Zealots and Demons, The Fall of a God, Turn 117: NPCs Galore
Mordekhai checks if he can leave behind one of the loaded single-shot pistols in favor of the double-barreled one. Get Nuru to carry the single-shot pistol or the double-barreled one as appropriate; this way at least she also gets another - albeit temporary - way of defending herself aside from her poison magic.
Move on with the team afterwards.
[auto-success] You wait until Akari covers the sleeping snake-woman in the cloak to wake her, hoping her new clothing and Maria’s death with lead to a more favorable disposition. After waiting a bit you lightly grasp her by the shoulder and shake gently. She rouses staring at you her eyes angry at first until she notices the cloak around her and recognizes it for what it is. “
So, you managed to kill the wench. Don’t trouble yourself over it. She deserved everything she got and more.” You giver her one of your pistols as you take the revolver for your own. She disdainfully takes it, not saying anything but stowing it away under the cloak. “
So, will we be leaving at present then?” she asks.
You explain you have decided to fight whatever created the dolls. Nuru nods at you, “
Good, whatever it was that created them doesn’t belong in this world. She pauses in thought before undoing her coils and grabbing one of your hands forcefully and removing the gloves that usually cover them. She doesn’t seem at all perturbed by the grime underneath the gloves but seems to be looking intently at your palm for something. “
Good, I just needed to see something.” she says putting the gauntlet back on your hand. She curls up again seemingly intent on waiting.
Follow the group, also give Nuru the cloak.
[auto-success] You briefly head downstairs and wrap the cloak around Nuru, while she doesn’t really wake up, she looks much more comfortable now wrapped in the thick fabric. Much more comfortable. Afterwards Mordekhai does wake her, but she seems somewhat more pleasant, now being at least somewhat warmer.
Aegnor decides that while waiting for Mordekhai and Akari to finish their business, he decides to walk over to fleur, giving a small nod to Maria's now handless corpse. "So, the deed is done. I suppose that after this you'll be free from being under the obligations of the Assassin's guild. To be honest, seeing the horrors that this Maria has caused, obligation or not, I'm happy that she was stopped."
Converse with Fleur. At least, until the spirit starts to lead people onwards, in which case then follow the spirit.
[auto-success] “
To be honest… it’s not Maria that scared me the most. We were in The Warp Monsieur Aegnor. Nobody who has ever been to that realm has ever returned, at least not to my knowledge. When we entered, we could have lost everything, even our very essence. I’ve sacrificed much for the Assassins already, but now that I risked my very soul to complete their mission, my end of the bargain has been upheld.” Fleur pauses for a moment, considering her next statement.
“
You’re a priest right, tell me, do you think Sareesa actually stands a chance of destroying the demons… if we cleanse her that is as Malgun suggested will occur.[6] “
I… I don’t know. We saw one possible future with angels and a world at peace. Sareesa in her life… and probably even more so now, is the most powerful magical force to be reckoned with. She was corrupted once though. Ultimately, it looks like Sareesa is fighting fate itself and I don’t know how successful such an endeavor can be. you answer honestly. Your knowledge of Sareesa’s tenets doesn’t run particularly deep, but Malgun seemed to think it was possible, and the earlier door suggested it was a possibility as well. Still you can’t shake the feeling that the demons will always be there, some kind of punishment for the sins of gods and men.
Fleur nods, “
Did you ever think you’d get your life all tangled up in something like this? I imagine you must feel as I did, when I found myself in the debt of the Assassin’s Guild. I can only offer the advice I was once given by my father, ‘Treasure every moment, for you’ll not get a chance to relive it.’ I may not have been looking to enter the employ of assassins, but I don’t regret it either.” Fleur momentarily looks as if she’s about to expand further on this point but decides against it as the spirit starts to head down the hall to the final door in the hallway. Fleur brushes up against you passing by on her way to the door, quickly apologizing and continuing to position herself near the entrance
Move on, carefully!
[auto-success] You move on indeed.
Onwards to where the spirit directs. See if the spirit can give more details on what exactly is wrong.
[5] The spirit has no trouble giving you details, “
The being in question is a Necromancer, a heretic, and a demon worshipper. Scarce wonder the spirits in this place are restless in the presence of such a creature. While I’ve managed to maintain my composure, many of the other spirits haven’t had the same kind of training I’ve gone through. If you succeed in destroying the creature, I will impart some of my knowledge to all of you, though it would seem some of you have more training than others in preparing your own mental defenses already.” Once everyone is in position, the spirit disappears into the aether, no doubt watching from a position of relative safety against such an opponent.
The door opens, but the room is dark and appears entirely empty. There is a blood stained altar on the far side, a scrying orb in the center of the room and various bits of arcana scattered about. Two full skeletons sit on either side of the altar. A bedroll lays in the corner, a bowl of half eaten mush next to it. Several sconces light the room dimly. There doesn’t seem to be anywhere to hide but the spirit was certain the necromancer was in here. You also notice bits of drying herbs or sticks and arcana tied together hanging from nearly every surface in the room.
Stealth mode activate.
[3] Fleur tries to hide, and is moderately successful, but the floor all around is creaky and likely she won’t be able to keep quiet for long.
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: 20/20
Mana: 30/30
Energy: 4/4
Status: None
Inventory: Enchanted Spiked Flail(+1 damage), Sanctified Plate Mail, Iron Buckler, Thurible, 2 Loaded Single-Shot Pistols, 1 Empty Double Barrel Revolver (holds 10), 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: 20/20
Mana: 30/30
Status: None
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), half-expended ammunition belt (4 caster bullets, 10 standard bullets)
Health: 20/20
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), Malgun's Ciphered Note
Health: 25/25
Mana: 5/5
Energy: 15/15
Status: None