Tuesday, December 25, 2012
Read All The Things #2: The Red Duke
Thursday, November 22, 2012
Read All The Things #1 - Akira 1
Friday, October 26, 2012
MADNESS!!!
Thursday, October 25, 2012
Sept 28, 5 AW – Victoria
Sunday, April 29, 2012
Unicorn Vomit
Thursday, April 26, 2012
Transcendence (Blog 5.5)
Cilyne did not sleep well, though it was not because of the hotel she was staying in, but because her neighbour was screaming incoherently. Whatever Devo had experienced it was proving to be cataclysmic. When it became sporadic she ordered room service and attempts to help. During the meal Damien calls from somewhere called Golgotha, which he explains is a nexus point on Dahl. They are to meet him there as soon as they can.
They go into the mercantile district of Sylba, where Maltiahs shadows them from the building tops. He watches them exit a store, fawning over freshly bought glasses, and unhooks some small items from his belt. Activating each of them, he begins throwing the grenades around the two. The first plasma explosions begin to detonate as the last of the grenades land between them. Jumping from his perch, he lands near their bodies, and sees that neither of them are moving. From the other side of his belt he removes the zap straps.
They awaken upon tables, each of them clamped hand, foot and wing. They were not out for long, and they both felt the sway of movement. By looking around, they could see that the tables they were bound to were stored in some kind of container, and they were not alone. Paw Gour was speaking to Maltiahs regarding his payment, neither of them paid the prisoners any mind.
Outside the grav-tanker, the Guardians were closing in. Within their integrated cyberscape, nearly fifty Guardians were clearing the area ahead and maintaining a location on the transport. They moved like a tide, while an armed Guardian followed in their wake with an artificial body built to engage targets like the grav-tanker. The driver never saw him coming.
This was a post I found that hadn't been published yet, enjoy! - Ricalope.
Transcendence (Blog 10)
Saturday, April 21, 2012
The 0ld 0rder - Slave Camp
Wednesday, April 18, 2012
Wyndspring's Log - 05
In the observation car Nimra could detect some type of energy flow, Fae energy, being drawn to the location of the shade's appearance. This Fae energy, she explained, is imprinted by the influences it contacts and could likely be the cause of the 'ghost'. As we discussed, the sun began to rise and the apparition appeared.
Inhaling a deep lungful of smoke, I willed our surroundings to slow. The sounds of the train slowed, the air became very still, and the shadows slowly crept across the car's floor. Nimra was confident that there was a trigger, something that held the memory which was influencing the Fae. She had lost a man, who had died far from her. Within the seat, a hairpin was found, set with a diamond.
Wanting some stickybuns before Rusty lost the use of a kitchen, I proceeded back to the lounge with Cera while the others checked on the package. It seems the elven woman is quite taken by the soundspring, and a sale is made. The train should arrive this evening which will mark the first half of the journey.
Bim and Seth arrive with alarming news. It appears that the gnomish runes on the package have begun to glow. Since neither of them can read the fine language, I start back down the train to investigate.
Tuesday, April 10, 2012
Show, Interrupted
As I pound out my infernal rhythm, something hits me. I keep on the sticks. I didn't realize how hard it was to play in combat, the old band had some mad skills. Maggie is yelling at me and pointing, directing the shadow-thing back towards me. The sounds around me are distorted and warped, then the shadow hits me again and everything goes black.
I wake to see the pilgrims dying in the shadow's fury. Through zombeast, I fire a sonic blast at the shadow which it evades. I again have its full attention and begin to move is Maggie's direction. Calling upon Unkind rites, I heal my bone armour, while my symbiote formed additional protection. Ahead, Maggie was sparring with Xenos, the dragonrider who brought us to this gig, and unaware of my approach.
I have been to many shows, and seen a bunch of other shit, but this was weird. Kacy's music began to warp, things were moving at different times, even the snow was affected. Everything I could see was slower, save Xenos and my target, the snow hung in the air until I was approached, then they would fall.
I slammed into Maggie like a boulder. My oid wrapping itself around him and pinning his arms. He twisted and squirmed, but could not free himself as his other attackers took advantage. Chunks of flesh were removed from his exposed chest as my fists drilled into his face. With his insides on display I could clearly see a lack of vital organs. There was something else happening here, I could feel the doubt sinking in.
With Maggie held, I will my oid to form wings and I fly up and towards the plateau's edge. His body is rigid in my grasp, the other's attacks paralyzing him. Deciding this wont last, I drop to the mountain, using the immobile body to cushion the impact from the fifty meter drop. My oid keeps him wrapped tight, he still lives, so I begin to run to the edge.
Now out of the melee, and past the crowd, it was a straight run to the plateau's edge. He stirs, likely taking in his new predicament. Ahead of me a hole appears, like someone punched through reality. I try to dodge out of the way but it grows larger and we both fall in.
Sunday, April 8, 2012
Transcendence (Blog 9)
Rock awoke at some point in his quarters. He gets no answer next door, where Zyreal's room is supposed to be, but he does find a strange note. Crumpled twice, it seems to be correspondence between the two, which he crumples and leaves behind. Further searching brings him to the lounge and he begins to seek out someone with metaphysic knowledge. He is referred to the library, where he furthers this research. At some point Ida, his delta sim, registers Craxxx's network signal.
In the brig, Kacy finds Zyreal stunned from forcing his way through the forcefield. With Cypress, Mikah, Alias and Zechs, they exit the brig into the hallways. At the crossway ahead a defense laser extends from the ceiling guarding the elevator. It is met by a phase grenade. Deciding that the elevator is not the safest route, they search for a secondary exit.
The search yields two more turrets, one knocking out Mikah. These are met by more grenades. It becomes obvious that the Nova Invicse is attempting to stop them, it said so at the elevator. Zyreal uses his apple-state-trooper to divine the location of an access shaft. The shaft is sealed off by energy fields, which Kacy begins to disassemble. Ahead, the way is defended by another defense turret.
Kith finishes with his repairs and offers to assist his passengers back to the ship. With Craxxx in telepathic contact with Kacy, Kith joins the psychic net and sets out to join them. Not far outside the shuttle bay he runs into a couple of guards and a guard droid who question him. He teleports away and back again, slicing up the guards with the blades on his tentacles. The guard droid fires upon him, knocking him out.
Behind the guard droid, the elevator opens. Rock, who was on his way to the shuttle bay, is presented with the back-view of a guard droid blocking the hall. Using a magnetic charge, he crushes the droid's interior circuitry, killing it.
Transcendence Cast - Dyscathi, Master of Clans
He stands at five feet, and looks of Asian descent. He looks old and frail, but carries himself with a lord-like grace. His long black hair is pulled back into a ponytail which reaches his waist. He is mostly seen wearing a deep crimson robe, a black hat, and sandals. His augmentations are hidden subdermally, most notably a sabretooth laser and a shimmer. He is always seen with his bo-staff, the "ugly stick", made from an unidentified black stone.
Dyscathi's story truly begins with Mi, his sire. Mi had selected Dyscathi to join the undying due to his martial prowess sometime during the neolithic age. The first time Dyscathi is noted in history was during the reign of the Scorpion Kings during the creation of the kingdom of Egypt.
He is next noted as being present during the creation of the clans in the far east. During the Perusian conquests, Dyscathi was prominent in many battles leading the wolf clan's troops against the Greeks. After the rise of Alexander he lived with the Khmer and little is known of him.
Dyscathi appears next during the early 1900's when he joins the Order. He oversees much of the clan's interactions with the growing western world. In the early 2000's he meets Bob, and the two forge an easy agreement between Dyscathi's clans, the wolf and panther, and the beginnings of GIS corp. In AW 01, he and Bob found the Celestius Monarchus, a corporate group dedicated to angelic and infernal research and containment.
During the first few years after the Ice, Dyscathi applied himself to researching the newfound powers unleashed by the War. He forged the Path of the Scorched Heart, the way undying can walk in sunlight. His findings regarding the angelic and daemonic hosts are required reading for the new members of the Celestius Monarchus. Along with Bob and Haemoncilus, the newest combat armour was pioneered, leading to the Slayer series.
Dyscathi's current operations run under Clan or GIS authority, which allow him to work undetected by most. His current research is regarding the mask phenomenon, an odd occurrence when a being is held within a mask, as happens with many of the greater angels and daemons. Of his active teams, only two have yielded any applicable results, Transcendence and Ascendence, and have since been merged.
Dyscathi is very wealthy, having accumulated contacts and wealth over centuries, and has a mansion in nearly every city. He is cordial, the very picture of an ancient sensei, his diplomatic abilities only matched by is skill in martial arts. Although he chooses to operate from a distance, he is always calm in battle regardless of the opponent.
Of the other undying he has sired are Teej and Damien, but not many others. Dyscathi endeavors to keep his lineage simple, carefully selecting those who join his blood-family. He keeps his affairs low-key with a preference to subterfuge. With such a long history, he accepts losses graciously and pushes his teams hard with lavish rewards.
The 0ld 0rder - The Magister's Wagon (Part 2)
In the Magister's chamber on the other side of the wall, Tweaks grabs Seneshal's fallen axe. The blessed blade scorches the golem's hands as he runs out of the wagon with it. Mosa summons a rhino into the room with Seneshal to buy time for her search. Now faced with an angry and confused beast, Seneshal returns his axe to him and begins to hack through it.
Tweaks returns to Seneshal's chamber and drags his chest into the hall. Breaking the holding runes, he opens it to find jewels and potions. He upends one of the potions into his mouth-parts and the purifying liquid pours over him. The potion, a cleansing salve of Aten, melts his bronze body into a puddle of bubbling goo.
A desperate search through the larger crates on board progresses. Nicoli finds the legbone in one of the crates in the laboratory and the others work through the burning wall to make an exit. Moments later, they burst through into the night.
Inside, Mosa summons another beast, this time a gorilla, to halt Seneshal. As she leaves the wagon she grabs some of the gems left by Tweaks. Seneshal, bursting with fury, rips through the large ape to find her already gone.
Outside, Ta grabs the beaten form of Grognak as the others follow him back to the ship. The ship is put under sail immediately and distance is put between them and Assyria quickly in the strong night winds. The party rests, and by next day there is no sign of pursuit. Ta pays them all, now one member short, and informs them of their next destination. They are going to the Gobleki Tepe, the most ancient of temples.
Tuesday, April 3, 2012
Catch Hollow Stairs
Inspecting the creature, you find that its skin feels like rubber. Beneath the skin you can feel a whirring sensation as it moves quite unlike bones and muscle. The eyes of the creature regard you with glassy impassiveness as they scan around. A second creature, like the one in your hands but a different hue, lands upon a near branch. Then a third, and a fourth, landing just out of reach.
Your fall has taken you deeper into the crown of the tree, all around you is a network of branches forming a hollow. You subconsciously let go of the creature as you take in the grandeur around you. The hollow is large, lighted by scattered pinpricks of sunlight and glows a living amber. The air is crisp and clean with only the faint whisper of a breeze. At the center of the hollow is a naturally formed stair leading down into the great oak.
-Rest a while.
-Go down the stair.
-Try to climb out.
- ?
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Runes Tunnel
Runes appear in descending bars across the glowing rectangle. There are four of them, each containing a half-circle and a line in different positions. As the runes light up you have the distinct sensation of being watched. Looking around you can see nothing but steel in all directions, the city, tower and flame.
With a determined shrug you press one of the four runes at random.
The rectangle and its runes disappear.
A minute goes by and nothing happens. You reach out and touch the hatch again and the rectangle activates. The runes reappear.
You take a cursory glance around and press a different rune.
The rectangle disappears, and the hatch opens. A humming sound rises out of the hole vibrating the ladder attached to the side. It feels warmer down there compared to the cold of the surface. As you descend you find that the ladder is oddly proportioned, the rungs are too far apart.
The bottom is not far down, and upon reaching the tunnel floor, you hear the hatch slowly closing above you. The tunnel looks to be made of the same metal as the surface, with the walls curving up to the ceiling. One wall of the tunnel looks to be made of pulsating blue light. On closer inspection they are actually metal things, the height of the tunnel, speeding along a blue band of light.
Do you:
-Go towards the city.
-Go towards the tower.
-?
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Lost Desolation Rust
The sun dips below the horizon and the sky turns red and begins to darken. All around you the trees are burnt husks which offer no refuge. After the day's events you grow weary and in much need of rest. You scan the mountainside for a cave or any suitable place to rest a while but see little other than desolation.
Then you spot a red glint of metal a little further up the slope. It is egg-shaped with three legs sprouting from the larger end, one leg has broken off. A large oval hole sits in the side large enough to fit through. The shell is covered with rust but inside sits the leather cushions of a seat.
Do you:
-Take a seat.
-Keep going.
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Monday, April 2, 2012
Wyndspring's Log - 04
String music filled the mostly empty car, played by a human girl. Sitting near her, Seth tries to conjure lyrics to her song. His poetry can use much work, but we applaud anyways. Another song begins, and with a lit smoke, I join in as well backing up his bad lyrics. Her instrument, a guitar, is fascinating as I watch her play it. Designs begin to form in my head as I question the design and the matter of acoustics.
Like us, she is leaving the train at Winkerhill Station. She is a young traveling minstrel, still nervous and new to the world. I complement her upon her skill with the guitar and recommend that she try to advance her skills at Winkerbottoms, a college of magic. Much to Seth's approval, she takes to the idea and she is invited to lunch with us in the lounge.
During lunch, I begin to actualize my design, naming it a soundspring. By the end of my double serving of sandwiches I get it to make sounds. After tuning it, the soundspring can be used to make a melody. The strings, six of them, are suspended with the instrument's shell. As a crank is turned the strings are plucked, the faster the crank is turned, the faster the tempo. Keys are fashioned along the neck which apply pressure to different strings which variate the notes. The afternoon provides ample opportunity to begin to learn how to play.
After dining, I retire to my room to build. During the evening I assemble a louder timer alarm for Bim as well as some extra soundsprings and timer alarms to sell at the next station. That night I dream of string music to the sound of the tracks.
Sunday, April 1, 2012
Walk Glass Hatch
A glass path was set into the steel surface, curving towards the city. The path is a meter wide, glossy and made with very thick glass. You can see a dark current running beneath the glass running towards the city. The other end arcs towards the tower.
You look around the area, for anything else that wasn't the same unblemished metal you have been walking across. Further ahead, you see a small dome, perhaps a hatch. With renewed steps you go to inspect it.
It is clearly a hatch, for it has a hinge on one side, and it sits near the glass pathway. Made out of the same metal it is set it, it bears no handles or locks, only a rectangle traced onto the surface.
Do you:
-The tower is closer...
-Try to open the hatch.
-Follow the path to the city.
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Amber Waves Ascent
As you approach the base of the tower the metal under your feet becomes progressively warped. It bends back like frozen waves by the rising force of the tower. It reminds you of an uprooted plant with its roots rising into the air. The 'roots' are solid and easily climbable with many hand and foot holds. There is no apparent doors or stairs, that can be seen, but lights do shine in the highest spire.
Using the roots, you pick a path upwards. The climb begins to get steeper and the roots fewer as you rise. It gets harder to breathe in the thinning windless air and the spire still looks impossibly tall. Far below, the metal landscape curves to either side like a chrome moon, the city and the fire the only blemishes.
Close by, you can see an alcove in the roots and you are very tired from the climb. Although, the lights do seem closer, one could press on...
Do you:
-Climb onwards.
-Rest.
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Friday, March 30, 2012
Transcendence Cast - Felisce Annae-Anor
By the time his sister, Celyne, was born he had become both modestly rich and strikingly handsome. As his sister grew he became more responsible, taking it upon himself to watch and protect her, which ultimately brought him to the Fifth.
Felisce prefers to use his magic when opposed, but failing that he favors thin elven blades. He dresses in long flowing silks, which is akin to the traditional dress of his heritage, with some more modern accessories. His cane hides a blade within it and he has acquired a pair of hellfury pistols which he keeps hidden in partial silver rune-scribed plate. His long black hair is always pulled back in a long bound ponytail.
Felisce is also very well known for the wine bottles which he pulls from his sleeves. Every bottle is from the Nightlands, and each is a different kind of elven vintage from all over the blighted realm. Felicse was with Transcendence through Hell, but was last seen being taken by Uriel, an experience he refuses to speak of. He is also involved with Mikah, the incubi dragonspawn, and good friends with Alias.
Monday, March 26, 2012
End of the World Cruise
The Apothium's pilgrims were in dire need of direction and growth. During the first day's mass I instituted a study program, reminding them of NekRa's respect for knowledge which borders upon sanctity. Each pilgrim is to select a volume from the Apothium's library and read it, once done they are to exchange it for another. Through this method the temple will grow in power and knowledge.
My time in the library yielded a very curious find, a small digital notebook. What was strange was the mark scratched into the outer surface of the device (and in odd places in the Apothium). It was a sigil of an eye, inflamed and weeping, rendered by deep gouges. It was the same mark that I used, my 'tag'. Activating the device, I guess the right password on the second try using my email password. The notebook contains a handfull of log entries and all of Tzak's music collection. The logs date back from when the original band met and encountered Maggie, they give me some perspective.
WTF! played a hard show, we played like Hell was watching. Xenos joined us, standing in for the other guitarist, kicking out some deep loner metal. After the show it was hot tub time, and also when Xenos decided to bug us with his obsession. He had found some call-out Maggie was doing on the net, bragging about changing the world and all that. There was also a location of where he would be and the dragon rider really wanted to meet the guy. We agreed to go only because we cold play a show on the way.
We set a course to the far Pacific north, to some tiny turd of an island nobody cares about. At Fairbanks, another town I will not miss, we pick up a crowd for the "End of the World Cruise". We spend the three days to turd island studying, praising the metal gods and drinking beer. I also spend some of those days wondering how a rock band is going to save the world from some uber powerful magi.
We get to the island and the docks already swarming with other boats. A line of people can be seen slowly making their way up the mountain. I had zombeast fully repaired and beside me, as his sonic cannons might be needed. A hummer from the ship was outfitted with a railgun and plow, two jeeps with a railgun each and the tourbus full of pilgrims. The rest of our crew and crowd followed in our wake.
Transcendence (Blog 8)
Tali was a small but fast in-system ship piloted by a Cephylim named Kith. It was one of the handful of chartered passenger vessels often referred to as 'cabs'. Kith had the job because it provided an opportunity to have a ship of his own (after five Jovian years of service). This group of travelers looked to be mercs, which would likely mean some repairs and good pay.
In the storage bay of the Nova Invisce the stasis field deactivates and two crewmen enter supported by a guard droid. They proceed down the center scanning each crate, a redundant check before inter-system jumps. Mikah runs to a maintenance hatch and wrenches it open. He leaves his bike in the storage bay, but keeps his simdroid, Gat, with him. They make their way to another hatch which leads out into the biosphere, an on-ship park, there he rests.
Elsewhere on board Zyreal seeks out the labs while Cypress goes to the lounge to eat. In the labs, Zyreal fuses two pistols into one multi-shot weapon and tests it out on the range. After this, he goes to rest in a cryochamber. Gat uses the ship's wireless network to help Mikah find the lounge. She also finds Cypress who is fast asleep halfway through his steaks. The ship begins to accelerate faster inching its way towards lightspeed.
Kith notices the other ship accelerating and pushes Tali harder. Gee forces inside the small ship double what the crew is used to, but it is still within tolerable limits. As they approach the larger ship opens communications. Hearing of who wishes aboard, the larger ship invites them into its shuttle bay.
As Kith is making his approach, the Nova Invisce throttles forward which threatens to pull the other ship into its backwash. The Cephylim curses and pulls into the bigger ship which was still accelerating. Tali crash-lands and sinks its landing hooks into the skin of the other vessel. With a outline of a plan, Felicse summons Alias, Kacy and Zechs to the other ship.
The trio is sent to Mikah's location, who is also with Cypress. The two of them were put into the brig when the communication between ships went sour. Alias uses his chronomancy to 'rewind' the energy field keeping them imprisoned. They begin to search the brig, first finding guards they meet with gunfire, explosions and blades. Further down the hall they also find Zyreal, unconscious from successfully breaking through the barrier.
The Nova Invisce hits the smaller ship clinging to it with its short ranged lasers followed by a tow line. Tali is swept alongside as the larger ship continues to increase speed. The smaller ship expresses the danger of accelerating past its stable limits. Kith tries the only option left, he flies the ship into the shuttle bay. The ship breaks through the energy field and into the bay scattering the smaller shuttles aside. With landing hooks extended, the ship comes to a screeching halt at the far end of the bay.
Saturday, March 24, 2012
Pigs, Monkeys, Squid and Nightmares
Protoforms
A protoform animal has had its DNA altered to artificially advance a species to higher intelligence levels. The protoform project first began within Syberian bunker-labs during the Ice. Some of the attempts were a success, while most others were failures. The lab was later found by Asian agents and the data recovered. Within a short time, during 2aw, protoform primates were successfully created. Most corperations treat protoforms equally, but they unerve society at a moral level. The majority are employed in Nearspace projects such as the Lunar Ring and Titan.
Subrace: All protoforms must select one of the following subraces; Ape, Chimp or Hog.
Stats:
Ape; d10, +5 Str, -2 Wis, -2 Int.
Chimp; +5 Dex, +2 Str, -2 Chr, -2 Man.
Hog; +2 Str, +2 Per, -2 Int.
Size/Mortality: Normal, mortal.
Starting Languages: Wild, one regional.
Cephilym
The Cephilym race resides in a system near Earth with a colony within Jupiter. They are squid-like in appearance with a triangular body/head assisted by many tenticles. Some of these limbs are used for movement and manipulation and others are more specialized for sensory imput. Their bodies are extremely resilient and can live in human conditions with only a rebreather. Cephilym cannot speak, other than telepathically, but do have a written language.
Stats: d10, +5 Stm, +2 Per.
Bonuses: Telepathy, Pressurized skin (mutation)
Size/Mortality: Small, mortal.
CL Adjustment: +1.
Starting Languages: Cephilym.
Blessedm'n
When a mortal visits Quiddity it can result in a hybrid of dream and flesh. These beings are known as blessedm'n, for they have many unique and unusual qualities. When a blessedm'n reaches maturity they are given a choice between staying in Quiddity or to travel the dominions.
Stats: 2d10
Bonuses: Ten mutation points during victim creation.
Restrections: May only purchase Rahk, the Art or nature as a priest source. May not purchase mutation points after victim creation.
Mortality: Immortal.
Starting Languages: Any two.
Terrors
Very rarely, a child is born from a nightmare. The Dark Blessedm'n, or Terrors, are very simular to their kin, but deviate in their theological cores. These are the blighted childeren of fear, the tormented tourmenters.
Stats: 2d10
Bonuses: When purchasing a level, Dark Blessedm'n gain 5 mutation points. Five bonus mutation points during victim creation.
Restrictions: May only select Chaos, Rakh or Denial as a priest source.
XP Pen: +10.
Mortality: Immortal.
Starting Languages: Any two.
Griffons
Griffons are a combination of large feline and eagle. They are usually quite intelligent and social creatures while spending time outside settlements in the wilds.
Stats: d10, Fl Dex, +2 Int.
Bonuses: Darkvision, +1 to any one stat each level, changeform (humanoid).
Size/Mortality: Big, mortal.
XP Penalty: +5.
Starting Languages: One regional, Wild, one other.
Nosferatu
A nosferatu is a type of vampire who feeds upon the will and resolve of thier victims. With the gift of immortality, they are cursed with a weakness to fire. They are uncommon in undead society, with members of the bloodline placed in each population. Due to not consuming material, they take on a gaunt and emaciated appearance.
Becoming Nosferatu:
Upon the death of a mortal, a nosferatu can transfer thier prayer into the deceased. The target will replenish one wound for each prayer transferred this way. If the target's wound pool is full they gain the nosferatu subrace.
Bonuses: Appitite; faith, wraithtouch, (see 'Other Powers, Book of Tools', Zero Terminus). A nosferatu meets any requirement regarding undying.
Wound Pool: A nosferatu does not replenish wounds when resting.
Weakness (Fire): A nosferatu may never buy elemenal immunity (fire). All burning, fire and flame based damage (including unsoakable) is doubled against a nosferatu. May not select fire as a talent or use flame as a discipline.
Mortality: Immortal.
Until next round, be well.
Thursday, March 22, 2012
The 0ld 0rder - The Magister's Wagon (Part 1)
The Magister's wagon is a massive blackwood construction. It is seven meters wide, seventeen long, with ledges on the front and rear. Warding plates, made from bronze, are affixed to the sides and above the both doors. More wards glint upon the four massive wheels that support the transport. The wagon men are busy loading supplies and organizing the draft animals, tuskers, around the wagon and its two smaller companions.
Under the glamor of Mosa's magic, the party approach the wagons invisibly. They split into two groups, one toward the front, the other to the back. Tesyble weaves a psychic net to keep them all in contact with each other. With spells to increase their speed and strength, the wagon men had no warning.
Grognak and Nicoli approach the driver's ledge where a hussar (wagon driver) is shouting orders to the tusker herders. The orc's spear wounds the hussar and he strikes blindly hitting nothing. Invisibly, the orc and faery eliminate the herders and hussar. Grognak's battlelust, unsated, rages towards more of the wagon men within the compound. Soon the hired hands are in rout.
On the back of the wagon two workers load crates into the rear ledge. They fall quickly as Mosa and Tweaks fall upon them. Other wagon hands approach to investigate and have a similar fate. Bezis slides under the wagon and begins to take out the wagon men on the far side of the encampment with her axes.
Mosa is the first inside, the wards failing to restrict her. The wards do counter her spells, leaving everyone visible and stripping her of the spells placed on her by the others. As they each go inside, their spells are countered. Grognak and Nicoli Enter the front, where the driver's bunks are, and kill a second hussar. Tweaks follows Mosa in the back searching the supply room and galley. Further ahead they find the bunk rooms, one being the Seneshal's chamber. After trading blows, the Seneshal teleports away to find the Magister.
Faced with a wall, Grognak attempts to make his own way through it. He succeeds to break a hole large enough for Nicoli to squeeze through, which the faery does with ease. The orc puts is shoulder into the wall badly and dislocates it. On the other side of the wall Nicoli slides across a table from the hole in the wall to see the Magister. He speaks something and the faery's world turns dark and painful.
Mosa and Tweaks continue to the front encountering a large bedchamber and the Seneshal. The warrior's armour and skill are pressed to defend against the two attackers. Tesyble launches psychic strikes through the minds in the net as Mosa sends throwing stars at his face. Tweaks is a blurr of clockwork which destroy the Seneshal's shield in seconds.