The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

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Durin isn't complaining about bullshit rolls on our part. Ridcully's luck vampire abilities must have run out. WE'RE ALL DOOMEDDDD
 
Durin's logged off it looks like, right as we started talking about the rolls. My superstitious side says that's a bad sign.
 
Durin isn't complaining about bullshit rolls on our part. Ridcully's luck vampire abilities must have run out. WE'RE ALL DOOMEDDDD
Actually Durin rarely comments on really good rolls for us, but he has given heads up in the past about spectacularly bad rolls.

I.e. the Quartok **** up.

Shit that was a long time ago.
 
Interlude Part Two: The Gift of Isha
Interlude Part Two: The Gift of Isha

After a moment's thought you push on, deciding that for this the risk is justified.

You step though the door into Nurgle's private quarters, following a path that he has trod unnumbered times. Here the stench of plague is impossibly heavy, working its way past your defences despite all that you can do. Finally you reach a simple moss covered door, beyond which you can now feel pure, untainted life. In this door you can feel the full power of Nurgle, barring passage to all but him with an absoluteness that only a Great God in the heart of its domain can command. However as you look at the door you see subtle weaknesses, grown into over an eternity by one who claims dominion over life itself.

Trusting in your sight you reach out and touch, with a hand bare of all defences, a certain segment of the diseased moss over the door, in an act that must seem to be the height of foolishness for any that could watch. On touching this moss, seemingly no difference from all the moss around it you feel a conduit open through the door, to where another hand touches the same patch of moss on the other side. The touch of this hand is like none you have ever imaged, softer and gentler than you can picture anything being in this dark world and yet containing a depth on inner strength beyond any you have ever felt, including those gods you have seen. As the hand touches you a revitalising force rushes though your soul, curing you of the diseases that had taken root, including some that you had never even noticed, and a scroll is pressed into your hands, one that you know contains both the final hopes of an unbowed goddess and a mother's final gift for her children.

As you draw the scroll from the door you feel a change over the mansion, as its master realises that something is wrong. Immediately you begin to make your way out, past the now alert guardians into the kitchen where the Exalted Daemon within has turned his attention away from the Black Cauldron and searches for intruders, and only fails to notice you by the barest of margins. Past the larder which swarms with plague flies seeking out intruders, and the entrance hall where Poxbringers gather, seeking to bar the way to all infiltrators. Thrumming with the power of Isha's Blessing and guided by your sight your cloaked form passes all of the gathered sentries, radiating not the slightest hint of power or emotion for them to latch onto. While you do avoid the sentries without issue the clouds of disease are far harder to avoid, and by the time you exit the mansion, plague dulls your mind and weakens your will.

Once out of the Blighted Mansion you know that you are almost free, though caution ensures that you do not lower your guard. In fact at this point you wonder how many servants of change have been caught attempting to escape this blighted garden just after they think they have succeeded. If you had any thoughts of safety the sight of the gathering armies, brought in from the far reaches of the realm to locate you, would disburse of of them. However with the additional room to manoeuvre you are able to dodge the gathered armies without too much issue, and make it out of the Gardens of Plague alive, though heavily infected by countless fell plagues.

Upon returning to your body you find yourself being kept in isolation along with the other Seers, tended to by some of the greatest Eldar Healers and watched over by the Storm of Silence, whose blade drips with the blood of those Seers she has already been force to execute. In your hand is clutched a decorated scroll thrumming with a power that brings tears of happiness to the eyes of all the Eldar in the room.

OOC note. I will end part 2 here. you will get a aftermath update later today
The Final Stretch dc 230
d100=63+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+30(hope)-10(plague)=256: Success

Ninth Plague Resistance dc 160
d100=44+8(stats)+40(traits)+30(preparation)+25(omakes)+15(Hope)-10(Plague)=152: Fail, plague penalty increases to -20

The Door dc 250
d100=97+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+30(hope)-20(plague)=280: Success

The Gift dc 260
d100=79+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+30(hope)-20(plague)=262: Success

The Kitchen dc 210
d100=27+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-50(alert)=210: Success

Tenth Plague Resistance dc 150
d100=40+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-10(alert)=143: Fail, -10 to future rolls

The Larder dc 200
d100=54+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-60(alert)-10(plague)=217: Success

Eleventh Plague Resistance dc 140
d100=37+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-15(alert)-10(plague)=135: Fail, plague penalty increases to -15

The Entrance Hall: dc 180
d100=86+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-70(alert)-15(plague)=234: Success

Twelfth Plague Resistance dc 130
d100=18+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-20(alert)-15(plague)=106: Fail, plague penalty increases to -30

Exiting the Blighted Mansion: dc 170
d100=90+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-80(alert)-30(plague)=213: Success

Thirteenth Plague Resistance dc 120
d100=52+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-25(alert)-30(plague)=120: Success

Poxyards: dc 160
d100=96+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-90(alert)-30(plague)=209: Success

Fourteenth Plague Resistance dc 110
d100=87+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-30(alert)-30(plague)=150: Success

Exit: dc 150
d100=82+11(control)+12(Paragon of Divination)+75(traits)+30(preparation)+45(omakes)+50(Blessing)+10(retracing)-100(alert)-30(plague)=185: Success

Fifteenth Plague Resistance dc 100
d100=33+8(stats)+40(traits)+30(preparation)+25(omakes)+20(Blessing)-35(alert)-30(plague)=91: Fail, plague penalty increases to -40
 
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