Ghost of the Necromancer

The magic users scraped through the rituals of experimental magic system to see how clunky system mechanic handles pooling their magic to perform a spell they each know half of. It worked because we wanted it to work for the sake of the story.

The spirit of Agorax the necromancer was summoned and in a raspy voice asked wtf the group wanted from him, having recently slain him.

They explained how they wanted his help to bring their dead friend back to life, whose body is currently preserved in a barrel of hooch vodka. The necromancer as expected requested a body of his own and explained they would have to retrieve his evil spell book from a chamber in the crypt, which contained a particular spell component they will have to learn. The spellcasters rested to restore their Magic Points at a rate of 1 per hour of sleep.

On the way into the tomb the group had experienced a foreboding flock of crows necessary to bring atmosphere. The Druid decided to summon one of them over to him, which worked, it landed on his arm and withoin minutes had been stuffed squarking into the tomb where the necromancers broken body lay finally to rest and rotting terribly now as hundreds of years of magically extended unlife caught up with it.

The body of a crow was not what the spirit of Agorax had expected although it suffices for the time being to return the evil one into the world of the living.

Thankfully as crows can in real life be trained to talk this one with a cracked voice somewhere between Yoda and Terry Jones as Brian Cohen’s mum in Life of Brian, thanked them and encouraged them to perform the ritual of summoning and binding their friends spirit into his alcohol pickled body.

The ritual was a great success. Their friend, now brain damaged and with skin hardened to leather, threw up all over the place and complained of being drunk out of his mind, feeling the worst he has ever experienced.

Ye that’s natural, explained the crow.

The Druid who has traditionally been a part of a Life cult begins to doubt himself having been involved in these dastardly dealings involving Death magic.

The Crow decides to stay with the party pretending to be the Wizards familiar for awhile and on discovering the flock of crows outside his tomb, are semi-telepathic with each other. The flock flies in circles around him out of respect and he sends eight of them off in compass directions to do some dark deeds, now he is back in the world and able to return to his business once again.

The party return to the inn which the seasoned adventure now returned from the dead with tales of having his every need attended by promiscuous barbarian chicks in some blissful version of the afterlife finds himself once again back here with this bunch of dirty scoundrels and a hangover from hell. Worse, the inn he invested his life’s savings as an adventurer into purchasing is now officially owned by his sister who has quickly secured the deeds after hearing of her brothers death. Worse, she’s rearranged the furniture and cleaned the place up.

Every adventurer in the realm attends the celebration despite which the adventure refuses to drink ever again because his body is still saturated with so much bandit brew it’s unlikely he will ever be sober again.

The adventurers decide to form a guild where everyone pays a small fee on a regular basis and the guild work collaboratively to mend weapons, armour, horseshoes, purchase necessary equipment and generally kit every guild member out properly so all adventurers are able to more efficiently pursue their missions.

They also discuss how they are the ones holding the kingdom together by defeating dragons necromancers bandits goblins and so forth while the kings guard do very little apart from collect taxes from the peasants and protect the king in his castle who is nevertheless the main employer of most of the adventurers in the realm.

That’s all we had time for this session.

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