Ring of the unholy.Turns the body of the bearer unholy. All things that affect the undead negatively are applied to the body of the wearer. No benefits are granted.
Some priests are spiteful indeed, but there are few that reach the point they would punish unwary grave robbers or desperate adventurers with a fate worse than death. There is something to be said about holy men that carry cursed artefacts, but that is clearly beyond you. Wearing the ring would be a permanent ordeal, unless one would find a paladin or found a desire to enter a church taking precedence over keeping a finger.
Hm. Seems like it was a good idea to not wear that thing, clearly. Makes one wonder what other cursed stuff is around... Well, the ring should be able to prove what is and isn't safe. But, that concludes "things that are of enough interest that you might want to remain in a room with ghoul chunks". The party gets ready to move on, except...
Egan_BWWhether by insanity, or plain old bloodlust, you dash ahead of the party, looking for something to kill. The darkness is choking, and it covers you entirely as you go away from the torch. Alone with nothing but the shadows to keep you company, you are growing increasingly afraid, especially in your beast form. (
Stress +15)
To make matters worse, your sense of smell is all that can protect you in this overwhelming darkness. The foul, sweet stench of rotting corpses is overpowering, until you smell something new. Something...
Every single hair on your body stands upright, your legs seem to fail, and your nose hurts as you realize that scent. It's
wrong. Nothing should EVER smell like that, what manner of unearthly beast is...
You hear the crackling of something that could only be described as physical hatred from straight ahead. You see a glow as dark electricity begins to form under the origin of the scent that nearly knocked you down. What...
What HORROR is THAT!? (stress +20).
A walking mountain of flesh and sinew, with claws the size of an arm, teeth that could grind bone and metal with the ease as on would drink water. Three horrid mouths to hold those horrid little grinding, moving things. The magical flow beneath it finishes charging, and a lightning bolt hits you straight in the chest!
You are sent flying, your whole body feels injured. The wounds are spread out, your very soul feels weakened, as if it was shaken loose! What was that!? (+1 wound!)
Fortunately for the abomination, the party finally manages to catch up to her. The mere sight of that monster is a draining experience, the noblewoman's screaming only adding to the horrible SOUND that creature keeps making with its moving, gnashing and grinding TEETH. The stare of that creature remind everyone of their true purpose, to be feasted upon by creatures greater than them in body, mind and soul. (The antiquarian, leper and grave robber gain +20 stress!)
IT'S A DAMNED HORROR! The bounty hunter screams, actually sounding scared despite his stoicism. This is really, really bad!
The grave robber is glad she has a little fire in her belly for this one... (-15 stress)
The monster is the first to move, deceptively fast it steps forward and slams its claws downward against the biggest target. Against the odds, however, the leper manages to hop back, JUST out of range of the claws. He can feel the power in the move from the airflow alone, but that thing isn't the only one with strength! With a mighty heave of effort, pulled muscle or no, he swings the sword upwards across the chest and over one of the three heads of the creature. The left head is split in half, and falls off entirely. Despite this great blow...
It doesn't look nearly as fazed as it should. And you think you might have strained yourself a bit more. It'll take even longer for that slowdown to go away...
(Attack roll= 1, counter roll=6)
StatsGrave RobberWounds: 0/2
Stress 25/100
Weapons:
Throwing knife
Pickaxe
Steeltoed boots
Items: CAPACITY REACHED!
Lucky amulet
Magical ring (unknown effect) (currently not being worn)
Holy dagger (bonus against undead) (not currently in use)
300 gold
2 rubies
chalice
Skills
Defence rolls : +1
Social skills: +1
Swig of the good stuff (reduces stress)
remove bleeding/poison (guaranteed action)
LeperWounds: 1/6 (SLOWED: You will move last in combat for two battles.)
Stress: 35/75
Weapon:
Executioner's Greatsword (Deals 4 wounds, only hits on 5)
Reinforced Armor (+1 Health)
Class Traits:
+Stress Damage
-Accuracy
Items:
Dismas's Head (+Damage, +Stress Damage)
75 gold
Ring of power: grants one
ADDITIONAL wound you can take.
Anklet of agility: Grants +1 def. Seriously, you are averse to dying.
AntiquarianWounds 1/3
Stress 45/100
Weapon
Enchanted kukri (Two wound on success)
Flashpowder (decreases attack rolls by one)
Concealing smoke (+1 to def rolls)
Class traits
-1 on direct combat rolls
Healing powder: Can take a hero off the brink of death once. You can only do this once per hero.
Can carry twice as much trinkets and baubles.
Items:
Tome of eternal Darkness (has an explanation of a lot of things.)
Amulet of strife: all weapons are sharpened, and enhanced.
Ring of knowledge: can identify any kind of item
AbominationWounds: 1/4
Stress: 55/100
Weapon
Reinforced Chains (cause one wound on hit, can cause stunning. Also adds +1 health)
(Requires transforming)
Claws (Cause two wounds on hit, hits multiple targets up to three)
Horns (Cause two wounds and a stun.)
Class Traits
Transform!: You can transform into a hideous beast, affecting the minds of those around you. After the initial transformation, your own sanity begins to rot the longer you remain in beast form.
Wyrd Reconstruction: You can attempt to cast a healing spell. A failure will cause a wound, a success will heal one. Overshooting it will have dire consequences.
Items
N/A
Party Items8 torches
Skeleton Key
12 rations
Shovel
2 holy waters (buffs resistances) (a sprinkling really isn't enough to spend an entire bottle)
One damsel.
WHY WOULD YOU GO OFF ALONE IN A PLACE LIKE THIS!?