When we last left the Archaeology Dorks, they had just emerged from the underground frontier into the polyclinic's domed cavern only too see the building consumed by flams, a large group of shuffling figures silhouetted by the inferno.
Out of sight from the arsonists, the party decides to observe and listen in before doing anything hasty. They're quickly able to ascertain that nine figures, all but the smoking woman in black robes in undead, and of those three are intelligent and willing participants. Quite a few of the shuffling husks look to be commuters killed in the subway bombings of a few weeks ago, along with a few skeletons, and a teenage girl with slits down her forearms and feral hatred in her eyes is the second in command. She reports to the smoking woman that two of them managed to slide through some cracks before they set fire to the whole place and begs to be allowed to start a hunt. The smoking woman calmly, sweetly speaks to her as a mother would to a daughter, saying that all the evidence of the transaction was destroyed, and the two who escaped will "get what's coming to them in time, like everyone else."
The undead horde begins to make its way towards the tunnel entrance the players are hiding in. Seeing little recourse Cheech lobs a grenade into the crowd, with the others following suit. From here begins a grueling combat encounter that I honestly wanted to, and could have really easily avoided by just having the undead arsonists just use a different exit. Live and learn, which is a privilege the necromancer and her undead hoard didn't get as they were shredded by grenades, holy blades, and Judith's fangs and claws.
Judith proves a little too zealous in the prosecution of her duties, as the necromancer is shredded to a state beyond the ability to identify or resurrect. All they're able to find on her are a set of car keys.
I've noticed that combat has managed to produce both some of my favorite moments in this game, but also has produced all my least favorite moments as well. The lesson I've learned on reflection is to avoid mass battles and to focus on making one enemy that's an actual interesting fight by using status effects and using the Resident Evil method of giving the enemy new powers the closer it gets to death, especially if some aspect of it is not jiving well with play.
Standing among the bloody gobbets and bone of their foe, and the acrid smoke of burning medical waste slowly filling the massive domed chamber that once housed the polyclinic, the party realize that they not only might have reached a dead end, but that they've almost certainly been exposed to a lot of really horrible shit released by that fire, and though most of them are in hazmat suits, they'd almost certainly spread whatever designer diseases the late Dr. Orlova was working on to the rest of the city. It was then that they heard a voice and saw the figure of a cherubic Korean boy emerging from the flames, his nude body immune to the heat and the biohazards.
Introducing himself as Jeon In-ho, he was able to positively identify his creator, Dr. Orlova, as the creator of the strain of syphilis and that those who attacked the clinic were the buyers, covering their tracks by eliminating the evidence. He regrettably could not inform them of the identity of the ingrates, as he did not handle accounts, but he did possess a wellspring of medical knowledge, and having helped create the mundane aspects of the disease, he could assist in its cure in exchange for helping him contact the North Korean consulate to inform them of what just happened. Not least because of all the pathogens now escaping the burning facility via the acrid smoke now filling the chamber.
Experiment by Giovanni Vepkhadze
1978
This patient is hopeless. He has been diagnosed with complete absence of dollars
Satire of American Healthcare by Yuliy Ganf
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