Zealots and Demons, The Fall of a God, Turn 107: Welcome to the Warp
Charge down the demons unless the team opposes that course of action.
[6] You charge forward, but the ground seems to be... changing. One step is solid but the next is spongey as though you are in the middle of a swamp. You make it to your target but the last step is as though you are in the middle of a desert and you stumble forward, but manage to catch yourself after sliding a short distance, though it takes kneeling over to do so. [4] You rise back up to your feet unaffected by the Warp's effects.
Rush in to aid Mordekhai if it looks like he needs it i.e. seems outmatched, injured, or if it's a trap.
[1] You rush forward to try and help but the ground itself seems to be against you as each step has you sinking further into the ground than before. [3] You manage to crawl out of the... ground and back onto the ground. This place... wherever it is, is one of the strangest and most terrifying places you could have ever concieved. You look towards the sky after escaping, it is red and seems to be swirling attempting to swallow you into itself. [4] You quickly look away from the sky and get back to your feet resolving that such an aberrant thing should not be viewed if at all possible.
If the party goes into combat, cast a fatal circle at demon trooper 1.
[5] [5+2x2=14 damage] You run forward a small distance before jumping into the air. You feel yourself floating higher than you thought possible as you cast the spell, you feel yourself pushed backwards as the spell launches forward creating a small area of holy destruction under the feet of the two demons. You touch the ground again after a long second. You realize that the jump is part of the spell in order to have the view necessary to complete the spell, but it still feels wrong to float like that.
Apply Terrify > Demon/s (if possible, aim for usage upon the group of demons instead of a singular one)
[2] You attempt to terrify the demons but the air around you seems to eat the energy from the spell.
Charge with Mordekhai!
[2] You charge forward with Mordekhai, but arrive much later than him as it feels like you are running uphill despite this being a downward slope. You're catching your breath as you make it to the demon attempting to attack him but not able to make your attack connect. [2] You feel notably more fatigued after your charge.
Backstab Demon Trooper 1
[5] ([4]+[3]+2x2=18 damage) Fleur manages to run forward with great speed, an expeditious tailwind left behind her as she stabs the demon in the back several times, purple flames rushing out of the wound.
Allies:
Cloaked God: [3] ([3]+10/2=7 damage] "Mortals, I didn't think any were left here. Quickly, destroy the other demon!" He yells as he shoots the demon trooper in the head, killing it. It appears to scream, but it's body quickly disintegrates into spell from Aegnor as it harmlessly fuels the destruction of his brother.
Health: 95/100
Fatigue: 0/100
Enemies:
Demon Trooper 1:
Health: dead
Demon Trooper 2: [3] ([4]+5/2=5 damage) The trooper closes the distance with the god and manages to cut the god's exposed gun hand. It snarls attempting to intimidate the god unsuccessfully.
Health: 21/35
Status: Fatal Circle: Takes 14 damage until the spell expends itself
Warp Effects:
Expeditious Tailwind: movement towards Fleur can be completed free of roll next turn
Aberrant Sky: Looking up causes you to take a sanity roll (Lasts 2 more turns)
Unstable Ground: The ground around you seems to behave according to whatever rules it wishes. Movement now requires a roll. (Lasts 1 more turn)
Character StatusInventory: Portable Alchemy Equipment (needs restocked), Traveler’s Staff, 1 Protection Potion (Wild Magic), a box of matches (15 remaining), 3 Antique weapons (Two pistols, One Sword)
Health: 19/20
Mana: 14/30
Energy: 4/4
Status: None
Inventory: Enchanted Spiked Flail(+1 damage), Sanctified Plate Mail, Iron Buckler, Thurible, 3 Loaded Single-Shot Pistols, 3 Protection Potions (Wild Magic), 5 silver coins, Nepthym's Tattered White Crows Banner, 3 Antique Weapons (Two Swords, One Rifle)
Health: 25/25
Mana: 5/5
Energy: 15/15
Status: None
Inventory: Ironwood Staff, Beaded Wristband, a brown leather-bound spellbook of enchanting and summoning, Odd-smelling smoke pellets, Blade of Grass, 2 Spirit Dust, Scandalous Nightgown, Enchanted Fire-Kissed Steel Prayer Amulet of the Phoenix (enchantment unknown), 3 Antique Weapons (Two Swords, One Rifle)
Health: 18/20
Mana: 11/30
Status: Barrier, Protection from damage from wild magic sources up to 5 damage.
Inventory: Hidden Knife, Basic Writing Equipment (several sheets of parchment, quills, ink), 1 silver coin, Bottle of Rum, Enchanted Bongos of Enemy Summoning, Antique Stamp Collection, Stack of old writings, Small Healing Potion (restores 5 health, free action), 3 Antique Weapons (Two Pistols, One Sword)
Health: 17/20
Energy: 20/20
Status: None
Inventory: Unadorned plate armor, well crafted broadsword, 1 Protection Potions (Wild Magic), Sack of Coffee Beans (3 uses, +or-1 (towards 5) on chosen roll, -1 on all other rolls for that turn), 3 Syringes of a Coagulating agent (Restores 1d10 health), Enchanted Flame-kissed Steel Shield (25% damage reduction on attacks totaling 8 or more damage), 3 Antique Weapons (2 rifles, 1 sword)
Health: 21/25
Mana: 5/5
Energy: 10/15
Status: None