Session 26

Ideas

  • Heading south to deal with the cultists, will have encampments and attacks along the way and other stuff.
  • More Effigies
  • Magical blockade created by a wizard of the cult.
  • A spy or more must exist in the cities ranks.
  • Strong Frontal Blockade with magical forcefield.
  • The Other Two apocalypse creatures have been summoned (find out from the mage).

Year 1332 Spring 19th - 24th

  • NEXT TIME:
    • Butcher a creature with a hand for a knightly grate mask, two large cleavers dripping with iquor, dressed in corpses and skeletal armour, it carries a lantern on its belt.
  • Killed the butcher
    • Dropped 2 cleavers, size 4, 5(-1) rending, with bound, any enemy killed by this becomes a thrall, can weild 1 handed if maddened.
    • Hand Plate - Maddened, immune to mind effects.
    • Broken Lantern - 2 size of exotic metal, 1 size of exotic cloth
  • Stopped the maddness effigy.
  • Saw the Devourer in the distance,
  • FOR NEXT TIME:
    • dealing with The Devourer

Rewards

  • The cleavers were confiscated,
  • Kept the hand mask.
  • Broken Lantern - 2 size of exotic metal, 1 size of exotic cloth

Scratch

Flow

  • Your character automatically succeeds at an Ascendancy skill test, but is non-functional until the end of the scene.

Characters


To Do

  • Stem sent a message to Rigor
  • Itemize Flow.
  • Itemize The Focus, Give reloading with materials a keyword.
  • Add “fast reload” training.
  • Ramming armour trait for shoving to deal damage

Hooks


Monsters

Boss

The Butcher

Butcher a creature with a hand for a knightly grate mask, two large cleavers dripping with iquor, dressed in corpses and skeletal armour, it carries a lantern on its belt.

| Move | Integrity | Action | Weakness (! is vitals only) | Resistance (! is ancillary only) | | —– | ——— | —— | ————————— | ——————————– | | Reach | 16 | (+6) | Pierce | Magic, Rending, Impact |

Actions

  • 6 rending as you swing cleavers
  • 4 impact range Summon Undead as you throw a corpse
  • 5 heat Area, close exhaust as you shine the lantern
  • All in Earshot, (-2) or Panic exhaust as you scream
  • Only if grabbed, move to the marker and knocks someone unconsious as you add them to the marker

    Traits

  • Hard to avoid (-2) to reactions
  • Drag you to hell - when The Butcher goes to 0 hp its mask opens showing a distended horrorful jaw. It can now bite for 8 damage penetrating. if this includes injury the person begins to be swallowed.

    Traps

  • Cloak of corpses - when you miss the butcher you are grabbed
  • Lantern crack - when hit with an impact weapon the lantern flickers catching everyone in reach on fire

Combat

  • remember the team is at a (-1) to all but attacks
  • Butcher -4 (12)
  • Butcher -5 (7)
  • Butcher -5 (2)
  • Butcher -4 (0)
  • Marcelle took the shot.