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Chapter 26: For a moment Author: Alice O'Really
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"Take the jug," Snape urged, whilst transferring the finely chopped mixture to a stone bowl. Harry grabbed the glass pitcher of clear liquid.
"Smell it."
Harry sniffed obediently. He coughed, his face contorting in disgust.
"What the hell is this?!"
"Broth of the Eternal Deathstench," Snape announced with satisfied mischief. "It’s a natural antibiotic and excellent at fighting infection."
"Well, the name fits."
The professor's long fingers disappeared into the stone bowl, scooping up a pinch, and he shoved his hand in front of Harry's mouth.
"Taste."
Harry sniffed cautiously. "Am I going to throw up?"
"If so, please get away from the table so you don't ruin my potion."
Harry grinned. Gathering his courage, he opened his mouth in surrender, letting the mixture pour onto his tongue. He quickly closed his mouth before Snape could escape, licking his fingers thoroughly; at least let me have something of it. Amusement bubbled up inside the professor.
The mixture tasted bitter. At first. But then, on the back of his tongue, the taste dissolved and slowly turned into a rich sweetness.
"Yummy," Harry appreciated. "More!"
"Dark holly. It can bind harmful substances in the blood and then expel them from the body."
Snape grabbed Harry’s right hand, dipping it, along with his own, into a nearby tub of water that smelt distinctly of disinfectant. He washed them, dried them with a spell and put them into a bowl with the holly.
"Now pour in the broth. Slowly. Right, yes... More. More. That's enough. And stir."
"Wow, that's disgusting," Harry groaned. "Yuck, it's like troll excrement. What a stink!"
"What, haven't you already put your hands in?" remarked Snape in amazement.
Harry giggled, turning his face away and burying it against Snape's shoulder in a vain attempt to escape the stench struggling to rise from the liquid mixture. "I’ll die!"
"Do you still want a taste?"
"No!"
"Then continue. Give it a good stir. You have to grind it between your fingers. That way, yes. The holly must be perfectly dissolved and interwoven with the Deathstench until the mixture is perfectly smooth. No lumps, no grains. That's it."
"How can you stand it?" wailed Harry. "I'm going to die!"
Snape fumbled with his other hand, then shoved it under Harry's nose, smearing something there. As if by magic, the stench disappeared, leaving a faintly floral scent behind.
"Oh," Harry remarked, "and you couldn't do that right away, could you?"
"I assumed you wouldn't let me smear your face with centaur urine before."
"Centaur urine," Harry repeated darkly. "Well, that's just great. I need a bath. Help!"
Snape laughed.
***
Read the first chapter here:
#severus snape#harry potter fandom#elysian key#harry potter#slash fanfiction#snarry#severus x harry#fanfiction#fanart#pro severus snape
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Took home 1st place with a 3-0 record (doesn't mean much, this was not a serious competitive event) and best painted - even with my unfinished blood knights.
Unfortunately I forgot to take any pictures of the actual games. whoops!
Format: contest of generals 2 with the additional limitations of no battalions + your army is exactly the contents of a single vanguard or spearhead box (including mid game summons, so no free wolves for vyrkos), played on half-sized tables. This is not at all a balanced format, partially because AoS 3e in general is balanced for 2,000 points and scales down badly in ways this format doesn't address, partially because half-sized tables + CoG2 scenarios means opposing sides typically start 15 inches apart from each other, which is within easy charge range for faster units, and partially because the vanguard box contents are selected to be roughly the same dollar cost worth of models, not the same points worth of units, leading to some painfully mismatched forces. Also, with relatively little play experience for most of the players at the event, few games got very far in the 2 hour game limit, despite the small army sizes.
My army:
Soulblight Gravelords - Vyrkos
Vampire Lord, flaming weapon, driven by deathstench, Ulfenkarni phylactory
20 skeleton warriors, 2 banners
5 blood knights, banner
3 vargheists.
Note that this is currently 710 points eorth of dudes.
My main plan of attack: put skeletons & vampire lord in the middle, vargheists & blood knights to either flank. on the first turn run the skeletons & vamp lord to claim the center, rush the opponent with vargheists & blood knights up the flanks while trying to use using the general's 9" reroll charge aura and the short table width to secure a first turn charge. The knights and vargheists together can do a potentially crippling number of attacks, and if that isn't a decisive blow then the blood knights with all out defense can at least occupy the opponent for a few turns while the skeletons scoop up victory points. anything that eventually breaks through still has 20 skeletons with 2 attacks (from the vamp lord's ability) and 5+ ward (from the phylactory) to deal with.
...
game 1 vs. legion of blood, don't remember their list details, but the units were the same as mine, making this the only fair game in points value, and against my only experienced opponent.
battleplan: head-on-collision, typical long edge deployment, 3 objectives accross the center line. standard 1-2-more-battle tactic scoring.
opponent won the attacker/defender roll off, which effectively meant he could control who would go first, and he reflexively made me go first since that's usually the smart move in AoS to control the double turn, but that's on a normal table where soulblight isn't usually threatening a first turn charge. we both opted to deep strike pir vargheists even though there was really no reason to?
anyway, he made me go first, i picked 'seize the center' for battle tactic, ran my vampire & skittles up to the center objective, moved up the blood knights, dropped my vargheists on theobjective to my left, successfully charged the blood knights tagging both the opponents skeletona and blood knights. in combat i popped all out defense as planned, & killed some skeletons - less than you'd think. awkward terrain prevented either of us from bringing more than 3 blood knights to bare at a time. his blood knights killed one of mine. turn ended with 5vp to me.
most of hos army was locked downthanks to my blood knights. he healed some skeletons & opted to drop his vargheists 9" from mine hoping for a long bomb charge + stolen objective (his battle tactic? don't remember). It didn't happen. his blood knights killed another of mine, mine killed some more skeletons. 0vp, putting him eay behind.
I won priority going into round 2 & I moved up my vargheists, skittles & lord & charged them into his lord & skittles, which iirc i needed to kill for my tactic. i should have gone for assassinating his lord with my vargheists, but he had the loblood etherial cloak & i just didn't trust it, so i put everything into his skittles & killed a bunch, but not enough. In return he reduced my blood knights to just the champion & my vamp lord to 1 wound. no battle tactic for me, but did score three more points on objectives bringing the total to 8-0
Opponents turn, he picked slay the warlord for his tactic, retreated his knights onto the rightmost objective, moved his vargheists onto the leftmost objective, & killed my vampire lord, the last of my blood knights, and iirc a vargheist. 5vp, and if the game had been able to play out he probably would have won, with the full strength blood knights vargheists, vamp lord, and a few skittles left (though just a few goes back to full easily enough), to my vargheists & full unit of skittles, plus him having advantage on objectives.
as it us, though, game ended 11-8 (we both got 3 points for our grand strategy).
...
the next two games aren't worth going into in as much detail due to 1) both players had never played aos before today, 2) due to vanguard contents I was up 120 points on the nighthaunt player and 170 poonts on the lumineth player, and 3) in both games I got to go first on the first turn & charged with both my blood knights & vargheists.
Nighthaunts can retreat and charge, and fly, but I did cause a bunch of damage and gummed up his movement options anyway. the countercharge was scary, lots of extra rend from their charge table, but I weathered it & won prioriry, & game was pretty much over after that. might have been a different story without the unfair points advantage. plus looking back I don't think he picked a subfaction?
The lumineth player did manage to kill my blood knights, thanks to a wealth of mortal wounds. But his spears broke on my skeletons, & the vargheists they left behind munched his archers, after finishing up the last of his sword masters. By the end of round 2 only his wizard general was left & we were out of time. Still, as lop sided as the final result looked, if not for the 170 point mismatch it could have been just as lopsided the other way around.
So yeah, I have my first place trophy, but i absolutely do not deserve it, as i would have lost the first game but for time and the next two were wildly unbalanced in my favor.
But oh well! A good time was had regardless, and I don't think anyone was taking these games seriously. Mostly it was just nice to see some aos happening at the local store.
Bad news. I didn't sleep last night, & was far too burned out after work to put in the hours of focused effort needed to rush though the edge highlights on the black armor. So I just didn't do it. As a result the blood knights are clearly unfinished, though enough work was done that the overall aesthetic effect of the Vanguard still mostly comes across, so I'm not entirely unhappy with these.
And I did make some progress today. I re-applied the flat black to the knight's armor (which would have been necessary anyway for error correction), and did some extra detail work on the banner bearer, particularly around her face & hair decoration. And snow on the knights' basds, which I was going to leave for tomorrow morning back when I though I'd be able to do the armor highlights today, but it took a long time so it's good I didn't end up leaving it for the morning.
In the end, yeah, the knights aren't done, but they're as done as they're going to be for tomorro. Again, I think the overall effect of mostly black clad warriors on a snowy white landscape with some ghosty/necromantic green bits showing through does come across I think. I've been away from this color scheme long enough (and made enough slight changes) that I do kind of like it again. Makes me wish I had gotten more painted back when the Legion of Sacrament was still a thing.
Hopefully I can actually get some sleep tonight, & be awake enough to play well tomorrow.
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Adventures in #Bonecollecting 💀🤢 . . I found two #hunterdumped elk heads this morning. I left the Bull (male) for the cougars & coyotes - the antlers & ivories had already been removed. . . I didn't plan on looking for bones so I didn't have my gear ⚰️ - so I improvised with towels & washable/reusable grocery bags! . . I brought the Cow Elk (female) home because, oddly enough, I do not have an intact elk skull. Her ears have been well chewed by predators & I almost could not lift her. Our Roosevelt Elk are super big! . . The gorgeous female Elk will go into the #rotcage to decompose naturally. I reckon she'll be done by spring. . . . . . . . . . . . #vultureculture #BoneCleaning #howtocleanbones #bone #animalbones #elkskull #trashtotreasure #recycledmaterials #scavenger #forager #death #deadthings #witchesbelike #forestwitch #badsmells #deathstench #decomposition https://www.instagram.com/p/CWWgX5VBLSy/?utm_medium=tumblr
#bonecollecting#hunterdumped#rotcage#vultureculture#bonecleaning#howtocleanbones#bone#animalbones#elkskull#trashtotreasure#recycledmaterials#scavenger#forager#death#deadthings#witchesbelike#forestwitch#badsmells#deathstench#decomposition
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Deathstench Creature
Panel from Gyo, © Junji Ito
[Commissioned by @justicegundam82. Gyo is a completely revolting horror manga, and I say that with as much fondness and respect possible. Although the shark with legs did get memed, as did side story The Enigma of Amigara Fault, the original work still packs a hell of a punch. The mechanics of the contamination in the manga are... complicated, and they’ve been slightly streamlined here, while trying to retain as much of the flavor as possible.]
Deathstench Creature CR +1 Undead Template This abominable thing appears as a bloated, partially rotten shark, its eyes blank. It crawls along the land with surprising speed, carried atop metal legs that seem to be anchored into its body with a series of tubes and hooks. A hideous smell rises from the monster.
The deathstench is a tide of supernatural infection, an undead disease infused with metal and rot. A creature infected with this disease grows weak and bloated, its skin erupting into boils and pustules as its internal organs are literally decomposed into a torrent of nauseatingly vile gas. A creature that succumbs to this infection grows a set of metallic limbs, which fasten to the bloated body with a bear-trap like set of jaws. These metallic limbs can carry the newly created undead horror over vast distances, spreading its foul odor as it goes and carrying more infections with every scratch of its claws.
Deathstench creatures have no society to speak of and are of animalistic intelligence. They recognize their own and often congregate in large clusters, regardless of whatever creature they were in life. Although a tide of deathstench monsters is often smelled before they are seen, they are fast enough to inflict massive damage and spread disease even among a retreating force. Their bodies are powered by pneumatics, with bursts of escaping gas used to propel the creatures and power their legs through hydraulic pressure. The ferrous nature of the germ within them renders them vulnerable to electricity, which is the surest way of stopping these horrors.
Deathstench Trap CR 2 Hazard
A deathstench creature’s legs survive its death and must be destroyed separately. They are barely mobile, and can move 5 feet a round. They can sense creatures infected with the death rot, and move towards them to receive their dying bodies and become a new deathstench creature. A deathstench trap has an AC of 12, 5 hit points and hardness 10, and has vulnerability to electricity.
Type mechanical; Perception DC 15; Disable Device DC 20 Effects Trigger location; Reset automatic Effect Atk +10 melee (2d6+3 plus disease [DC 12]); sharp jaws spring shut around the creature's ankle and halve the creature's base speed; the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check. The disease carried is death rot (see below).
Creating a Deathstench Creature “Deathstench creature” is an acquired template that can be added to any living creature, which is referred to hereafter as the “base creature” Challenge Rating Same as the base creature +1 Alignment Always neutral evil Type The creature’s type changes to undead. The creature retains any subtypes and gains the augmented subtype. Armor Class Natural armor bonus increases by +2 Hit Dice Change to d8s. Creatures with class levels lose these levels and gain 1d8 racial Hit Dice. Saves The base saves of the deathstench creature become Fort = 1/3 HD, Ref = 1/3 HD, Will = ½ HD +2. The deathstench creature also gains channel resistance +2 Defensive Abilities The deathstench gains damage reduction 1/- for every 2 HD it has, to a maximum of DR 10/-. Weakness The deathstench gains vulnerability to electricity. A deathstench creature slain by electricity damage does not leave behind a deathstench trap. Speed Same as the base creature +20 ft. If the base creature does not have a land speed, it gains a land speed equal to its highest speed. Melee The deathstench creature gains two claw attacks that are primary natural weapons. They deal damage as normal as claws of that creature’s size, and carry the deathstench creature’s disease. Special Attacks The deathstench creature retains all of the base creature’s special attacks, and gains the following special attacks. The save DC for these attacks is 10 + ½ the creature’s HD + Cha modifier Disease (Su) Death rot—injury; save Fort; onset 1d3 days; frequency 1/day; damage 1d6 Con and 1d6 Int damage; cure 2 consecutive saves. A creature that is reduced to 0 Con becomes a deathstench creature over the course of 1 hour. Horrid Stench (Ex) Any creature within 30 feet of a deathstench creature must succeed a Fortitude save or be sickened for 1 minute and take 1d4 points of Strength damage. A creature that succeeds its save is still sickened for 1 round. A creature that successfully saves is immune to the horrid stench of that deathstench for the next 24 hours. Ability Scores Str +2, Dex +2. A creature with an Intelligence score of 3 or higher has its Intelligence reduced to 2. A deathstench creature gains a Charisma score equal to the Constitution score of the base creature. A deathstench creature has no Constitution score. Combat Maneuver Defense Due to its four legs, a deathstench creature gains a +2 bonus to its CMD against trip attempts. Feats Same as the base creature. Replace feats that the base creature had that the deathstench creature no longer qualifies for. A deathstench creature gains Toughness as a bonus feat. Skills A deathstench has 1 skill rank per Hit Dice, and has the class skills of an undead creature.
Deathstench Great White Shark CR 5 XP 1,600 NE Huge undead (augmented animal) Init +8; Senses blindsense 30 ft., keen scent, low-light vision, Perception +11 Aura horrid stench (30 ft., DC 16) Defense AC 22, touch 11, flat-footed 19 (-2 size, +3 Dex, +11 natural) hp 47 (5d8+25) Fort +7, Ref +4, Will +7; channel resistance +2 DR 2/-; Immune undead traits; Weakness vulnerable to electricity Offense Speed 60 ft., swim 60 ft. Melee bite +10 (2d8+8 plus bleed), 2 claws +9 (1d8+8 plus disease) Space 15 ft.; Reach 10 ft. Special Attacks bleed (1d6) Statistics Str 27, Dex 16, Con -, Int 1, Wis 16, Cha 19 Base Atk +3; CMB +13; CMD 27 (33 vs. trip) Feats Great Fortitude, Improved Initiative, Toughness (B), Weapon Focus (bite) Skills Perception +11, Swim +16 Ecology Environment any Organization solitary, pair, school (3-6) or pack (7-12) Treasure none Special Abilities Disease (Su) Death rot—injury; save Fort DC 16; onset 1d3 days; frequency 1/day; damage 1d6 Con and 1d6 Int damage; cure 2 consecutive saves. A creature that is reduced to 0 Con becomes a deathstench creature over the course of 1 hour. The save DC is Charisma based. Horrid Stench (Ex) Any creature within 30 feet of a deathstench great white must succeed a DC 16 Fortitude save or be sickened for 1 minute and take 1d4 points of Strength damage. A creature that succeeds its save is still sickened for 1 round. A creature that successfully saves is immune to the horrid stench of that deathstench great white for the next 24 hours. The save DC is Charisma based. Keen Scent (Ex) A deathstench great white can detect creatures by scent in a 180 foot radius, and can sense blood in the water at a range of 1 mile. Vulnerable to Electricity (Ex) A deathstench great white that is killed with electricity damage does not leave behind a deathstench trap.
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Come and visit us at the Capcom booth at @mag_erfurt #deathstench #gamecosplay #monsterhunter #mhgen #catlady https://www.instagram.com/p/BojZaAtgvq6/?utm_source=ig_tumblr_share&igshid=1brpr43otspny
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DEATHSTENCH- XI-XVII-MMVX
DEATHSTENCH ritual,captured in Portland ,Or. on a cold,dark,rainy night featuring Billy Anderson, and Alan Dubin on dueling vocals. Two versions are available,a standard version of 75 copies,and a special edition 5 pannel j card(norelco case) housed in a black cardboard case, silkscreened by DEATHSTENCH,this edition comes with a black candle and a pouch of Black Mayan Copal from Guatemala that GreySun brought back while away,sealed shut with a coffin nail .
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Ritual of Transcendent Death
1. Invocation Unto Death / Liberation From The Corpse
2. In The Ruins Of Shrouded Temples
3. Black Flame Ascension
4. Ceremony of Blood, Ash and Fire
5. Descend Into Mist
#deathstench#audial witchcraft#ritual ambient#dark ambient#death worship#ritual music#death meditation#Spotify
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demonologists - body horror
#demonologists#cory rowell#deathstench#zex model#harko city#noise#death#zoloft evra#horror electronics#harsh#creepy
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Darea Plantin of DEATHSTENCH // Welter in thy Blood // A Taste For Decay
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Tagged by @petrak for 10 songs I’ve been enjoying lately. I put my player on random and here’s the first 10-
1. Kavinsky - Testarossa Autodrive
2. Blood Duster - The Kids Can Get Fucked
3. Yob - Ablaze
4. Deathstench - Blood on Black Hilt
5. Goblin - Tenebre (main title)
6. Confessor - Prepare Yourself
7. Mitochondrion - Oath in Defiance
8. Ahab - Gnawing Bones
9. Hexvessel - When I’m Dead
10. Nick Cave - The Curse of Millhaven
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I think I’m up there with #junjiito ;) #gyo #angrybirds #deathstench #illustration #art #fanart #ink
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trepaneringsritualen • distel. a knife in sound. die cut 12“ vinyl. ant-zen act373 / raubbau raub-060
- SOLD OUT -
tracklist: a: trepaneringsritualen: a cold cell b: distel: solar lodge original songs written by coil
mastered by linus andersson at elementstudion. design by salt. released in collaboration with raubbau. www.raubbau.org release date: 18september2k18
formed in 1983, the legendary british project coil were at the forefront of european experimentalism and electronic music for over twenty years. after the tragic accidental death of john balance the remaining member peter christopherson decided that coil would not continue. as christopherson passed away in 2010, only memories and the recorded works of this great artistic collective remain.
this release presented by ant-zen and raubbau is a most remarkable act of reverence to coil's haunting and magick sonic force. two of their rhythm-oriented tracks, 'a cold cell' from the 'live three' album and 'solar lodge' which were issued on the 'scatology' release are re-interpreted by trepaneringsritualen (sweden) and distel (the netherlands) in a furious, powerful manner.
both projects transform the original coil tunes into upfront electronic rituals based on pounding, heavy beats and impulsing minimal sequences. electronic noises interweave with acherontic vocals, death industrial soundscapes coexist with whirred saxophone samples - the results are two shattering, occult wall of tension and intensity.
this extraordinary, unique release will be showcased as a beautiful die-cut shaped limited vinyl edition. see the black sun rise! do not miss!
'the price for existence is eternal warfare.' (coil / j. balance)
sound preview: www.soundcloud.com/raubbau/sets/trepaneringsritualen-distel-a-knife-in-sound-act373-raub060/s-xy2rR
trepaneringsritualen discography (excerpt) 09.2k18: a knife in sound (w/ distel). die cut 12“ vinyl. ant-zen act373 / raubbau raub-060. 2018 oberhausen ritual - live at maschinenfest 2016. tape. raubbau / pflichtkauf. 2017 kainskult. cd / lp. tesco organisation. 2017 x post industriale / rituals 2015 e.v. (w/ mz.412). 2xlp. old europa cafe / annapurna. 2017 split (w/ body cargo). lp. autarkeia. 2016 berliner ritual oktober xi 2013 e.v.. tape. aufnahme + wiedergabe. 2014 one hundred year storm (w/ sutekh hexen). lp. cloister recordings us / pesanta. 2014 perfection & permanence. lp/cd. cold spring. 2014 konung dómaldr vid upsala hängd. tape. merzbild. 2013 split (w/ deathstench). lp. malignant records. 2013 the totality of death. cd / cd. silken tofu & malignant records. 2013 deathward, to the womb. 10inch. release the bats records. 2012 edifice of nine sauvastikas (w/ æther). tape. beläten. 2012 martyrium. tape. small doses. 2011 veil the world. tape. kości tapes /new nihilism / triangle. 2011 roi perdu. tape. ideal recordings. 2010 septentrional. tape. hanson records. 2010 ritualer, blot och botgöring. tape. harsh head rituals. 2008 full discography: www.discogs.com/artist/1099122-Trepaneringsritualen
distel discography 09.2k18: a knife in sound (w/ trepaneringsritualen). die cut 12“ vinyl. ant-zen act373 / raubbau raub-060. 2018 nordagn. tape single. beläten α. 2018 zand. cd. ant-zen act338. 2015 nord. 7". beläten 55 cs. 2015 puur. cd / tape. ant-zen act318 / black horizons bh-88. 2015 ultra2012. cassette. beläten. 2014 puur. lp / lp+7'. enfant terrible enfant22 / enfant22.2. 2013 mrok / regn. 7'. enfant terrible petit enfant 006. 2010
trepaneringsritualen official websites: www.de-za-kh-a-da-sh-ba-a-ha-v.se www.facebook.com/trepaneringsritualen
distel official websites: www.tuchtunie.nl/distel www.facebook.com/this.is.distel
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Trepaneringsritualen – Yours Is A Kingdom Of Death
Label: Old Europa Cafe – OECD 244 Format: CD, Compilation Country: Italy Released: Jul 2017 Style: Dark Ambient, Industrial
This is unification! Two sides from split LPs — with Body Cargo, and Deathstench respectively — joined into the whole they were always meant to be.
»Yours Is A Kingdom of Death« is an exercise in somber slow-moving death chants, ritualistic in appearance and in intent. A renunciation of the created world; a glorification of the New Man; he who is beyond life and death, existing as pure flame alit in eternal void.
Buy: http://gh-records.com/1732-trepaneringsritualen-yours-is-a-kingdom-of-death.html
Payment methods: PayPal Pay by bankwire Pay whith cash on delivery (COD)
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Trepaneringsritualen — »Yours Is A Kingdom of Death« CD/LP Old Europa Café
Available from Götiskt Förbund, Old Europa Café and other fine purveyors of industrial music.
This is unification!
Two sides of split LPs — with Body Cargo, and Deathstench respectively — joined into the whole they were always meant to be.
»Yours Is A Kingdom of Death« is an exercise in somber slow-moving death chants, ritualistic in appearance and in intent. A renunciation of the created world; a glorification of the New Man; he who is beyond life and death, existing as pure flame alit in eternal void.
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Phurpa Deathstench https://www.instagram.com/p/BoGiD5BBkkl/?utm_source=ig_tumblr_share&igshid=1m9kgh43zeygx
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