Warhammer Fantasy: Thirteen Tolls - An Apocalypse Quest

Well, I think the whole point is we can't truly stop altogether, too many of the pieces are in place and the Princeps has too much power - and I'm pretty sure the Election Coup will fail. The most we can do is save as many people as we can, and do our best to weaken/undermine his plot so whatever catastrophe happens won't make the Skaven.

Hmm. Reminder please, what's the exact deadline for?
 
This – the massacre, the panic, the riot – this was planned. Someone wanted this to end this way.

Who threw the brick? Who placed the soldiers? Who hates the Elves?
Xenophon, my doomed friend, you have much to learn about Malekith's mindset.

He has no allies. He has no friends. If he is compelled by any agreement, it is only held by however you can pin him down and out-wit his sabotage. What this place represents here is an all-too-horrible idea to his regime: An alternative. Whatever the Princepts wanted from the heir of Anerion? Was always going to be partnered with sparking this riot.
But you could not focus on result, not when you knew so little of mechanism. "My last question, then. How? What were you to do for the Princeps?"

"What were we? Presumptuous of you to assume the past-tense. We were to deliver him a priest – one with a deep connection to that cursed God – and perhaps a few more. Why do you think we're getting close with our cousins?" The deepest laugh. Lava crackling as a volcano erupts. "They do they their holds secure."
Shit. The Sons of Skavor haven't just handed over a priest of Hashut, the whole point of bringing the Dwarves back in is to get at the Ancestor Gods.

And with direct bloodline lineages, we have more than priests to worry about.

I fear our trump card of a Throng marching on the city is increasingly becoming more of a way to feed the enemy.
You knew the prophecy of Morr – that to save the most, you had to drive Divinity out. But you had not quite cognized the logical reverse; that for the Princeps to fulfil his plan, he had to collect Divinity.

And you think of thirteen guillotine shrines, and the exploding of the Temple of Asuryan, and you wonder how many Elven priests just went "missing".
Welllllll bollocks. Only needing 13 Priests makes this a lot harder to stop.
If they just needed 13 of anything, then the ritual would've been completed long ago. I think it's two aspects:
1. They have to be major gods. The big ones of any species or pantheon.
2. The thirteen sacrifices are the flint in the lock: When they are fed to the broken god of the old dwarves, then the ritual to create the Horned Rat shall fire in earnest.
 
1. They have to be major gods. The big ones of any species or pantheon.
2. The thirteen sacrifices are the flint in the lock: When they are fed to the broken god of the old dwarves, then the ritual to create the Horned Rat shall fire in earnest.
It does sound like delaying is the order of the day. Even if the Coup is guaranteed to fail, it might disrupt something or create an opening. Especially since now that I look back, the Princeps seemed to be on a time-table. Or have one in mind.

The question is, what else? I don't think wealth for another mercenary company will help. The Princeps has the city's military and more onside. An airship would get people out... once per two turns means we could do it next turn, and Turn 8 just before the election takes place.

A petrified Son? If we could do something for the Skavorites, then... well, the Princeps might have to improvise a replacement.
 
It does sound like delaying is the order of the day. Even if the Coup is guaranteed to fail, it might disrupt something or create an opening. Especially since now that I look back, the Princeps seemed to be on a time-table. Or have one in mind.
The date is set. The clock ticks ever onward. The thirteenth bell shall toll on the thirteenth hour. We cannot delay this any more than you can hold back the seas with your hands.

All we have is the cold efficiency of the reaper.
 
[] A petrified Son.

The body of a dishonorable cousin. Unlocks the Risky Act: "Study the Curse of the Sons".

I want us to be able to provide what was denied to them. If Gazul keeps his gate closed, Morr will make room in his garden.
Just need to figure out the diffrence bettwen 'denied the afterlive' and 'barred from Glitering Realm'.

[] to delay their scheme until the Election.

Mechanically, to the end of Turn 8. The Princeps' deadline is then.

[] An excavation of the Roost.

Re-open the vaults left sealed by your Brothers. Enables new Risky Act: "Explore the Depths".

Both of those are benefitial in critical areas for diffrent reasons.
I would be endiring however if they could find peace in depths of our Roost.
 
Cool, that's a difficult choice, with several possible directions.

It seems that to try to save the Sons of Skavor by giving them an afterlife, we have a basic starting point:
[] A petrified Son.
The body of a dishonorable cousin. Unlocks the Risky Act: "Study the Curse of the Sons".

Then we may want either more time:
[] to delay their scheme until the Election.
Mechanically, to the end of Turn 8. The Princeps' deadline is then.
Or access to the depths of the Roost. Why? Because "depths for depths" is a theme. And why else explore the depths, if not to find another way?
[] An excavation of the Roost.
Re-open the vaults left sealed by your Brothers. Enables new Risky Act: "Explore the Depths".

It does run the risk of opening the Gates of Morr for exploitation by Suttar/the Great Horned Rat/the Floridus & Necoho gang, but hey, "no risk, no gain". Do we know why the catacombs of the Roost have been sealed?

Belated realization: Suttar is the inverse of Rattus. Well played^^. The Great-Great Horned Rat: "I am inevitable" XD o.o😱
Anyway,
Maybe we can ask for time, and do the excavation on our own? Or ask the main-branch Dwarves for it? I don't know.
Either way, Plan Cure looks like: Petrified Son + Roost Depths, or Petrified Son + time to investigate.
We may want to use 2 turns for this, with Pelops by our side to assist us in both risky actions.

Alternatively, there is Plan Spelunking: go into the depths, with a bodyguard of hammerers:
[] An excavation of the Roost.
Re-open the vaults left sealed by your Brothers. Enables new Risky Act: "Explore the Depths".
[] A bodyguard of Hammerers
A Milita Follower. BONUS: They auto-succeed any Act that involves combat underground.

It's a great sinergy for this action, and we get another militia/bodyguards that can be useful in other endeavours in the city. But they can also be dangerous if the Sons of Skavor decide we don't fit their plans. And it seems something like "you couldn't break down Gazul's door, so we break down Morr's instead".

Then there are other choices: we focus less on the Sons of Skavor, and help other people in the Cities:
[] An airship.
The "Evacuate" Act may be freely taken once every other turn.
This is... surprisingly tempting. Action economy is always precious. (Precioussss..., cit. Gollum). Even if everything goes as bad as canon or worse, will having a considerable number of survivors of the Twin Cities somewhere change history? But it's kinda disconnected, and I think we did evacuate someone in a past action.

In case we care for the political landscape and the riot wars, we may want to consider:
[] fine weaponry.
Both your existing Milita Followers gain the "Well-Armed" BONUS: Flip-twice and take the better when engaging any force not sponsored by the Cities' government, a magical District, or a foreign power.
But we don't really have a definite plan for political action, so this leaves this alternative as the weakest of the bunch. Whereas instead we have a definite plan for magical action. And the aim to get the Ancestor God Skavor and his descendants out of dodge.
 
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I'd personally go with delay their scheme and studying a petrified son.

The risky action unlocked might give us something to use to pull them away from the Princeps. However, doing so would be worthless if they just do their scheme right away.

So, yeah.

[] Plan: Time for Study
-[] to delay their scheme until the Election.
-[] A petrified Son.
 
[X] Plan: Time for Study
-[X] to delay their scheme until the Election.
-[X] A petrified Son.

Still tempted to explore the Depths of the Roost. And there is a risk this delay may get to the Prince...
 
[X] Plan: Time for Study
-[X] to delay their scheme until the Election.
-[X] A petrified Son.
 
[X} Save as many as we can
-[X] An airship.
-[X] to delay their scheme until the Election.

This is the choice if we just want to save as many people as we can.
 
Vote closed
Scheduled vote count started by Graf Tzarogy on Sep 7, 2024 at 5:19 PM, finished with 10 posts and 7 votes.

  • [X] Plan: Time for Study
    -[X] to delay their scheme until the Election.
    -[X] A petrified Son.
    -[X] An airship.
    -[X] to delay their scheme until the Election.
    [X] Secret Secrets are No Fun
    -[X] An excavation of the Roost.
    -[X] A petrified Son.
 
So, we finally more or less know the plan.

the princept want to become a god or a demon prince equivalent his idea of a god, which will birth the skaven by accident...or maybe on purpose. hard to said.

He need thridteen priest, of mayor gods, we already took one with ahat by banish it to the realm, meaning we deprive of him, maybe the princept is out to find a replacement?

We know the chaos gods are middling in the issue, probably because they sense a rival birthing in the warp(of course, given how time work, they already know the hornet rat exist but that is how it rolls). Slaanesh got a patsy and he is out, even nechoco is hear, probably he saw so many god gathering and decide to strike against all them all, using us as medium.

ambrose, the god of the city try to stop this but leaving the status quo.

Anything else to add to this?.
 
Turn Five Results (Part 8) - Core


Below the earth, a pact is struck. You cut your hand with Fafnir's proffered dagger – one, huge, sharp diamond, polished to a razor's sheen. You offer your bleeding palm. He sighs, and shakes, and you watch, through force of will alone, as the stone-flesh of his hand bubbles and cracks. Oozing from the wound is nothing so mundane as blood but red magma sun-hot – the life essence of the subterranean; from which all other life is but a shadow. You and Fafnir shake and so does the earth around you – the crystals above tinkling, laughing as blood-steam rises from your joint clasp. The Rune of Skavor – the only one – gutters, flickers and then blazes, and you see, a mile underground, where above the underworld Skavor waits at his lost family's door. From his crystal form falls a single, oily, rainbow tear. It falls, falls, falls…

A plate shifts. Lava flows. The world is made anew.

Follower gained: Zaki.

Act unlocked: "Study the Curse of the Sons".

The Skavorites will not act until after Turn 8.




RISK: A Classic Heist – Heads (Success)

It is altogether too easy. You steal back to the warehouses where Ambrose had taken you. It's only a little wistful – a memory of a bright smile; of beautiful, every-changing eyes; of a faith in a better City. Only natural for him to be like that, you supposed, knowing his nature – but you can't help feel the ache of a scar on your heart. You had been attracted to him. You had been attracted to hope. And now that too was lost. For lack of faith – yours included. And so, you were left with just nostalgia; as always, the love of better days that never were.

But you're here now, and he isn't, and you have work to do. The warehouse is half-empty; you remember that there was a shipment out to the Black Pharoh a few weeks past, and it seems they hadn't fully restocked. Still enough for your purposes, you suppose. Wearing a cloth mask and thick leather gloves, you slowly, carefully, gather enough to fill a standard amphora. The smell and feel and sound are awful. Fundamentally wrong. Rotting roadkill and infected wounds. A thrumming numbness that scrapes the inside of your skin. Nails against stone being torn out, one after the other. All this – for some glowing green sand. They use this for weapons? Perhaps it's your Sight, but exposure – half shielded as you are – is punishment enough. But beyond the disgust you feel you realize – there's something more. Power; thrumming beneath. Corrupted, sure. But magic, soiled and stained, twisted and turned upon itself. A bomb, waiting to go off. Portable ruin, on demand.

You avoid the sleeping guard easily. He seems caught in some nightmare; you Look, and you see the taint of neon green, trapping him in some realm between here and oblivion. Hard to protect something that poisons its guardian. So, no one watches as you join the other teamsters and messengers of the Cloisters, one clay jar among countless containers, jars, boxes, bowls, and crates. Any more protecters, you suppose, would have aroused its own suspicion. Your luck. You look at your ill-gotten profit and are nearly overcome by a wave of nausea. Well - Ranald does love fools.

Risky Actions Unlocked: Study Warpstone, Create a Warpstone Bomb, Sell Warpstone.




RISK: Upwards, Ever Upwards – Tails (Failure) (PELOPS interrupt – Tails (Failure))

"No."

"Milord, I have been asked by the Princeps-"

"To make a study of the Source below. There've been three senators dead this month, my Lord, so you must forgive us for the enhanced security." The receptionist smiles a sharp little grin, Tylos stabbing the Beast over and over in purple thread on his robes. "You were at the incident at the Casino, no? Bad luck. Wouldn't want any of that to spill over to this critical civic project."

So, you are expelled with harsh words from the lair of the Monster, and the guillotines, and the heart of the Apocalypse. You suppose it couldn't have been so easy to just smash up the place. But you have a few hours to kill now – and it wouldn't do too much harm to wander the lower halls as Pelops trails behind you. These were mostly reserved for Senate business; a horde of offices and bureaucrats, a maze of paper and ink. So, you pass through many halls with the same terrible paintings – Tyleus the Slayer, Tyleus the Liberator, Tyleus the King, Tyleus, Tyleus, Tyleus. They're all dead eyed and badly posed and look nothing like Ambrose besides. He was not half-so pale. You are about to give up, after following another corridor unto another room of tightly packed papyri, guarded by another shrewish secretary who, under no circumstances, would allow you to access official government business. But finally, you turn and see somebody you recognize.

A passing security guard– one of a hundred, there is, for once, not another gruff legionnaire in a pensionary sinecure. This is a relatively young nobleman, your age, black hair, green eyes. He wears a sky-weave tunic, his enchanted to ever be the sun setting on the sea. He's got a lantern in his right hand but on his left - a wrapped over stump. You know where he lost that hand. You saw it happen, less than a week ago, at what they're now calling the Heartbreak Massacre, when the Red protestors were smashed flat. This is one of Ditatis' men – a Rat-Catcher. Ditatis' campaign is suspended – half of them were arrested after the riot. He's been preaching hell on the Elves ever since – so what's this friend of a disgraced demagogue doing so close to the heart of the Cities?

You walk by, and match eyes. He tips his head – only to freeze when he sees you know him. He stands and says "Old pal! Fancy seeing you here!"

"Of course – has that infection cleared up?" you reply, making an abortive gesture towards his arm.

A grin like broken glass "Some action, but not quite. My exterminator's got a bigger plan."

"Might you give me his contact? I was having some difficulties with vermin of my own".

"Gladly" he replies, and scribbles an address in the deep, deep Shambles. Somewhere his sort would never ordinarily deign.

"Well, thanks – I'll leave you to work?"

"My thanks – and gladly. I've got such wonderful colleagues".

Now that you're looking for it, as you leave the building, you take a glace at all the security. Probably a tenth are Rat-Catchers, you'd think, or at least associated, concentrated particularly near the offices of the Senators for Elftown and the Pall. No dice on the high secrets of the Tower. But you've found a plot below.




RISK: The Gods' Delusion– Tails (Failure)

You go to bed disquieted.

But then, for the first time in a very long time, you DREAM.

There is a garden at the end of the world. In that garden, there are black roses. Those roses are shaded by a near-dead tree – all gnarled branches, choked by thorns. And past that tree, there is an arch, beyond which is eternity. And in the garden by the roses below the tree before the gate there is a man that waits.

You are in the garden, on the path. Aoife is holding your had, leading you, in a dress of bluebird feathers, with stars embroidered in her hair.

You step forward; you cannot step back. A strong wind pushes you ever forward. It tears petals off the roses, kicks up dirt from the ground. Before you, the tree shakes, and branches fall.

Around you are a thousand fireflies, pushed by the gale. None can resist the current; like raindrops down a windowpane, they inexorably fall – past the roses, past the tree, past the arch – and into what none can know.

Aoife has not spoken, has not turned to you. She is just pulling, pulling. The wind howls in your ears; you can hardly see for the leaves and dust and twigs. The man is waiting, you know. He has been waiting a very long time.

Shyish blows harder – and the Tree of Hope creaks like a dying God. Aoife yanks you so hard you fall to your knees; letting go. She passes the gate and is gone. And as you struggle to recover, the wind pinning you to the earth, you see people run by. Nivet is there, a great draconic form; and Selia, from the play, burning; and the Priest of Ahalt, petals falling; and Ambrose, running – and try and scream, lying prone – "WAIT!"

But you can't. The wind steals your words. Morr does not deign to help you, as all you know flies into oblivion, and you are too, as even as you cannot get up you still clutch to the earth but it does not help as your fingers are ground to bloody stumps as the End Comes, it Always Comes, it ends, It Ends, IT ENDS!

And then the world stops.

Dust in the air – leaves suspended, yourself an inch before the Beyond. Your God stands frozen, before the Door.

And then someone offers you a hand.

You know who it is before you see them.

There is an oily man, a thousand years old, dressed in rags. He is hopping from one foot to another, giggling all the while. He grabs you, and heaves you up with some hidden, wiry strength.

Necoho.

"Miss me, boyo? Time's up."

You look down, and a sword – your sword – is in your hand.

"Look at this place – the state of it." You follow the sweep of his arm, and see above you, the Tree of Hope, torn from its roots. It will – it is falling. The fireflies are gone; swept away by the tempest, and every rosebush is dead and bare.

"You think that's fair? That even when all this goes, he gets to stay?" Necoho points to Morr. His cloak of raven feathers is untouched; the porcelain skin of his long face unblemished. No expression visits his mouth; neither fear nor favour. At the Gates, accepting of all, but giving mercy to none.

"Let me tell you a secret" the Chaos God says. And then he pushes you, and you're through the Arch, and you're falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And falling.

And then you hit cobblestone; every bone in your body breaks and you feel your brain spray on to the street only for the flash of pain be replaced by a whole-body spasm as you are knitted together once again.

You are at the top of the Tower. You see yourself, and the corpses of rats, and the green light of warpflame, and the Princeps, falling below, and the grey cloaked stranger behind.

This is the tableau of your nightmares; what haunted you so terribly you came to this City to-

"Die" says Necoho, putting a hand on your shoulder.

"You're doomed, plain and simple. Thirteen weeks after you came back – kaput."

As he says that, he rotates his head three hundred and sixty degrees. You hear his neck break, and heal, and break.

"You knew that didn't you? The avenging hero? Save your Cities – or some of it – and die in the attempt."

He smiles, with rotting teeth and a forked tongue, and makes a cutting motion with his hand. His neck opens up, spraying you with blood, as his head folds back like the cover of a book until, a moment later, it springs back up, with blood still leaking from the cut.

"But you don't have to do that, you know."

He spins his hand, and the Tower vanishes, and you are in the void – no sound or light or color. You and a Chaos God.

"Death – you think you know it well. Let me tell you, it isn't much. And neither is fate."

He holds out a fist, and in opening it, reveals a golden knot, foursquare turned on itself. It links from nothing to nowhere, but you Look and see You. It is somehow, the fabric of your soul.

"One cut."

And the Doubter says one word you have not dared yourself hope since you came to this dammed place.

"LIVE!"



What do you do?

[] Cut your strings.

Be free of Morr and your destined fate. Xenophon will not die as the Cities do.

Turn 6 will begin normally, next post.


[] Strike Necoho.

End this blasphemy, once and for all. Purge your soul for Morr.

Xenophon will LOSE Turn 6. There will be a prophetic interlude, and then the next proper post will be Turn 7.

AN: Enjoy – and my sympathy for the flips. As always, comments and feedback appreciated. This is a vote of particular consequence, so 24-hour moratorium.
 
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