The growling and moans seemed to grow more frantic the closer the man got to the door, a loud screech piercing the night and silencing both sides for a short thirty seconds before the building seemed to rumble with the sounds of their charge. The man stopped to listen to the noise a moment, or lack there of, half way up the path, and smiled beneath his brim. "Tis a fine night for a cleansing, wouldn't you agree Argost?" The blade on his back seem to quiver slightly in response as he reached into the duster and drew two .45 caliber revolvers, the name Chaos engraved on one and Order the other.
Holding either one out to the side, he continues his deliberate pace towards the doors of the old asylum, every monster associated with vampires and necromancers racing through his mind. A necromancer's first choice to slow an opponent down is a small group of zombies and possibly ghouls. Easy to handle, bullet to the heads, taking out any form of thought and direction and rendering them useless. Then they'll start using tougher undead, skeletons, stalkers, slicers. Simple break them once, though these ones could be reinforced for a quicker resummon. Best be prepared for that.
He was almost to the doors, maybe a hundred feet left before he began his duty. When those lines of defense fall, which they undoubtedly will against an apex nighttime predator, he unleashes his Undead Knights and Abominations, some of the most powerful forces a Necromancer can summon. They'll require a more traditional play on combat, at least the Knights. The Abominations will die with a few bullets through the head anyways. Ten feet to the door. Now the Pureblood. She'll most certainly have a strong following, who I heard just moments before. But they also have unique abilities that help them in combat, hers could be anything. I guess that'll show itself when it shows itself. Then the Shadow Walker...Argost will be needed for the killing blow for sure, but...where... Even as he reached the doors and began pushing them open, the pages of the Compendium of Monsters flashing through his mind.
Even among the apex predators of the monster world, Daemons, werewolves and vampires, there exist mutations, members of their ranks with powers that shouldn't exist that give them an edge on prey and rival alike. Daemons with the ability to use Holy Smite have been recorded, though they are almost always killed by their own gift, or curse as some call it, in an effort to save themselves from a rival or even a Hunter.
His mind ran down the list of mutations recorded up to that point with great fervor as his right boot set foot within the halls. Almost immediately, a wolf, most likely under the control of the Vampiress, leaps at him, only for a silver bullet to pass through it's skull and end it's life mid leap, the loud bang echoing through the halls. As the barrel ceased to smoke, his mind found the Shadow Walker entry.
Shadow Walkers are a vampirec mutation that can fade in and out of existence, similar to a shadow, hence their name. Their corporeal form is condensed in a certain place when they fade, their 'weak point.' The trick is always finding it. Only by striking their weak point can they be killed.
By the time his mind had finished reciting, he'd already found a group of ghouls and vampires tearing at each other and had already engaged them both pistols ringing out in unison as each primeval threat was vanquished. By the time he'd formulated a battle plan for the Shadow Walker, he'd finished the group and was stalking the halls once more, the cylinders getting a single spin as they're reloaded before the breaches and flicked shut again in an expert manner. "Deus misereátur." The halls still echoed with the sounds of a war being fought between evil forces, the revolvers an odd note amongst it all.
OOC: Just a side note, important enemies, such as the Shadow Walker, will see a full entry in the Compendium. What I have on here, which will usually come up in my posts, is an abbreviation.
Edited by Zarkun on 3/21/2014 11:49 PM PDT