Monster Mash

From Tenebrae
Jump to navigation Jump to search

The Adventurer's Guild was contracted quietly, no notice on the board this time, just a few quite words passed here and there. Until there's a group of you standing far beneath the surface of the world in the morgue of the Soldier's Defence. There's rows of boxes down here. Coffins wrapped in chains thumping and jostling as though there's something inside them. There's a priest of Vardama standing before you, her back to the coffins and her cold black eyes on you.

"What you see here today you will be asked to keep silent. And if you wish to turn back after what I have to say nothing will be thought less of you. So here is why you are here. Thanks to the hard work of the diligent adventurers and staff of the Soldier's Defense the number of deaths thanks to the plague have gone down considerably. But there have been some. Those that were struck down too quickly to be helped or those who were too sick when they were brought in for there to be anything to be done to aid them. Those dead are in these boxes. You see, all those that die to the plague become undead. We tried burning the corpses but the dead became ghosts, this so far is all we've been able to do. Salt-bound corpses in coffins wrapped in silver chain. We've too many now though, and they must be dealt with."

She looks at you seriously, her hands pressed together. "I'm sure you can see now why this job is not to be spoken of. It would hurt the living to know that we must deal with the dead so. And as you may have guessed; since they were all infected with the plague while alive they bear it now and seek to spread it to the living. So if you have any qualms about catching the illness we will understand and respect them. Make your choice now or forever be bound to it." With these last words she takes a step back, allowing you a moment to think over your fate.

Bennet silently steps forward, double checking the draw of his weapons. His choice was made long ago. He will serve, to Death and beyond. A bargain, all things considered.

Morgan comes in with her gear like normal with her staff in her hand "Note to self buy that cool doctors mask for this." She says as she is ready to deal with this "Would any one like to fly?" said as she lifts a little off the ground.

Verna moves forward without any further consideration. "They will receive the respect due, if not the immediate rest they deserve." While loathe to allow any abomination to persist, there appears no true method of release at this time.

There is simply too much red in her ledger to say 'no'. Elyanna, hooded and keeping herself shrouded as best she can in her cloak, simply nods grimly to the priestess. SHe's only heard but scant rumor about this plague, though she relish the notion of becoming undead not at all, the endeavor may in some small part, balance the scales.

The priestess nods, moving wordlessly to the wall of coffins and murmurs a few words of prayer. Immediately the links of chain loosen and several of the coffins hop in place. The priestess moves to the side, clearly startled and hits the coffin that she's standing next to. The coffin lid slams upwards and a gaunt hand rises upwards to grab her by the wrist. Firmly she pulls backwards, struggling with the corpse that is moving unnaturally fast out of its coffin. Along the line more of the undead are clamoring out of their coffins.

It's only been a few moments and it already seems like things are going sideways.

GAME: Morgan casts Haste. Caster Level: 11 DC: 20

Morgan says as she takes up and back "This will help you all move faster." She lowers her arms at her side muttering a few words as a blue mist like energy hits her companions that makes the world seem a bit slower around them.

GAME: Bennet rolls weapon9+3+1+2+1: (11)+12+3+1+2+1: 30
GAME: Bennet rolls weapon9+3+1+2+1: (18)+12+3+1+2+1: 37
GAME: Bennet rolls weapon9+3+1+2+1-5: (3)+12+3+1+2+1+-5: 17

Elyanna blinks at the sudden influx of energy and, the odd sensation of time slowing, just a fraction, but she edges back from the lively abominations as her hand uncoils the braided tresses of her whip. She starts with a low, gutteral growl that takes to a wordless, but oddly militant melody punctuated by the cracks of the lash as she begins to dance with the weapon.

GAME: {*} Bennet rolls damage9+14+1+2+2d6+1: aliased to 1D12+0+14+1+2+2d6+1: (2)+0+14+1+2+(10)+1: 30
GAME: {*} Bennet rolls damage9+14+1+2+2d6+1: aliased to 1D12+0+14+1+2+2d6+1: (1)+0+14+1+2+(10)+1: 29
GAME: Elyanna spends ONE use of BARDIC PERFORMANCE.

Bennet draws his rifle in a smooth motion, aiming for the coffin holding the priest. "Open the Gate. Access, LightBrand." he intones formally. The weapon begins to glow with a grey light, and a voice replies. "Gate is open. Lightbrand. Gate shall remain open until targets are silenced." The Absolution's eyes shift to a slate grey as he lines up his shot. "Watch your ears."

KRAK-THOOM!

Alchemic thunder rolls in the small space, fingers flying in a blur to reload, the second and third shots sounding almost as fast as the echo.

KRAK-THOOM!

KRAK-THOOM!

The trail of smoke seems almost to reach for the undead, as if trying to draw it towards the weapon.

GAME: Aftershock rolls 1d20+14: (3)+14: 17
GAME: Aftershock rolls 1d20+14: (9)+14: 23
GAME: Aftershock rolls 1d20+14: (3)+14: 17
GAME: Aftershock rolls 1d20+14: (6)+14: 20
GAME: Aftershock rolls 1d20+14: (3)+14: 17
GAME: Aftershock rolls 1d8: (4): 4
GAME: Aftershock rolls 1d8: (8): 8
GAME: Aftershock rolls 1d8: (5): 5
GAME: Aftershock rolls 1d8: (3): 3
GAME: Aftershock rolls 1d8: (6): 6

In a mad rush the undead come pouring out. They move far too quickly for your natural undead, and they look anything but natural. Their skin is dried and clings to their bones. They've been dried out and persevered, their eyes glow blue and their chests hold that same strange light inside them. Each one of them finds someone to attack, and they do it in a frenzied manner, nails sharpened to claws bleeding everyone in the room in a matter of seconds. The scent of salt and iron rings through the air sharp as gunpowder.

GAME: Verna rolls fortitude: (6)+11: 17
GAME: Bennet rolls fort: (14)+12: 26
GAME: Morgan rolls fortitude: (9)+8: 17
GAME: Elyanna rolls fortitude: (7)+1: 8

Verna focuses for a brief moment, pooling and concentrating negative energy via practice rather than faith. The energy is then tuned away from what might be considered the generally accepted phasing of said energy before it is released in an expanding sphere about them. While now harmless the the living, it is akin to nails on a chalkboard to the empowering energies of most undead and decidedly uncomfortable.

...though these, being far from the generally unaccepted standard, appear unfazed.

GAME: Morgan casts Magic Missile. Caster Level: 11 DC: 18
GAME: Morgan rolls 5d4+5: (14)+5: 19

Morgan gets a scratch from the one zombie in front of here, she mutters a bad word but scurieas back out of reach. Her hands points two fingers from each hand and sends 5 bolts of energy to only slightly annoy the one on her.

GAME: Elyanna rolls weapon6+1: (11)+7+1: 19
GAME: Elyanna rolls weapon6+1: (11)+7+1: 19
GAME: Bennet rolls weapon9+3+1+2+1+1: (2)+12+3+1+2+1+1: 22
GAME: Bennet rolls damage9+14+1+2+2d6+1: aliased to 1D12+0+14+1+2+2d6+1: (12)+0+14+1+2+(8)+1: 38
GAME: Bennet rolls weapon9+3+1+2+1+1: (15)+12+3+1+2+1+1: 35
GAME: Bennet rolls weapon9+3+1+2+1+1-5: (20)+12+3+1+2+1+1+-5: 35 (THREAT)
GAME: Bennet rolls weapon9+3+1+2+1+1-5: (14)+12+3+1+2+1+1+-5: 29
GAME: Bennet rolls damage9+14+1+2+2d6+1: aliased to 1D12+0+14+1+2+2d6+1: (10)+0+14+1+2+(8)+1: 36
GAME: Bennet rolls 4d12+1+14+1+2+2d6+1: (25)+1+14+1+2+(6)+1: 50

The whip whirls about as it's mistress makes her oddly emboldening chant, cracking here, and there, and everywhere. As Elyanna is struck, she winces but doesn't lose her cadence, adding two close misses at her assailant to the beat of her chosen instrument.

Bennet fires another rapid round, finishing off the undead grappling with the priest before turning focus to the one grasping at him. A quick shot to the chest drives the undead back, while a second shot to the head finishes it off. "Rest in peace." Not likely, but one can hope.

GAME: Aftershock rolls 1d20+14: (19)+14: 33
GAME: Aftershock rolls 1d20+14: (3)+14: 17
GAME: Aftershock rolls 1d20+14: (18)+14: 32
GAME: Aftershock rolls 1d8: (8): 8
GAME: Aftershock rolls 1d8: (2): 2
GAME: Aftershock rolls 1d8: (5): 5
GAME: Aftershock rolls 1d6: (4): 4
GAME: Bennet rolls fort: (9)+12: 21
GAME: Morgan rolls fortitude: (6)+8: 14
GAME: Verna rolls fortitude: (20)+11: 31 (CRITICAL SUCCESS)
GAME: Elyanna rolls fortitude: (18)+1: 19

The undead - those that remain upright and maintain their heads for the moment continue their assault mindlessly. Digging claws into flesh and drawing more blood to the surface. Meanwhile the priestess utters a soft few words and wounds begin to knit closed; some of them at least.

GAME: Elyanna rolls fortitude: (13)+1: 14
GAME: Verna rolls fortitude: (5)+11: 16 

Verna does not appreciate the slashing of the claws nor the semi-surround of the remaining not-quite-the-standard undead. "Steel yourselves!" She subsequently calls to the Dread Lady to bring Her unflinching judgment upon those present... possibly to the chagrin of more than the clawed.

GAME: Verna casts Holy Smite. Caster Level: 15 DC: 19
GAME: Elyanna rolls will: (19)+5: 24
GAME: Verna rolls 5d8: (22): 22
GAME: Verna rolls will: (10)+17: 27
GAME: Morgan rolls will: (13)+12: 25
GAME: Morgan casts Scorching Ray. Caster Level: 11 DC: 19
GAME: Morgan rolls ranged: (7)+8: 15
GAME: Morgan rolls ranged: (20)+8: 28 (THREAT)
GAME: Morgan rolls ranged: (12)+8: 20
GAME: Morgan rolls ranged: (12)+8: 20
GAME: Morgan rolls 16d6: (60): 60
GAME: Morgan rolls reflex: (6)+8: 14
GAME: Bennet rolls reflex: (8)+11: 19
GAME: Verna rolls reflex: (17)+9: 26
GAME: Elyanna rolls reflex: (4)+8: 12
GAME: Merek rolls reflex: (13)+6: 19

Merek had come to look while he listens to the main explanation of what was needed, with a nod. It looks like he will assist, even when the offered explanation is given. Then when all the undead begin to lift up from the caskets, he then takes a moment to draw his longsword, while he begins to channel energy into it. It looks like he's taking a moment to look at the situation while he tries his best to assist in pushing back some of the undead to keep them from assailing the team as a whole, when he's then also hit with an explosion.

Elyanna manages to keep her song and dance doing after the next hit... but she loses her concentration from the divine onslaught involved by her companion. Her next lash goes wide before the explosions cast her tumbling into a battered, still heap.

GAME: Elyanna rolls fortitude: (15)+1: 16
GAME: Bennet rolls weapon9+1+2+1+1: (20)+12+1+2+1+1: 37 (THREAT)
GAME: Bennet rolls weapon9+1+2+1+1: (4)+12+1+2+1+1: 21
GAME: Bennet rolls weapon9+1+2+1+1-5: (16)+12+1+2+1+1+-5: 28
GAME: Bennet rolls weapon9+1+2+1+1: (14)+12+1+2+1+1: 31
GAME: Bennet rolls damage9+1+2+2d6+1: aliased to 1D12+0+1+2+2d6+1: (7)+0+1+2+(2)+1: 13
GAME: Bennet rolls damage9+1+2+2d6+1: aliased to 1D12+0+1+2+2d6+1: (5)+0+1+2+(8)+1: 17
GAME: Bennet rolls 4d12+1+2+2d6+1: (35)+1+2+(8)+1: 47

Bennet rocks back from the explosion, blinking the dust from his eyes. Finding a companion down, the Paligun quickly shifts aim to take down the undead standing over the fallen, a trio of rapid shots taking it down, and lessening the threat, for the moment at least.

GAME: Aftershock rolls 1d20+14: (10)+14: 24
GAME: Aftershock rolls 1d8: (5): 5

Morgan shakes a bit as the holy spell hurt her a little. She then takes a few steps back at the zombie hurting her as she sends 3 bolts of fire making it explode, "Well fuck that never happened before."

GAME: Verna rolls fortitude: (18)+11: 29
GAME: Elyanna rolls fort: (14)+1: 15
GAME: Aftershock rolls 1d20+14: (20)+14: 34
GAME: Aftershock rolls 1d20+14: (4)+14: 18
GAME: Aftershock rolls 3d8: (10): 10
GAME: Verna casts Cure Moderate Wounds. Caster Level: 15 DC: 17
GAME: Verna rolls 2d8+10: (9)+10: 19

Verna did not expect that Her Mistress' Judgement would be so harsh upon her allies, nor that the one incinerated would detonate. She ignores the slashing claws for a moment to make her way to Elyanna; a choice that said claws punish her for by cutting deeply through her robes and into her person. With a hiss and through clenched jaw, she beseeches The Lady that it is not yet the other's time, and that she be granted reprieve from her wounds.

GAME: Merek rolls melee: (1)+6: 7 (EPIC FAIL)
GAME: Merek rolls melee: (20)+6: 26 (THREAT)
GAME: Merek rolls 3d8+5: (13)+5: 18
GAME: Morgan casts Magic Missile. Caster Level: 11 DC: 18
GAME: Morgan rolls 5d4+5: (14)+5: 19

Merek lifts up his longsword while he notices that Verna is moving to assist Elyanna. A shift of the weapon which he swings towards the undead also, the holy energies channel into it. It doesn't do what a sword would do, instead it seems to be a kind of focus, "Eluna, I call upon you to grant me thy blessing in the fight!"

Morgan says as her pointer fingers extend to the one zombie that Merek is fighting. "Please rest in the after life." She then send 5 bolts only hurting it lightly.

GAME: Elyanna rolls weapon6: (12)+7: 19
GAME: Bennet rolls weapon9+1+2+1+1: (2)+12+1+2+1+1: 19
GAME: Bennet rolls weapon9+1+2+1+1: (7)+12+1+2+1+1: 24
GAME: Bennet rolls weapon9+1+2+1+1-5: (19)+12+1+2+1+1+-5: 31
GAME: Aftershock rolls 1d20+14: (7)+14: 21
GAME: Aftershock rolls 1d8: (1): 1

Bennet levels his thunderbelcher at the remaining undead, but instead of the regular 'boom', there's more a pathetic 'fiss' and a small cloud of smoke. "....awh fer the Lady's sake..." The Absolution tucks the weapon under his arm, grabbing a couple tools from his belt to work on the breach. He seems to know what he's doing, and makes rapid progress.... but it still takes time.

GAME: Verna rolls fort: (19)+11: 30

The last remaining undead creature turns its attention on Merek, scratching him with its long claws and drawing a thin streak of blood. More added to the growing crimson on the floor which has grown streaked and bloodied.

GAME: Merek rolls fort: (17)+7: 24
GAME: Verna casts Searing Light. Caster Level: 15 DC: 18
GAME: Verna rolls ranged: (6)+9: 15
GAME: Verna rolls 10d6: (32): 32

Verna is bloodied, but worse, somewhat stymied by these undead who do not appear to follow what is expected and known. While she enjoys a mystery, one in the midst of a melee inside the city involving mysterious plagues and the honored dead is hardly the place nor time. "Be still!" Her voice uplifts once more, as does her gloved hand, from which springs a blazing beam of silvery light. Further judgement from her Matron, dispended via Her servant.

GAME: Merek rolls 3d6: (16): 16
GAME: Bennet rolls reflex: (13)+11: 24
GAME: Morgan rolls reflex: (15)+8: 23
GAME: Verna rolls reflex: (6)+9: 15
GAME: Merek rolls reflex: (16)+6: 22
GAME: Elyanna rolls reflex: (18)+8: 26

Merek lifts up a longsword while the channel of energies from the planes fills the undead!

Bennet flinches as another undead explodes... which is weird. But he finishes fixing the error in his weapon, eyes returning to their normal shade as the weapon ceases to glow. "Targets silenced. Rest in peace."

The resulting magics cause the body to rise up off the floor and then suddenly it explodes into a thousand deadly shards that most (not all) manage to evade. With the last of the bodies finally down you are aware of the sound of thumping from the other caskets. The other bodies that you have more work to be done. The priestess looks over all of you, but she offers you no out. You've proimised yourselves to this work, and work you shall until the morning light dawns on the horizon and the last of the body parts has ceased to move.

Jaw bones are not normally connected to the solar plexus, at least when both originate from the same creature. The eve continues to make exceptions for Verna. "That was exceptionally unpleasant."

-End