Session 28

Post-Calamity

Ideas

  • Once entering catacombs there will be a large area with a huge spirit / zombie population (those that were burried with the king pharo style)
  • When they push in further there will be lore rooms and a resting spot. 2 size of exotic metal, 4 size of artisan spirits, 5 size of exotic cloth.
  • The Catacombs housed different castes of people.
    • Workers - Need to find it in the atrium behind them as they push through (unless they somehow find it. )
    • Soldiers - Need to sneak past the unholy guards that patrol the area. If they fail the room will begin to fill with darkness, volition or damage. Room will have some weapons of unique design. Some spring spears in this room.
    • Church Figures - Need to show devotion, know the prayer of the Lord or be attacked with light and energy. (can be found in the chroniclers room). A book of holy ordaining which you can spend a power to give someone a (+2) on a volition test in this room (you always have the bonus while holding this).
  • For the duration there will be spirits attempting to harm them and drain their sanity(?).
  • Need to gain each groups insignia to make it to the inner chamber.
  • Lord Of The Dead boss fight
    • Dark Staff, Shadow Topper (marks people with darkness, can detonate corpses?) 5(-1), Impact, Penetrating.
    • Damned Crown - Can speak to the dead, see the dead(?)

      Calphion 12 Winter -

  • They took the book
  • Alexander talking to Francis (the lore keeper) about other tomes and history. They said they needed more permission to view more. Spoke of a King Of The Dead that founded this area, a minor diety who was potetially suppressed by the celestials. Kings story ends abruptly with a “regime change”. Most of the lore from the post king era was destroyed as blasphemous.
  • Traveling To Da Ancient Site
    • Arturas - Scout, Socialize
    • Greg - Cart Driving, Socialize
    • Simple - Maintenance, Socialize
    • Vespin - Scavenge, On Watch
    • Alexander - Decode Book, Socialize
  • Simple Joe has an enchanted “Manticore Sting” sword.
  • Maria showed them the urn that will cancel out the curse.
  • 12 soldiers of the church going in with them
  • They figured out that the God sealed himself away.
  • Got the piece of the medalion, from the workers.

Rewards

  • 2 size of exotic metal, 4 size of artisan spirits, 5 size of exotic cloth.
  • Characters


To Do

  • Roxy (Roxanne) la Croix will think on who would make a good leader of the merchants.
  • Arturas looked at the autocarraige specs that Xen had, discuss costs of carraige.
  • Simple Greg, writes a letter to Mo Joe (he/him) to ask about the observations about natural escalation.
  • Update games kit, doesn’t do anything any more.

Hooks

Monsters

Damned Husk

Basic enemy, attack (+3, Impact, 3)

Undead Thugs (The Damned)

*Remains of people brought back to life. Move and act as they would have when alive. * (4, mixed, 2) 6 integrity, weak to life. Trap: can’t react if you just meleed them. Trait: Undying, need to be killed to be stopped.

Lord Of The Damned

Move Integrity Weakness (! is vitals only) Resistance (! is ancillary only)
Short 20 Heat!, Life Physical!

Actions

  • Attack(+5, Impact, 6) leaves residual darkness which deals 1 armour damage when you act if you don’t pass a volition skill test.
  • Confine To Darkness - Opponent must make a (-3) volition or be stunned.
  • Spread Darkness - Destroy an ally to deal 6 Life damage in an Area.

    Traits

  • Everywhere - Cannot be outnumbered.
  • Hard To Avoid - (-2) to reactions.

    Traps

  • Corpse Guards - 50% chance when attacked an undead thug is summoned in its place.

Scratch Space\

  • Staff is weakened, (-1 damage, remove debuff).
  • 5 damage (15)
  • 4 damage (11)
  • 8 damage (3)
  • 2 damage (1)
  • 7 damage (0)