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Clockwork Abattoir: Sordid Tales

Started by Rose-of-Vellum, February 14, 2014, 02:18:41 PM

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False Epiphany

[ic]The agony of Alisandre's cooking flesh is no less terrible than the first time, the flames' kiss no less cruel--but the fires of her hatred burn hotter still. The necromancer snarls an invocation through blistered lips, and a swarm of buzzing flies and squirming spectral maggot hurtles towards the necromechanoid, their probosci veritably twitching with delight over so copious a supply of flesh to gorge themselves upon.

No sooner is her hex uttered than Alisandre barks out commands in Morbis for her necrotic servants to bring her sister-in-law to her--alive. The zombies squeeze themselves under the legs of the faulty construct that remains oblivious to their presence, and descend upon Lenora in a mindless flail of chymical-slick arms.[/ic]

[ooc]Grave's call on the necromechanoid, 4 dmg if I hit: [blockquote]Rolled 1d6-1 : 6 - 1, total 5[/blockquote]

Zombie 1 footing roll: [blockquote]Rolled 1d6 : 6, total 6[/blockquote]

Zombie 1 grapple roll: [blockquote]Rolled 1d6 : 2, total 2[/blockquote]

Zombie 2 footing roll: [blockquote]Rolled 1d6 : 5, total 5[/blockquote]

Zombie 2 footing roll: [blockquote]Rolled 1d6 : 6, total 6[/blockquote]

If zombie #1 succeeds on the grapple roll, zombie #2 attacks Lenora instead. 2 points of dmg if it hits, with the intent to knock her out.

Pools: Might 0/8 (0), Agility 3/11 (1), Intellect 5/17 (1)[/ooc]

Rose-of-Vellum

#361
[ic=Alisandre]The hex-maggots burrow into the necromechanoid's sutured flesh. One punctures a synthetic-piped artery, unleashing a torrent of foul-smelling embalming fluid, theosophical reagents, and motor oil. Within seconds, desiccated pistons seize, gears shriek, and half the juggernaut's limbs fold like deflated accordions. The remaining limbs struggle to support the necromechanoid's weight while dumbly flailing against the gnashing imps.

Undeterred by the rising slurry, Alisandre's zombic vassals bear down on their murderer. The first snatches her robe, but the rite-frayed garment rips. Lenora stumbles away, deeper into the corridor. Her shouts echo wildly with averted pain and perceived triumph. Her victory is short-lived, however, as the second zombie slams into her and carries her to the ground with a bone-snapping thud. Lenora's arrogance is instantly silenced by her agony.  

Behind Alisandre, the tanks continue to leak their incarnadine chymicals. Sensors flicker as reservoir levels drop. Ear-splitting klaxons begin to erupt.

Wincing at the deafening cacophony, the remaining diabolist pushes back his stained sleeve and begins drawing elaborate sigils with his half-clotted blood. His veiled eyes glow like burning honey as he completes his semiotic diagrams. The sanguine invocation recalls his imp-horde. The surviving fiends -including those clutching the last three eggs- are violently sucked back into his body. His body rapidly bloats with the diabolic ingress, and he eerily groans as bones shift, skin stretches, and organs bend under the corpulent strain.

Once more an obese, lumpy mass, the witch lumbers weakly to the still-burning Alisandre. He reflexively snuffs the flames with an off-hand hex, asphyxiating the flames with an ephemeral, pangeometric gate. He shouts, gesturing to the alarms, "The Manciple-Guard, they'll be upon us!"[/ic]    

[ooc]The necromechanoid is largely, but not wholly, disabled. It is still blocking the corridor -and its huge, flailing limbs could squash a lesser magistra. If you try to pass, you need to make an Agility defense roll (5 = no damage, 4 = you pass but get damaged, 3 or less = you take damage and don't get passed). It is also blocking your vision -but you're pretty sure that Lenora is down and grappled -and likely lame.

You also take another 2 points of fire damage from the prior round.

Additionally, make an Intellect check, perception-based.

Finally, those were some nice rolls.

EDIT: Alisandre would know that the Manciple-Guard are the group of alchemist-engineers that procure, tend, and guard the Towers' alchemical 'food' and network of pipes.  [/ooc]  

False Epiphany

[ooc]Perception check:

[blockquote]Rolled 1d6 : 3, total 3[/blockquote][/ooc]

Rose-of-Vellum

[ooc]Alisandre's senses squirm and wince. Beyond the distracting pain of her burnt body, the lighting is schizophrenic with the leaking, splashing alchemical phosphorescence; vanishing flames; and flashing alarms. Moreover, the re-absorbing of the imp-hoard, shouting, and flailing necromechanoid make it all-but impossible for her to make out what is happening in the corridor. To alter the zombies' orders, she will need to get past the necromechanoid and into the corridor. Otherwise, they will continue there last orders (grapple), or she can tell them to do a task that does not require sit (i.e., stop). [/ooc]

False Epiphany

[ic]"Then we must... clear a path before they arrive," Alisandre hisses, her breath hoarse, ragged, and partly choked with relief over her now-extinguished state. Smoke rises from her scorched and blackened garments, and her flesh is in little better condition. The nigromancer wills her fading vision into focus as she calls,

"Target that thing's limbs!"

With several rapid Morbic intonations and forceful gestures, Alisandre sends a spout of black flames, greasy and foul-smelling as corpse-ichor, flying towards the construct's still-functional limbs. A faint, soft hiss sounds as the hex streaks towards its target, like gas released from a rotting cadaver.[/ic]

[ooc]Targeting the limbs with grave's call per our earlier discussion: [blockquote]Rolled 1d6-1 : 1 - 1, total 0[/blockquote]

Zombie 1 footing roll: [blockquote]Rolled 1d6 : 6, total 6[/blockquote]

Zombie 1 grapple roll: [blockquote]Rolled 1d6 : 6, total 6[/blockquote]

Zombie 2 footing roll: [blockquote]Rolled 1d6 : 2, total 2[/blockquote]

Zombie 2 grapple roll: [blockquote]Rolled 1d6 : 1, total 1[/blockquote]

Pools: Might 0/8 (0), Agility 1/11 (1), Intellect 5/17 (1)

Looking over the health rules, should Alisandre have had a beneficial effect occur with her last 6 (being as she was/still is impaired)?[/ooc]

Rose-of-Vellum

#365
[ic=Alisandre]The necromantrix' hissing flames streak towards the injured construct -but the hex-fire reacts unexpectedly with the automaton's eso-alchemical vitae. To Alisandre's shock, the eldritch flames violently ignite the arterial oil-spill that surrounds the construct. Air and ichor alike erupt into a greasy fireball and keening shockwave!

Tubes and tanks burst. Glass and foetid fluids shower the living. The corpulent witch is thrown back, a seven-horned imp seeping from his reopened wrist. The chamber shakes with an epileptic fury. The klaxons continue their relentless cries. [/ic]

[ooc]Make an Agility defense roll. Also, make a Might defense roll (DC 3) to avoid being deafened by the blast. I'll ten describe what she sees/experiences depending on that reactive roll.[/ooc]  

Steerpike

[ic]Catena hops down from the mechanical walker with a grunt.

"I consider us even. I hope you feel the same." She brushes herself off and sets out in the direction of the corroded industrial husks and seeping cesspits of the Black Souse Tarnish.[/ic]

Rose-of-Vellum

[ic=Catena]Titus silently watches Catena's descent with his beady button-eyes. At her words, the riparian grifter snorts:

"Ye got powder, Catena, I'll give ye that. If ye need someplace scaly to shell up, go to the docks and ask for the Selkie's Armoire -tell 'em the Haberdasher sent ye."

Bidding the albino farewell with a jaunty salute, Titus returns to his gears. He spurs the cray-machine forward, and away from the roving searchlight.

Catena's path quickly diverges. The Ebon Ward -and the Tarnish within- awaits.[/ic]

[ooc]Make an Intellect check DC 2 to know where the Tarnish is. If you fail, you will find it, but the journey will take a little longer (backtracking, roughing up directions, etc.). Speaking of time, if you find a place to hole up (either a 'proper' flophouse or abandoned buildings), you can take your 4th rest if you wish. Either way, would you please update your character sheet (i.e., add your benefit selected, pool increase, and items gained)?
[/ooc]







False Epiphany

[ic]Alisandre hisses, jerking an arm across her face to avoid being blinded by the chymical shower. But the worst was surely still to come...[/ic]

[ooc]Agility:

[blockquote]Rolled 1d6-1 : 1 - 1, total 0[/blockquote]

Might:

[blockquote]Rolled 1d6-1 : 4 - 1, total 3[/blockquote][/ooc]

False Epiphany

#369
[ooc]As endlessly entertaining as I'm sure two successive 1s would be for you to narrate... spending my remaining 1 XP on a reroll.

This dice roll has been tampered with!
Rolled 1d6-1 : 3 - 1, total 2

Pools: Might 0/8 (0), Agility 1/11 (1), Intellect 5/17 (1)[/ooc]

Steerpike

[ooc]Updated my sheet.

Intellect check:

[blockquote]Rolled 1d6 : 4, total 4[/blockquote]

Catena will look for an abandoned building to hole up in as well and make her fourth recovery roll if she finds one:

[blockquote]Rolled 1d6+2 : 5 + 2, total 7[/blockquote][/ooc]