omadaWith pinpoint accuracy, you throw your knives at the creature's scrolls and other miscellaneous objects. Most of it was just hanging loosely from the creature's "belt", so you don't harm the creature when you do this. Regardless, it looks frustrated at your actions. Insofar as body language can be read from this nightmare made material. It certainly looks in your direction, though you're rather happy that the shadows prevent you from looking at the creature's face. If the arm is that weird, just imagine the face...
(roll=4)
Egan_BWYou yell at the necromancer again, and perform the same movement as before. In normal circumstances, you would have probably failed to do anything. The creature's clever, and it clearly made a dodging manoeuvrer. It didn't account on you being so fast, or ferocious. The tip of your chain strikes the shoulder with enough force to crack it, and you twist the chain around the limb again to pull the horrible mess of parts off.
Again.
You fail to find enough ground, and your dedication to pulling ends up pulling the entire necromancer towards you. Somehow, you have enough state of mind and strength to jump up and dropkick the creature, launching yourself back enough to tear the arm out of the socket again. The creature starts backing away, not even hissing or screaming, but just staring at you. You can FEEL the literal hatred boring into you, and you gain a glimpse into the future. You see yourself, holding in your own guts as your legs lie a few meters away from you. You snap back into reality, and feel what little stomach contents you have rise up again from the stress. What the hell was that!? (+10 stress)
Perhaps you shouldn't touch the creature directly...
(roll=6)
RAMYou give a warning yell, and throw a bag of flashpowder at the tall figure. Spurred on by the grave robber, She tries the tricky shot of hitting the figure right in the noggin. Unfortunately, after the debacle of the arm getting torn off, it was more than ready for any further attacks.The bag explodes harmlessly against the wall, affecting nothing. It does cast a bit of a shadow against the wall, making the necromancers stand out more from where you're standing in the smoke.
The necromancer roars in a growing fury, and regrows his arm almost instantly. Some whitish fluid spurts out as another arm forms out, covered in metal chains and locked with a glowing skull. Seems like he's tired of losing it. The arm ends in two hands, one with scythes at the end and the other being an entire human torso, limbs removed and skin mutilated to carry words. It begins murmuring something in a language that makes your head hurt just listening to it, and suddenly the bounty hunter's torch goes out. Suddenly clad in darkness, you can see the faintly glowing eyes of the necromancer as the creature
laughs! (+5 stress!)
You can't see what it does next, but you hear a familiar hiss of a lesser skeleton being created, and then you can hear a scream.
The abomination screams in pain as the impossibly cold creature telekinetically pulls her towards him, and envelops her into a crushing hug. Its face is inches from hers, and the putrid breath makes it impossible to breathe. The pain is unbearable, your life feels like its getting sucked out! And everything is so damned dark you can't see a thing! This might be the end, the abomination feels her very soul getting torn out... (attack roll= 6+1 (darkness bonus) +2 (enraged) =
9)
DolosusDoleusGoing by the sound, you try to find the creature. You felt its cloak go past you, so you know its close. Then, you spot it. The tiniest glint of the metal surrounding your party member. She's getting lifted up by the creature and...
You hear a faint, ethereal screaming. It can't possibly be good.
A deep rage builds within you, and you put your undivided attention to saving your friend. You have lost a kingdom, but you won't lose this! With a leap, defying your diseased bones, you manage to crash your sword down against the putrid undead. The weight and force is enough to split the vertically, until nearly halfway its torso! Your abomination is mercifully dropped, and the lich stumbles back, strands of tissue connecting the two halves and placing them together as it bleeds profusely. It disappears in the darkness, but its clearly wounded. (roll=6-1(darkness)=5)
You hear a distinct roar, one that you will never, ever forget. A hurricane of sound and magic surrounds you, clearing away the smoke that was hiding you, and forcing you all in a circle. A strange "wall" of wind and motion, mixed with razor-sharp bone shards and grabbing hands surrounds you, and the lich raises itself up. You can't quite make out what its doing, the eyes and faint outline are all that is visible. Looks like its going all-out!
StatsGrave RobberWounds: 1/2
Stress 30/100
Weapons:
Throwing knife
Pickaxe
Steeltoed boots
Items: CAPACITY REACHED!
Lucky amulet
Ring of the unholy.
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: 3/6 (SLOWED: You will move last in combat for two battles.)
Stress: 45/75
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.
AntiquarianWounds 2/3
Stress 55/100
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: 2/4
Stress: 80/100
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)
One damsel.
For context, if the leper hadn't hit his attack, that would have been an INSTANT KILL. It's the boss-round, people.