Rex D. Marksley seeks to remedy the collapsing of the Gates of Judgment. Who will answer the call to stand against the perils of the Nether, the evildoers who have been barred from damnation, and the machinations of the Twin, Xavros? Saddle up and prepare to bear arms against the ghosts of Gatetown!
Rex D. Marksley, formerly the Black Smirk of the Carnage Assembly, in his afterlife seeks to claim the Gates of Judgment as his own to ensure that the afterlife is managed appropriately.
With the help of Fetcher Hayesblossom, his ex-lover and ex-accomplice, Rex has sent the members of the Carnage Assembly to their deaths. However, events surrounding the ascension of the Twins have led to the breakdown of the Gates, starting with the Maw of Damnation. Carnage Assembly and other ne'er-do-wells currently inhabit a pop-up town under the quasi-watchful eye of Xavros who has appointed a sheriff from among Rex’s prior peers- Swagger.
Rex has obtained the phylactery of Jeddit O'Jorramn from the Pit and intends to use the phylactery’s power to fuel a binding spell that he and Malkonius will derive from the mysterious black crystal that Xavros has placed in the center of Gatetown. In order to do so, he will need to battle the denizens of Gatetown and control the evil of Jeddit O'Jorram.
Item Note: If Rex attempts to use his reaper cloak before he makes the rendezvous with Amarta, inform him that it is not in his possession.
Title: "The Shootist" (1976) was John Wayne’s final film in which he played an aged gunslinger battling the difficulties of failing health in his final days.
Timing and Location: Run "The Ballad of Rex D. Marksley: The Forlorn Four" in a prior shift. Inform players and monsters alike that they may want to carry folding chairs out to the main field for the evening; set up under the tree. Also carry the entire packet box out to the field.
Splits: For this field battle splits are one scene apiece so they will be run in succession on the same field for everyone’s viewing and participatory pleasure.
Required NPC: Amy has agreed to play Fetcher in Scene 7.
Required PCs: Rex D. Marksley, Ser Malkonius the Reborn.
SPECIAL MECHANIC- Purgatory
Each time that Rex attempts to use the gun, he must ROLL THE DICE. The red die is the death die, and the blue die is the accuracy/damage die. This weapon is primarily meant for entities of the Nether, but its effects apply to denizens of other realms that may reform or regenerate when slain.
RED: If Rex is able to reclaim bullets, he may. However, these bullets may only be utilized at the writer’s discretion when it is appropriate for story. If Rex rolls for a bullet that is not present, but rolls high on the Blue die, he may roll again after one minute. If Rex rolls for a bullet that is not present, and rolls low on the Blue die, his gun is jammed and it may not be used again until he is able to spend five uninterrupted minutes unjamming it.
- Age: Cannot Seek; Cannot Use Concealments
- Famine: Cannot Refresh
- Plague: May Not Utilize Immunities
- Disaster: Takes all damage as Crit
- Violence: Always Frenzied; Deals All Damage As Burst — No longer affecting Slender, but the bullet was not recovered
- Despair: Must Surrender at Half Health or Less
BLUE: Rex may call his shot. If he rolls 1-3, he succeeds in hitting the target but not where he wanted; no damage is dealt. If he rolls 4-6, he successfully calls his shot and deals 5 Crit. However, if he does not succeed in rolling the Red die, he is unable to hit his target as there is no bullet to shoot.
SPECIAL MECHANIC- DEEP NETHER: While in the deep nether (starting in Scene 2), all of your healing numeric effects are reduced to their next lowest value if they are not already minimum (e.g., Heal 3 becomes Heal 2, Share 3 becomes Share 2, etc). Players calling PRIME have their damage reduced to "1 PRIME". In addition, if you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
SPECIAL MECHANIC- THE UNDYING: Ghosts of Gatetown cannot be killed but merely coalesce in Gatetown again. As such, Ghosts are "IMMUNE SLAY".
Amarta Costuming (Provided by Rachel Webb)
Fetcher Costuming: Jewelry and fox ears
Small hand mirror
Laser Tag set (LINK)
The Fate Deck
[ALL MATERIALS WERE PURCHASED IN OCT.]
Half Set- [Gatetown Denizen/Gatetown Denizens]
Half Set- [Ghastly Support/Gatetown Denizens]
1x EPIC Tagger: [Assassin:Tagger/Death Knight]
1x EPIC Dagger: [Friend of First/Death Knight]
1x EPIC Bill: [Dervish/Death Knight]
1x EPIC Swagger: [Black Smirk (3.5) v2/Swagger]
1x NPC Amarta [NPC: Amarta/Heirophant]
1x NPC Fetcher [Kitsune/Seer]
2x Handmaidens of Light (Pure Healers) Heirophant/Gatetown Denizens ****Replace spell with sign
Full Set- [The Flayed/Nether Posse]
1: Amaranthine
Rex, the time has come for you to embark to the Gates of Judgment. Gather your allies and explain to them the nature of your mission beginning with your journey to Amaranthine via the blood portal behind the Shady Corner.
[RIDING OUT:]
As your party begins to pass through the portal to Amaranthine, you see a small group of city guards who have been assigned to watch the comings and goings of this portal. At your appearance, they jump into action: most draw weapons to detain you, but two make a break for the city to bring reinforcements.
[AFTER COMBAT:]
You dispatch the guards without much difficulty. With what Jastrey can muster of haste, stealth, and nonchalance you make your way cautiously along the edge of the river, skirting the city walls without further detection.
Rex gathers town and explains the plan; everyone crosses through the blood portal into Amaranthine. If he forgets any part of the plan, Fetcher (the narrator) will whisper it into his ear.
THE PLAN: Cross to Amaranthine via the Blood Portal. Cross the ashen wastes. Heroes of Jastrey engage the denizens of Gate Town while Rex and Malkonius finish interpreting and engraving the spell from the crystal in the center of the city. Bind with the Gates. A bada bing a bada bang!
At the gate of Amaranthine, there will be a small contingent of guards watching the portal. Jastrey will be held accountable for stealing the city’s child champion ("The Ghost of Gatetown"). Ask who the first four through the portal are. When they walk through the portal, the guards will sound the alarm and send two of their number to call for reinforcements. The first four players through the portal have a short window of time to stop the runners before they reach the woods. Otherwise, they will bring back the rest of the monsters for a smaller combat.
ANNOUNCE: The [MONSTER] shaped guards turn to run to the Gates of Amaranthine; the other guards draw weapons!
COMBAT: Guards of Amaranthine
RUNNERS: Choose a couple monsters to attempt to raise the alarm; they must run from one set of cones to the other and finish a 10-count in order to raise the alarm. If they do not raise the alarm, do not respawn monsters.
FIRST IN: Only the first 4 players through the portal are in play at first; everyone else must complete a 10-count to enter play.
Inspect Evil (Fetcher; Medium): Yes.
Inspect Magic (Fetcher; Medium): Esprice.
2: The Ashen Wastes
It is in this pensive state that you see another strange group of travelers making haste in your direction. As they grow nearer, you see that it is a posse of the Flayed that are upon you: monstrous apparitions of bone and sinew… but without Rex’s impeccable style.
[AFTER COMBAT:]
While you were distracted by the fracus, another entity drifted near: a reaper… a single reaper, but a reaper nonetheless.
[AFTER RP:]
The reaper floats slowly nearer, silent. It folds its arms inside its dark billowing cloak, to remove a large double-barreled gun to level directly at Rex… “Bang!”
ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
COMBAT: The Flayed
HATRED: The Flayed are subject to the "Rage" condition at all times, whether they possess the ability or not.
Amarta - RP Notes:
<Amarta will insist on joining the main group as she knows a secret way to the town square.>
-Draw Rex’s old gun on him and shout “Bang!” ‘cause that’s how you do.
-[What’s up in Gatetown?] We saw dead people! (a la Sixth Sense)
-The town is WAY bigger than the last time we were here! And there are sooo many dead people.
-[The Gates] The gate to the Pit is still broken. The Way of Rebirth broke last time we were here. We heard people saying that the silver stairs were starting to tarnation?
-Sheriff Hugh is still in charge… seems like he’s deputized Rex’s other old friends (Tagger, Dagger, and Bill).
-[Defenses] We’re not sure where all the materials are coming from, but they’ve started building a wooden wall; they started with the main gate and are building outward in both directions. Not sure who they are trying to keep out since it seems like people who show up just move in…
-[The Crystal] We can show you how to get to it! We found a seeeecret way… We can’t hide everyone here, but a few of us could go!
Fetcher - RP Notes:
<After Amarta gives all of her information.>
-I also know my way around the city fairly well. May I propose a plan?
-THE PLAN: The three of us (Rex, Malkonius, and Fetcher) need to make it to the center of the city so Malkonius can investigate the crystal. Choose three people you trust to attack at multiple points around the city… this gate and on each side of the city where the wall is yet to be completed. It is possible they will see us coming. Draw the souls from within the city out to fight so there are fewer to intercept Rex’s team as they complete their research and prepare for the ritual. Fetcher will signal when the other parties can converge; they’ll know the signal when they hear it.
THE SPLIT:
Rex will choose his three captains who will then organize their teams.
SCENE 3A: Left side of Gatetown.
SCENE 3B: The Gate of Gatetown.
SCENE 3C: Right side of Gatetown.
SCENE 3D: Rex's split.
Inspect Secret (Medium): That isn’t a real reaper.
3A: Bill (Left side of Gatetown)
[AFTER RP:]
Ahead you hear a group erupt into laughter at a scream. A group of old, fat souls spill out of what looks like a saloon pushing around what seem to be two Handmaidens of Light. Some of you may recognize these old fat men from Terenthall: the Carnage Assembly. From the porch, a slender, weasley-looking man eyes your company. Some of you may recognize… Bill.
[WHEN BILL WOULD FALL:]
The Veloxmanus, Fucking-Bill falls, his vanishing looks… odd… pained. Something is amiss. There is a crack of thunder nearby as a bolt of black lightning strikes further inside the city. That must be the signal. You push forward and rendezvous with the others.
Carnage Assembly - RP Notes:
<Just be chauvinistic assholes>
- We’re not going to let you go ‘til you give us a smile!
- Oh no! The Stairway might collapse before you can get there!
- Might make it worth being on our good side…
RP Notes - Bill:
<Generally a skeezy asshole. He is not scared of the party. The dead can do more harm to the living here than the living may do to the dead.>
ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
ANNOUNCE: Denizens of Gatetown are "IMMUNE SLAY", and "Slay" abilities cannot be used on them.
ANNOUNCE: The Handmaidens of Light are INNOCENTS and ALLIES.
ANNOUNCE: The Veloxmanus, Fucking-Bill is an EPIC MONSTER.
COMBAT: Bill (EPIC), denizens of Gatetown
DETAINED: Denizens will attempt to confine the Handmaidens of Light to keep them from fleeing to the Gates. Handmaidens of Light may heal players as they attempt to escape.
After combat, read the final narration and announce "Field Stun". Have the group stand aside, out of play, while the next scene plays out for the next group.
3B: Tagger (The Gate of Gatetown)
[PERSISTENTLY HOUNDING TAGGER:]
In the midst of the fray, you notice the assassin, slipping in and out of the fray. Some of you may recognize the Veloxmanus, Tagger, former abductor for Rex's old crew, The Carnage Assembly. [CLARIFY]
[WHEN TAGGER WOULD FALL:]
The Veloxmanus Tagger falls, his vanishing looks… odd… pained. Something is amiss. There is a crack of thunder nearby as a bolt of black lightning strikes further inside the city. That must be the signal. You push forward and rendezvous with the others.
One group will head up the middle; they will encounter Tagger and a shield wall. Most monsters on this split should be heavy shield boys. You should have a couple ranger/healers (one of which should be Tagger). Healers should endeavor to keep the shield wall stable and standing for as long as possible.
Whenever a body drops, Tagger will Blink in and Blink them back to the other side of the wall for their countdown.
ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
ANNOUNCE: Denizens of Gatetown are "IMMUNE SLAY", and "Slay" abilities cannot be used on them.
ANNOUNCE: ABDUCTION- For this combat "BLINK" is not a beneficial effect. It cannot be countered, only dodged. If "Blinked" by an enemy, you will go with that monster.
ANNOUNCE: ONE of these monsters is an EPIC MONSTER!
COMBAT: Tagger (EPIC), denizens of Gatetown
> Whenever someone persistently engages Tagger, call a hold and read the appropriate narration.
After combat, read the final narration and announce "Field Stun". Have the group stand aside, out of play, while the next scene plays out for the next group.
3C: Dagger (Right side of Gatetown)
[AFTER RP:]
An arrow strikes the ground at [PC’s] feet. A line of archers appear on the rooftops, some of you recognize the red robes of the Carnage Assembly Oculars. Several more fighters appear in the street before you. Their leader steps forward: the Veloxmanus Dagger, former abductor for the Carnage Assembly.
[WHEN DAGGER WOULD FALL:]
The Veloxmanus Dagger falls, his vanishing looks… odd… pained. Something is amiss. There is a crack of thunder nearby as a bolt of black lightning strikes further inside the city. That must be the signal. You push forward and rendezvous with the others.
A third group will head up the right side; they will encounter Dagger with a group of rangers on the rooftop.
DAGGER - RP Notes:
If the Living march on the city of the dead, it can only mean one of two things: either they are helping that bag of bones that sent him here or they are here to disrupt the new order. Dagger will abide neither.
ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
ANNOUNCE: Denizens of Gatetown are "IMMUNE SLAY", and "Slay" abilities cannot be used on them.
ANNOUNCE: Archers are "IMMUNE MELEE". A player with "Fly" or "Propel" may ignore this restriction by declaring it. Players may also attempt a 30-count to climb up to the rooftops.
ANNOUNCE: All packets in this combat deal "X* PIERCE".
ANNOUNCE: The Veloxmanus Dagger is an EPIC MONSTER.
COMBAT: Dagger (EPIC), melee Oculars, ranged Oculars
VOLLEY: Every 10 seconds a narrator will call VOLLEY and spectators will each throw a packet into melee. For each archer killed, increase the time interval by 10 seconds. Archers can be killed with ranged attacks. A player who wishes to engage rangers in melee must have "Fly", "Propel", or spend 30 seconds climbing uninterrupted.
*VARIABLE: X is based on the highest damage tagline on the monster cards.
After combat, read the final narration and announce "Field Stun". Have the group stand aside, out of play, while the next scene plays out for the next group. Allow monsters to take a short break for water during next RP.
3D: Swagger (Rex's split)
[BLINKING THROUGH THE WALL:]
You fall in behind Amarta who leads you through several alleys and to a ladder. You blink, sprint, and jump your way across the rooftops of Gatetown until you reach the town square. Below you, in the center of the square, is the black crystal: a monolith that you judge stands about twice as tall as you do. You watch as the runes within flicker alight and a soul coalesces in the square before going about its business as though nothing had happened.
[REMOVING THE CRYSTAL:]
Through your combined efforts, you are able to dislodge the crystal and pull it from its setting. You can now see that there are also runes inside the cavity that are likely a continuation of the spell. You watch as a few of the runes with the crystal light up, but no soul reforms nearby. However, you do hear the clink of spurs behind you-
[INSERT GOOD, BAD, UGLY THEME A CAPELLA:]
Sheriff Swagger, former charmer of the Veloxmanus enters the town square and pulls his white flat-brimmed and round-topped hat low over his eyes.
[WHEN SWAGGER IS HIT:]
Swagger staggers at the impact; cracks of glowing [insert appropriate color] spider across his soul’s form as he shouts with hatred and anger, his façade of nonchalance now ripped away. He turns his weapon on Amarta.
[WHEN SWAGGER WOULD FALL:]
The Veloxmanus Swagger falls, his vanishing looks… odd… pained. Some of the runes within the crystal glow, but he does not reappear. There is a crack of thunder nearby as a bolt of black lightning strikes further inside the city. “What the hell…” Fetcher says. She shakes her head, "Doesn’t matter now. Quick, Malkonius! Can you make out the runes?"
SWAGGER - RP Notes:
<Personable. Thinks he’s the good guy in this scenario.>
-Now, Rex, what exactly is it that you think you’re doing?
-Well, see now, you’re disrupting our simple way of life here. I’m gonna need you to put that crystal back, and then we can have a chat like old friends.
-So. You fancy yourself a gunslinger. Let’s handle this like professionals: old guard versus new guard, mano a mano, you… versus me. Right here. Right now.
COMBAT 1: Swagger and Rex will have a high noon shootout with laser tag vests. Monsters should stand around the field as posts, barrels, etc. for cover. When Rex hits Swagger, have him roll his dice for which bullet Swagger gets (if Swagger hits Rex, Rex takes "4 Crit"). If the roll does not hit, continue the duel and roll again after his next hit.]. [If Swagger takes "5 Crit" AND the bullet that causes him to surrender at half health, still do one round of the epic fight before he surrenders].
COMBAT 1: Duel: Rex, Swagger.
GUNFIGHT: This combat uses laser tag, not normal combat mechanics; when Swagger is hit, call hold and read the narration.
CONDITIONAL ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
CONDITIONAL ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
CONDITIONAL ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
CONDITIONAL ANNOUNCE: Due to The Champion of the Forlorn City’s Aura, PCs in this scene are not under the effect DEEP NETHER.
ANNOUNCE: Amarta and Fetcher are ALLIES.
ANNOUNCE: Swagger is under the effect [Purgatory Affliction].
ANNOUNCE: Swagger is an EPIC MONSTER!
COMBAT 2: Swagger (EPIC), Amarta (Ally), Fetcher (Ally)
TARGETTED: Unless someone moves to get her behind cover or stop Swagger, his first shot will be to shoot Amarta. If successful, the players will still be afflicted by the DEEP NETHER effects.
After combat, read the final narration and announce "Field Stun". Prepare to rejoin.
4: The Obligatory Ritual (Rejoin)
As you enter the town square you see Malkonius studying a giant, dark crystal that is nearly twelve feet long. The souls who were fleeing before you shriek with outrage when they lay eyes upon the scene.
[PHASE ONE:]
You are able to discern the runes within the crystal that were unclear from Fetcher’s memories and are already well on your way to modifying them for Rex’s particular needs.
[PHASE TWO:]
Drawing on the tricks you learned from watching Esgir in his mortal life, you quickly determine the relationship between the runes in the setting for the crystal and which parts need to be included in Rex’s engraving and how you need to modify the runes placed on the gates. You call out to Fetcher and Rex, so that you can complete the engravings.
[AFTER PHASE THREE:]
Malkonius points at the sigil you need to remember to engrave on the final gate, and Fetcher helps you to your feet: “Remember Rex, the phylactery is a power source but not a neutral entity. If it fights back, you have to win… YOU have to win.”
1. Study the Crystal- Malkonius.
2. Study the Setting- Malkonius.
3. Engrave the Runes- Malkonius, Rex, Fetcher.
When all three intervals are complete, proceed to the VOTE, but have players REMAIN where they were standing before the vote. (Show of hands, or sit/stand for the vote).
CONDITIONAL ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
CONDITIONAL ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
CONDITIONAL ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
CONDITIONAL ANNOUNCE: Due to The Champion of the Forlorn City’s Aura, PCs in this scene are not under the effect DEEP NETHER.
COMBAT: Denizens of Gatetown
AMARTA: If Amarta was shot by Swagger, the players will be afflicted by DEEP NETHER still. If Amarta was unharmed, the players are not afflicted by DEEP NETHER.
5: The Return of Jeddit O'Jorramn
Rex blinks up the stairs to the handmaidens, grabbing them and blinking them to the gate; pushing the grateful Handmaidens through the portal. Taking out one of the blossom daggers Fetcher gifted him a lifetime ago, Rex begins to etch the rune Malkonius pointed out to him.
[ASIDE TO REX- CONDITIONAL: TOUCHING THE RUNE WITHOUT PHYLACTERY:] The runes on the Gate and on your very bones begin a sputtering glow, and the step beneath your feet shudders.
[ASIDE TO REX- CONDITIONAL: TOUCHING THE RUNE WITH PHYLACTERY:]
You feel Jeddit O'Jorramn’s wicked jubilation rush through you as each rune on your body shines out across the city like a malicious constellation. Your vision darkens, and you are no longer aware of your surroundings.
[TO THE PARTY:]
You see Rex shine in the distance with pinpoints of strange light, as the vision of the aether beyond the Gate blurs and wavers. The final Gate of Judgment explodes, sending rubble, Rex, and an unidentifiable glinting item flying back toward the city. All wait to see what this means for Gatetown, heroes and denizens alike.
[AFTER A PAUSE:]
Rex appears suddenly in the middle of the square, bones strangely and mysteriously out of joint. Black smoke billows from his torso between ribs engraved with runes that now hold the mandate of the Gates of Judgment; thick black ichor slowly spreads from his feet; and, when he lifts his head, his eyes are a solid, pupilless white. The voice that emanates from his throat is not his own: “Jastreeey… You thought you could stand against me, rip me out, cast me down, and condemn me with impunity. You,” he says to the denizens, “thought you could build paradise from my misfortune.” He unholsters Purgatory, checks the chamber, and snaps it closed with a hollow chuckle, “You were wrong. And after I send you all to the Pit you deserve, the Twins will die together like they should have from the beginning.” He opens fire on the square.
[AFTER FIRST REFRESH]
Something strange has begun to cover the ground in the square… Is that? Honey?!
Monsters become Rex’s bullets. All monsters respawn on Rex (or as close as they can reasonably get without interfering with combat), and charge out in a straight line using "CHARGE". When a bullet hits a PC it deals "SLAY". Players may "Dodge", "Deflect", or "Reflect". A bullet that is "Dodged" will continue its original trajectory until it hits another player or the end of the field. A bullet that is "Deflected" will choose a new direction and continue traveling in a straight line in that direction until it hits another PC or the edge of the field. A bullet that is "Reflected" will do a 180 and go back the way it came until it meets another PC or the end of the field.
Rex still uses his card as an EPIC. All items in his possession reset each refresh regardless of item type.
After each refresh, the effects of the HONEY increase.
First: "Cannot Counter Confinements"; if you have "Immune X" you may spend a spirit to Counter the effect.
Second: "Field Slow"
Third: "Field Slow"; "Field Snare"
FATE: Players may draw their Fate card at the field and return to the field on the next refresh, unless they draw Death. A player who draws Death may stay at the field until content ends.
TIMING: After the third refresh, move to scene six.
ANNOUNCE: While in the deep nether, all of your healing numeric effects are reduced to their next lowest value ("Heal 3" becomes "Heal 2", "Share 3" still deals 3 damage to the user but only heals for 2, etcetera; "Drain" is not negatively impacted by this effect).
ANNOUNCE: Players who call "Prime" damage have that damage reduced to "1 Prime".
ANNOUNCE: If you are "Subdued" or "Slain", you are only returned to life with 1 Hit, regardless of what effect brought you back.
ANNOUNCE: For this combat, all monsters are BULLETS. A PC struck by a BULLET takes the effect "SLAY". This effect can be countered with "DODGE", "DEFLECT", or "REFLECT" only.
ANNOUNCE: SLAY: "Slay" puts a player in the "Slain" condition immediately.
ANNOUNCE: REXIT O’JORRAM is a DEMI-IMMORTAL EPIC.
HONEY: See table for callouts.
After three refreshes, continue to the next scene.
6: A Heartfelt Cinematic
[AFTER CINEMATIC:]
As Amarta darts back through the alleyways, Fetcher begins to look for a point of ambush. The fight in the square rages on as the demi-immortal fusion of gunslinger and necromancer continues to fight without faltering.
Have NPCs Amarta and Fetcher enact this cinematic in a central location so all can hear. After the cinematic, have one more refresh of EPIC combat.
Amarta - RP Notes:
No, no no! What is happening? This isn’t what was supposed to happen. What are we going to do!
[Khulzan suggestion] No! Everyone says Khulzan is bad and useless. No one trusts him! (snatches the mirror away)
Maybe you can stop him! We know you love him! And We know he loves you! He would have picked you if there had been time to make a choice; We… I… know it! And then… if you two are together… I thought we were going to be like a family! You can make it okay!
Tell him you love him! Kiss him! Something!
Fetcher - RP Notes:
Stop. Stop crying. That isn’t helping… You can’t shoot if you can’t see.
We need help… This is bigger than you and me (she finds the mirror in her pocket). Khulzan… Khulzan will help him if it means he gets what he wants in the end.
[Amarta’s suggestion] What? You want me to just run out and do what? Shank him for love?! It’s a killing field, and he’s too powerful!
Immortals, Amarta! This isn’t a fucking fairy tale! That shit doesn’t work in real life… and if this were a story it wouldn’t have a happy ending. It would be a horror story… or a crime thriller… or a fucking… tragedy.
[At Amarta’s insistence] Ugh… Damn, shit, brick, balls. Fine! Look. You have to be a distraction then. Ever since he picked that thing up, he’s wanted to eat you. Don’t take it personally. But if you go out there right now, I think he would stop everything and go after you. Draw him this way, and I’ll see what I can do. BUT. If it doesn’t work… I need you to use that mirror to go to Khulzan and ask him for help. Promise me that if it’s not working you will go!
[While this scene is in progress, the off-narrator should pull Amy aside and let her read the scene for Rex’s ascension so she can step NPC in scene 7.]
MORTAL END: Scene 7A.
IMMORTAL END: Scene 7B.
7A: Mortal Ending
Suddenly, death from above, Fetcher drops from the roof of the saloon, cracking a wooden stool over his skull. His hat flops into the honey and skitters off under it's own power, and he staggers momentarily from the impact. Fetcher grabs him by the lapels and is barely able to begin her appeals before she is violently thrown aside. “Do it now!” she shouts to Amarta.
Amarta turns around to look at Rex, with tears in her eyes, “Please, Rex.” Her words have no effect upon him. She drops to her knees, slams the mirror to the ground, face up and vanishes, the glass shattering behind her. “Interesting move, Khulzan…” he rumbles. He turns his attention to Fetcher again, and the violent fray continues.
[ONE REFRESH LATER:]
A roiling purple, red, and yellow storm cloud appears overhead. With nightmarish shrieks a squad of astral eidolons descends into the city led by Khulzan. They streak directly for Rex, lifting him high aloft. “You have something I want, Rex,” his sultry voice echoes through the sky, “And I always get what I want.” The claws of his eidolon tear into the Graefward’s torso and pluck out the small scarab phylactery of Jeddit O’Joram. “And I think I’ll take this fancy gun too. I’ve become a bit of a collector lately.” With that, Rex’s body drops to the Gatetown square and scatters into dust.
Khulzan descends into the town square to receive the adoration of those beneficiaries of his salvation.
[Amarta] I’m keeping her safe in my domain. You all keep dragging her into danger, and, besides, I do need a new apprentice.
[Fetcher] Fetcher has delivered on her promise to get me this lovely artifact and will receive the promised reward of eternity in my domain.
[Rex Dead!] That’s the thing about taking risks: we can’t all get lucky or everyone would do it. At least now he doesn’t have to deal with you people forever.
Fetcher - RP Notes:
<Displeased that Rex is dead; it was always part of their deal that he would be safe.>
Khulzan blatantly does not open a portal back to Jastrey; disrespectful, ungrateful people don't get portals. Ask some other immortal.
7B: Immortal Ending
Suddenly, death from above, Fetcher drops from the roof of the saloon, cracking a wooden stool over his skull. His hat flops into the honey and skitters off under it's own power, and he staggers momentarily from the impact. Fetcher grabs him by the lapels and makes her appeal.
Rex grabs her by the arm as well, clearly caught somewhere between the desire to help her and the need to dispose of this obstacle. In a last ditch effort, at Amarta’s behest, and for the sake of a love that transcended death, she kisses him.
Rex’s struggle seems to cease, Purgatory slips from his hand and to the honey covered street. The smoke that has been billowing from within like a runaway smoke stack diminishes to that of gentle campfire. From between the two, a warm mote of light appears, and as Rex embraces Ehlya Hayesblossom, the light rapidly expands, filling the space, compelling you to turn your eyes away.
When the light fades, several slow moments later, only one of them remains. You can see the back of Rex’s cracked skull turn side to side before he bends to pick up Purgatory and his old hat, which hasn't made it far in the honey. With a soft snap of his fingers, the honey falls from his hat before he places it back upon his head. Rex slowly walks back toward your party in the square, honey parting before him. The Immortal Rex– Judge, Jury, and Keeper of the Gates looks much the same as he did in his unlife: same duds that walked the realms, though now a little worse for wear after his battles here; same bones that rattled around Jastrey causing mischief, though now engraved with deepset runes; same smart-mouthed skull sitting under that wide-brimmed black hat, though now shadows flicker across it… a shadow that you think may have been the man who was once called Smirk… a shadow of the nebulas and galaxies of the aetherial sea… a shadow of the sharp-featured face many recognize as belonging to Jeddit O'Jorramn… a shadow of the tortures and flame to be found in damnation… a shadow of golden waters… a shadow of the dark-eyed face of a kitsune seer.
Amarta appears at Rex’s elbow, holding a silver chalice. “Rex?” She says, “Is it over now?” In the center of the square, the Twins appear to greet their new immortal neighbor. One wears a white cowboy hat and holds a bag of boiled peanuts.
Rex pulls a lasso from beneath his jacket, whistles a ghostly riff, and throws open a portal back to Jastrey.
Both are pleased to see that you have solved the Jeddit O'Jorramn problem… at least it appears you have.
Xavros thoroughly enjoyed the show. Death! Drama! Divinity! This ascension had everything.
As part of his ascension, Rex may grant several boons, if he chooses:
• He may ordain a First (see Faith for more information on followers and ordaining them).
• He may erect a Shrine and Altar (these must be paid for per the rules for Sanctums).
• He may resurrect any players who drew death as part of this field battle (for free).
• He may compel Xavix and Xavros to abandon the souls at Gatetown and leave them to the new Gatekeeper.
Fetcher is still with Rex, though not as strongly as she has been; much of her energy is consumed holding the influences of Jeddit O'Jorramn at bay. If Rex chooses to pursue her restoration, he may do so.