Tuesday, June 14, 2011

Session 2

The In Between

   Five days have passed, most of the ships are still tethered together and repairs are nearly complete. We still lay between realms, we are making very slow progress forward, the stormwall to our realm can still be seen behind us. Scouts have reported seen flashing up ahead in the distance of the next stormwall. I have heard that Faithjester is very busy trying to build and new mechanism that will allow us to pass through that wall hopefully without costing us another flagship.

   Recruitment has gone exceptionally well for Vigil, at least something is going right. Many of the ships are leery of having members of a different race policing their ship. Most would rather be left to policing their own craft and peoples. Which is not a horrible notion but under these circumstances, cramped spacing, food shortages and the like, a fleet Vigil is the best idea. I’ve met with a representative from most of the ships and have reached an understanding with them, to at least permit an office where the members of the vigil could work from, and be found if needed. The Orcs just wanted equal representation in the vigil. No more I suppose than we the elves would want if it were an Orc in charge of the vigil.

   The Artikhane were a bit trickier. I met with The Ambassador, a female by all accounts, who looks slightly elven but her body language and even her emotional imprint that I normally feel from everyone are totally alien to me, which is unnerving at best. One of the chief concerns that she voiced was that there were a number of places on their ship that are and would remain off limits to anyone but their own. I pressed but was countered on all fronts and settled for at least having an office provided to me for use with the vigil. Not a victory but still, they gave ground.

   I was on deck this morning in time to see the Master of the Hunt, Mareeg, and his group take off in search of game. I wish them well, since arriving here I haven’t seen a single thing flying through here other than us.

   I think that of those that I’ve met since arriving here Dweena may have one of the most difficult duties. She is basically accountable for all things, magestone, food, general goods and so on. It goes without question that certain groups of people and ships are going to try to hoard certain things like food. I think that she and I are going to be working together more then either of us suspect.

   A new day, early this morning I was summoned to the Horn of Wrath for our first away mission. Our group was assembled and given a small briefing on a Island with a structure on it that had been found. We boarded the prototype scouting vessel piloted by Lira who has all but moved into the ship as her own private living space and made our way there. A quick fly over inspection of the area did reveal a structure. A large pyramid shaped building with large smooth ramps running up the four sides. Lira moved us to the edge of the island to put down and depart. ( note to self Lira needs to work on docking procedures ) Not long after we started walking toward the structure I spotted some tracks, others were able to discern that they belonged to a large semi-bipedal leaping creature. That was more than likely used as a guard beast of sorts.

   Large leaping creatures indeed. Soon after seeing the tracks we were attacked by a small pack of them. Three at first, and then a second grouping of two more and a pack leader. Gunfire and Lira’s flanking maneuver were able to drop two of the first three. Chain is outstanding in a skirmish the ability to breath actual fire onto ones enemy, outstanding. Mareeg was having a bit of back and forth with the third when it seemed he simply lost his patients with the beast and picked it up and threw it almost seventy feet into the pack leader in full charge and nearly knocked it over. Imagine that strength. The second group was dispatched before the pack leader made his way to us. Honestly it was over quite quickly and even if nothing is in the structure we have some fresh meat to take back to the ship, the thick hide and solid bone will come in handy too, I’m sure.

   We pressed on to the building, and made our way up the ramps to the top hoping to find entry. A circular pattern in the floor and a pair of operating levers were centrally located at the top and the circle itself was suspiciously free of sand. After giving a good look around Lira found a secondary entry on the top that was hidden off to one side.

Monday, May 30, 2011

OOC / Moment 1

Out Of Character

   First off, after the Microscope session we had to build the world, I knew going in that the first session would be very interesting and I was looking forward to see how Lowell would deal with it. What his approach would be and such, he, as usual, did not disappoint. It was one of the most intense campaign openers I have ever had the privilege to be a part of. Characters were making life and death decisions from the opening scene and throughout the evening as the game rolled on and not just for themselves but for often times large groups of people that would become supporting cast for the game to come.

 The Cast

    The player characters that we have assembled, though unintentional do rather resemble the major arch types that you would find in a traditional Final Fantasy story, at least at first glance. I will try to keep this idea in mind as the game progresses and see if it holds throughout the campaign. I’m excited about this campaign for a number of reasons.
    1. This will mark the first time either Ward or my sister Jeanne has joined a long-term game run by Lowell. Something I’ve been trying to arrange for sometime now for each of them.
    2. The cast of PCs’ looks great. Scott has chosen an unarmed fighter for the most part aside from some fire Magic. Ward has chosen to challenge himself by running an Ork. Jeanne is finally getting the chance to breath life into the Namir a race she wrote up sometime ago and never had the opportunity to play out. Sherri is venturing out of her comfort zone and playing a Goblin female whom is getting on in her years.
    3. My character, Whet Bloodlace an empathic pistoleer. I think he is an obvious front runner as leader for the group. Though that was not my intent going in, I’d like to see him pull in a tight 2nd to the leader.
    4. Lowell is running the game, I don’t mean this as lip service to my GM, he has a real gift for the role. He preps for games like no one I’ve ever played with. He takes his craft very seriously and I know he runs games at various gaming cons from time to time. If you enjoy playing in rpg’s or you are a GM for a group or two. You owe it to yourself to try and play in one of his games. It will change the way you run games forever.
Character Abilities

Aside from our various skills and abilities we each were able to chose 4 unique talents from a list of 6 to begin the game with. Kind of like a talent tree from World of Warcraft. For Whet I chose the following 4 talents.

Blazing Branch Start
Combat Reflexes : Whet goes first in a standard combat round, except when surprised. This ability does not affect one-on-one duels.

Vigilant Branch Start
Pistoleer : Whet does +1d damage with pistols. Rapid Volley: By spending a point of Focus, Whet may fire two pistols on the same round at two different targets in any arc. Damage is 1 +5d. This requires having a pistol in each hand.

Vigilant Branch 1
Precognitive Parry: Whet’s uncanny perception allows him a Parry redraw against any opponent with a mind and emotions. This does not work against automatons, vehicles or the like. This is considered an abilitiy for the redraw limits.

Vigilant Branch 1
Mounted Combatant: Whet gains the ability Mounted Dodge- affecting himself and his mount. As well, his Mount’s # to be damaged increases by +1 while Whet rides.

Tuesday, May 24, 2011

Session 1, Part 2

   Tytessa Chillstealer stepped around the doorway, her expression went tight and she pressed her lips together into a fine line. A wave of her concern washed over me, as she returned my salute. Mission accomplished Ma’am. She nodded, excellent, now get your self to the infirmary. I tried to explain that it looked worse then it was and I would be fine. The next emotion was less concern and more anger. The infirmary now! Seeing as she is my superior, only slightly so, but superior no less I figured why fight it. I started to make my way down the hall and up to the next deck. I could still hear combat outside, people yelling and screaming. I could feel it all around me, crowded tight places are tough on me that way. It’s hard to keep out all of those emotions. Fear and hope battling back and forth for control. I felt like a small ship lost at sea in a storm being battered by wind and water. Finally I made it to the physicians bay, it was cramped with civilians injured and dyeing, Come to think of it I haven’t seen many other enlisted on the ship. The physician saw me and propped a shoulder under me as I began to slide down the wall. Honest… I didn’t feel that bad… turns out, adrenaline is pretty good thing. He and his crew went right to work on me. I faded in and out of consciousness a couple of times there and I can remember somebody saying that the military had to get preferential treatment because of their being so few of us left. So one of the nurses helped me up and moved me down to this bed on the far end of the deck away from people waiting to get in. The bandages feel good and tight. Seems this doc knows his trade. That’s good because if we’re that light on personnel, I’ll be seeing a lot of action.

   Just heard large explosion very near to us, and our whole ship just shuttered like we may have hit something. Not sure what is going on out there, and its driving me crazy. Sitting here writing this down now, I just over heard someone come in and say that Captain Bronz was seen being saved by an Ork, just as the Daughter of Woe exploded. Putting down the book and pen for now… I have to go see whats happening outside… more later.

   It’s been about 24 hours, the world as we know it is gone. This new area we’ve moved into is filled with a kind of dull orange light with no determinable source. Several spheres can be seen from our location.

   I am to accompany Tytessa Chillstealer, the ranking White Elf Military leader, to a meeting with the other leaders of the assorted races tonight on board our new flagship the Horn of Wrath. I can only assume that it will be a meeting to assess damages and losses and the redistribution of responsibilities. The sense of loss is palpable, as it should be I suppose after such an event. Couples torn apart, families fractured, entire decks of people spilled into the sky… whole races lost. This better be one heck of a meeting.

   The gist of what occurred is that the key did indeed work in the machine but in the process the machine ripped the Daughter of Woe in two while opening a portal through the Storm Barrier. What remained of the fleet was able to escape Lord Sunforge and his armies by passing through the barrier, but I find myself wondering… for how long.

   Following morning- It seems that after a brief and seemingly ill-timed argument between Captain Bronze and Commander Greybattle, that Greybattle will be our new Admiral and Bronze will be his 2nd. Having lost her father in the destruction of the Daughter of Woe, I wouldn’t have wanted to be part of that discussion. I have a newfound respect for ‘Admiral’ Greybattle. The meeting last evening was as I expected, loss and damage assessment and new duty assignments. I am to be the Master of the Watch and as such one of my first task will be to recruit an able bodied Watch. One that I can trust to do the duty put before them. Others were given various new assignments as well. I’ll list those that I can remember below and what I know of them.

   -Dweena Squint – capable and resourceful Goblin women of some years by my reckoning was made something of a Logistics Officer for the fleet regarding food and other necessities. I recognized her as the goblin I handed the key off to before having to land. I also hear that she herself lost several sons in the last battle before making it through the barrier.

   -Chain Firespinner- eager and ambitious Scaleborn assigned to Master of the Vigil. His fire magic should be useful for signaling from ship to ship. I hear it told that it was he who organized the saving of the burning rescue Ark. A move that saved hundreds of lives, a move that cost him his own father. In past dealing with the Scaleborn I’ve heard mention of Chain’s father on more than one occasion, his passing will be mourned.

   -Lira Moondawning- a young Namir with foot falls like silk was promoted to Lead Scout. She accompanied a senior Namir named Syleng Wyrmbreaker a fortunate name without question but his eyes speak of secrets. It later I heard it was a force under Lira’s command that planted the device on the Dwarven Watchtower that assisted my escape.

   -Marreg Warmane- strong and capable, savior of our good Captain Bronze. I have not had many dealings with orks that did involve trying to kill them or avoid being killed by them, this new breed of ork is different. Though he bares the size and strength of an Ork, they resemble dark skinned humans. His people are known by Greybattle to be great hunters, for this he was given the place of Master of the Hunt.

   Final Entry of Note –
The other night at the meeting aboard the Horn of Wrath, I met Irisy Tearbrewer the leader of the Ghost Born. I am uncertain as yet how to describe them. I find them more human, but I would be remise in my description if I did not say that they could be elven. Racial appearances aside, Tearbrewer wins my creep of the week award. I have never before met the man, and he did indeed carry himself well but every fiber of my being screams that he is a vile Necromantic twin slayer.