with static, as a shimmering ball of light gathers under the archway before them. Curious, the Warrior reaches out to it, but before Geordan can move to stop him the ball expands into a bright rift, which swallows him up and disappears with a snap, followed by a tremendous rumbling. Seeing no sign of him below, Geordan hurries to the surface only to find the Scout with his back to the wall, feebly shouting about an attack. A horde of waterlogged Zombies emerge, swollen and dripping from barrows all around their camp, and shamble up the hill. Geordan draws his blade and shield, and stands to face them alone.
Meanwhile, Biggs and Wedge take some time to fully explore the Fort. They find a treasure horde, no doubt pillaged from the nearby city ruins, containing 136 gold worth of loot! After much celebration, and bagging everything they can carry, they find a locked room. Making short work of the wooden door, they find a room with a partially collapsed floor, leading down into an underground passageway. The tunnel walls are lined with burial alcoves; it appears to be an old catacomb, perhaps connected to the nearby barrow. Halfway through their exploration, a thunderous sound rumbles down the passage, followed by a strange tingling in the air. As the Dwarves turn to flee the tunnel, the bones of those buried in the catacomb walls shamble to their feet, clutching rusted swords!
Geordan (
6,
17.1) Vs. Drown Zombie 1(
1,
4.0)
Geordan (
6,
15.3) Vs. Drown Zombie 2(
1,
4.0)
Geordan (
6,
15.3) Vs. Drown Zombie 3(
1,
4.0)
Outcome: Geordan manages to hold the high ground against them, suffering only minor injuries. Geordan levels!
Biggs (
1,
4.0) Vs. Skeleton Warrior 1(
1,
3.0)
Wedge (
1,
4.0) Vs. Skeleton Warrior 2(
1,
3.0)
Wedge (
1,
3.3) Vs. Skeleton Warrior 3(
1,
3.0)
Outcome: Biggs was almost mortally wounded, but Wedge manages to stand his ground against two, only taking moderate damage. Biggs levels, and Wedge levels twice!
After the battle ends the Dwarves rejoin the others at the Barrow, and learn of the Warrior's disappearance. Taking him for dead, they raise a toast in honor of the fallen, and return once more to the Barrow. Winding their way back down to the massive crystal vault, the Dwarves and Geordan find a sealed stone doorway carved with the symbol of Arawn at the far end. As they approach the door, a rumbling roar is heard, followed by a flash of firey light scattered among the crystals on the wall. A massive Red Drake uncoils itself from the base of a crystal and attacks, pursuing them to the surface, while breathing fire and ash!
Fireball (
4.8) hits Geordan, with collateral to Biggs and the Scout! All are wounded!
Geordan (
7,
12.8) Vs. Red Drake (
1,
7.0)
Outcome: Geordan takes the brunt of the fireball for the others, and though wounded, his specialized training sees him through.
Burned, but not deterred, Geordan, Biggs, and Wedge return to the Barrow one last time, approaching the sealed door in the far side of the crystal chamber. The door slides into the ground at their approach, revealing a dark chamber wherein a robed figure stands before an Altar to Arawn, God of Death. When the figure turns toward them, its eyes resolve themselves into glowing pits, its features tightly drawn and corpselike.
Hear me now, creature of darkness. I am Geordan of the Grigori, and...
Mortals, are your eyes blind, or your wits too addled to read the signs? Begone!
What, signs? I didn't see no signs.
Perhaps the displacement trap, animated dead, and guard drake were too subtle, then? I've said it before, and shall say it again; I do not care what percentage of my satisfaction you may purport to guarantee, nor what additional products or services you may offer if I act now. I shall broke no solicitations at this address!
Solicitations? We are no peddlers of wares, dark one. We are... we are the vendors of fate, and trade only in the destruction you've bought yourself by your vile deeds! Ha ha! Your reign of terror is at an end, Lich, and by my blade...
My reign of terror? My reign of Terror?! Do tell me, mortal, which of us is breaking into the other's dwelling, killing their servants, and threatening their life- or unlife- as the case may be? I'm conducting research here, and peacefully might I add!
Och aye, right! Serve ye up a trencher a' goat dung, an' name it Soufflé!
And now the greybeard insults my cooking! That's what he's getting at. Is that what he's getting at?
I think Biggs here is implying that you're full of crap.
An' make na' mistake!
Indeed. You talk of peaceful research, but the undead abominations you've sent to the world above tell a different tale. These drowned zombies and skeletons of yours are a threat to all who live!
Now now, hold your accusations! I'd like to clarify that the Drown are not my creation at all. For them, you can blame the madgods under the sea and their...
And the walking skeletons? They wander from their barrows and threaten the our people in the world above! Will you not claim them your servants as well?
Well, no, those were created through my research into Death Mana. However, I never ordered them to attack your people. I merely imbued them with unlife. That, and their own free will, might I add! As such, if you have further complaints, you may take it up with them. Now, if you will excuse me...
Aha! Then you admit that they are your doing! In the name of the Grigori people, I swear we shall end the dark shadow you cast over Erebus!
Damnable fleshbags! You do know that we Liches are immortal, don't you? The only thing you have or will succeed in ending here is my patience for interruptions! *Klaatu! Barada! Nikto!* Intoning ancient necromantic spells, the Lich summons three skeletons forth to attack the party, before conjuring a ball of blue flames into a withered hand. The weakened and wounded adventurers join in a last desperate battle against them!
Biggs (
2,
2.7) Vs. Skeleton Warrior 1 (
1,
3.0)
Wedge (
3,
5.1) Vs. Skeleton Warrior 2 (
1,
3.0)
Geordan (
7,
9.8) Vs. Skeleton Warrior 3 (
1,
3.0)
Geordan (
7,
8.6) Vs. Lich (
4,
6.6)
Outcome: Biggs, weakened by his earlier wounds, cuts down one skeleton through luck alone, while Wedge dispatches another with more success. Geordan takes more wounds fighting the last skeleton, and engages in a dangerously close fight with the Lich... but his magical gear gives him just enough of an edge to see him through.
With the Lich and his minions destroyed, and the threat of undead ended for now, the weary heroes make their journey back to 12th Bay. Geordan and his companions share tales of their harrowing adventures, with the newly-confirmed Dragonslayer taking most of the fame for himself. Though they mourn the loss of one of their brave Warriors, the people name Geordan the champion of the Grigori, and celebrate their victory over the undead!
I think everyone will be able to rest easier now that the dead are back to being dead. With that resolved, I thought it was time to turn our attentions to some domestic matters. Recent breakthroughs in mining technology have revealed both Gold and Copper ore deposits near 12th Bay, as well as Gem deposits on the coast to the East. All in all, this is great news!
Also, it's been more than a year since we first settled 12th Bay, and with refugees coming in from all corners as the world thaws, the town has grown about as large as local food can support. I think it's time we considered founding a few new settlements. New settlements will expand our cultural borders, and give us access to new resources... but we need to be sure there is enough land around them to develop, enough food and materials for them to grow, and settle strategically strong locations, in the event that the Svartalfar or someone else sees fit to attack us.
There are a few locations I've been considering nearby, each with different benefits and risks. We will probably be able to settle 2 or so before the rest of the ice melts, so you don't have to just pick 1 area. Also, if any of you have other ideas I'd be happy to hear them as well, but for your consideration...Settling the Bay's Mouth:
- Pros: A well-protected area that provides fish and coastal trade, for easy food and commerce.
- Cons: It lacks much land to develop, weakening potential production, and may compete with 12th Bay for land.Settling the Coastal City Ruins:
- Pros: Provides wild pigs and deer, and has both ocean access and land to develop.
- Cons: Lack of fresh water and deeply frozen terrain makes agriculture harder.Settling the Woods:
- Pros: Provides spices and salt, and lots of land with a river, hills, and forests for decent food and production potential.
- Cons: It lacks ocean access, and it's distance from 12th Bay makes it harder to defend.Settling near or on the Old Fortress:
- Pros: Strategically strong location, with plenty of food and ocean access.
- Cons: Only provides copper ore if crowded close to 12th Bay. Otherwise, it replaces the Fort.Settling the Valley:
- Pros: Well-defended location providing Mushrooms, Gems, and Deer, and ocean access if built south of the mountains.
- Cons: Close proximity to the Svartalfar Fort, with limited land to develop due to mountains and ocean.
Status - Week 80:The Grigori TribeTurn 1: 12th Bay founded
Turn 11: Aes Sidhe, Great Prophet, is rescued from the Lizardmen!
Turn 21: Tech Discovered: Exploration
Turn 25: Geordan the Champion and Auriel the Angel join the Grigori.
Turn 42: A wandering enchanter offers to sell their wares.
Turn 46: Samhain Ritual completed in a far away land.
Turn 50: Tech Discovered: Fishing
Turn 52: Biggs and Wedge the Dwarven Axemen join the Grigori.
Turn 65: A Grigori Warrior steps into a glowing portal, and vanishes.
Turn 67: Deep in a Barrow, the Lich responsible for the restless dead is defeated by Geordan.
Turn 68: Songs are written of the adventures of the Grigori. Geordan is reknowned as an Adventurer!
Turn 73: Tech Discovered: Mining
Units:
Geordan (Dragon-Slayer): 9, 13.8, 1 (Resting)
**Abilities: Healing Salve, Adventurer, Courage, Dragon Slaying, Drill I, Magic Resistance, March, Shield of Faith
Biggs (Dwarf Axeman): 1, 4.0, 1 (Resting)
**Abilities: Dwarf, Mountaineer
Wedge (Dwarf Axeman): 1, 4.0, 1 (Resting)
**Abilities: Dwarf, Mountaineer
Scout: 8, 2.8, 2 (Resting)
**Abilities: Hunter, Plagued, Spirit Guide
Auriel (Angel): 4, 7.2, 1 (Guarding 12th Bay)
**Abilities: Angel, Drill II
Warrior: 1, 3.0, 1 (Guarding 12th Bay)
**Abilities:
The Fallen:
Warrior: 4, 5.4, 1 (Telefragged Turn 65)
**Abilities: