måndag 29 april 2013

Nemo the Librariab

Looking around the biology room I begin to see different body parts belonging to that familiar face. Scribbled on the tanks is "Test Subject #00417". One particular tank catches my interest and it's a piece of skin with a tattoo on it. A tattoo I recognise from the psychic who committed suicide on the last ship I was on. Foolish enough I had opened the door, looked out and then returned to find this information, zo while I was standing there I heard a voice from behind asking what I was doing. I turn around in the doorway stands a tech-priest. Before I can answer he begins spouting out that this is a restricted area and toxic and I need to get desinfected. Yet again poisoned. Well this was a great start. I comply and follow. He takes me to a room where I undress and takes of all my armor and weapons. Then onward to the next room. While there I get showered in something that burns the skin a bit. Then another room... with a single chair in it. On the chair I notice some handcuffs. On the wall there is chains. Asking unsecurly what room this is I get the answer, "the interegation room". Oh, fun. Trying my best to avoid the chair he commands me to sit down. And start to ask what I'm doing there. Being one with my character I loose it, I just happened to be in this floor due to jumping into the ventilation when some enforcers knocked on the door, I didn't get through customs due to problems with the bureacracy and those xenos I was travelling with. Mercifully, the GM decided to cut away there.

The psychic w ho was with the rabbit mafia decided to go through with the plan and lending his hands for their escape. He finds a ship that are supposed to leave and decide to make a psychic check. Which fails, so he starts hoovering in the air while static electricity fills the air. Landing on his feet he runs to escape the guards and then tells the ribbins about the ship and a way to get in. The scum then was in sickbay to treat the poison while the cleric sat outside. She began hearing sounds from the ventilation, crawled in and stumbled upon a private conversation. The person we have been sent to investigate has given orders that we must be eliminated since we are from an evil cult so the scum must be killed by an overdose. Time skip till the moment the cleric ribbin burst in the sickbay shouting to the doctor to stop, then wrestle him and throwing him unconciously into the wall. The scum gets up and they strap the doctor into the chair. After some interegation the cleric fails her intimidation roll and knocks him out. The psychic apears, they gear up and check into the one giving the order. They find the head surgeons room and open the door. Schocked the surgeon grabs a neddle gun and starts firing. The ribbins hide behind the scum who braces his mashine gun and fires... missing. The cleric then procceeds to fire and emptying the whole magazine in the surgeon. And the GM said the cleric was the most peacefull character in the party.

Back to me and having enough with my blabbering the tech-priest informs me that he is our contact person on this ship and that I should be lucky that he found me and no one else. So I grab my things and head for the elevator. On my way there there is a fluctuation in the åower grid (my non-character guess is that the weapon is being prepared for a test)! And suddenly an explosion throwing me at the side. A perfect agility roll and I grab the side walk without injury. I hurry onward to the elevator and get in with the rest of refugees and goes to the top floor, the command center. I stand there for awhile until I see our own tech-priest talking with the head of the control center. Suddenly the man attacks him strangeling him. At that precise moment a crimson guard grabs my shoulder snd prepares to take me away. Now, since I definitly can't take out that guard and there was nothing near me to help me or my friend so I was paralyzed. Couldn't do anything so I followed the guard leaving my friend to an unknown fate as he failed all his attacks move, ending with fatiguing himself into knockout.

The others discovered some energy on the deck belows and tried to follow it. At so eelevators they found me being pushed into a container so they began talking to the guard who pushed them away. The psychic answered with hitting him with his staff. After some pushing the guard falls to the floor with me wrestling him for control of his weapon. The other holds him down and I cut the cord, disabling it. I tell the others of the tech-priestand we head back to thecommand center. No ones there, all we find is his axe and blood leading to an elevator. We get in and prepare ourselves, drawing our weapons while the psychic summons a ball of light. The doors swings open and two servotors armed to the teeth looks at us. The psychic sends the ball past them and they follow it with their "eyes". I follow up with a perfect shot with my shotgun obliterating the robot on the right. With ONE shot. The scum not wanting to be left out fires his mashine gun destroing the remaining servitor. We hurry down the corridor till we find a door. We open and a sight so horrible that itgives me 5 insanity points which pushes me to 10 total and freezes me in fear. The sight is that of the tech-priest laying straped, upside down on a table with his head opened up revealing some technical parts.

The others get to it and try torealeasehim, but he has wires all over his body, snd even into his brain. Without much failures he is realeased intact. The cleric goes afterr his axe thatvI picked up and she take it from me... while I stand at the door still frozen in fear after failing three willpower saves. The cleric slapps me in the face so I wake up. Oh, and due to the insanity points I also get a - 10 to fellowship rolls for 24 hours since I get more reclusive (as one of the other players pointed out "even moreso than now?"). We follow a red carpet and interupts the command center operatoras he speaks with our target over some long distance divice. The commander looks at us and more or less tells us that our objective "is in another castle" and he wants us to leave since there is nothing for us here. He let his guards escort us out and allowing me to see the head magistrate who I confront with the incident in the archives. He says he couldn't do anything so I roll inisght, or whatever it is called, to see if he is lying. Since I haven't taken any points of it it is halved base score. I SUCCEED!!! The bastard islying. I tale a note of his name and return to the ship. I need to do some investigating on this one. We fly of with yet another mission behind us. And I think the second one where we weren't sure if we knew the objective. Well, well.

Side note, no dnd this sunday since two players were ill and a third one couldn't make it. So Mendoza  Anagallis has to wait a bit longer (yes, I changed the name since Thundercat wasn't that good of a surname, and he is half-elven now).

söndag 21 april 2013

The End Of Vorsilder The Hunter

You can probably guess the outcome of this episode on the title alone, but you will most likely guess wrong. Let us start from the beginning. We fled into the night from the town where our bard had "killed" a noble. We arrived at Neverwinter, most of us headed to the vault to conspire with the released knight. The bard and dragonborn went to Lord Neverember to adress the latest turn of events... maybe not the dragonborn since he more or less wanted the reward. Three platinas for each of us of the Neverwinter Nine. Meaning the pixie didn't get anything. Telling the story Neverember was upset, but what could he do. The bard take him aside and relay information about his closest advisor, the dwarf Gault. The lord is disturbed by the news and tell him that he will talk with his guard. The rest of us on the other hand meet up with the knight and the three warriors from the tower. We give them their orders and send them out to find the true lord of Neverwinter. At the same time an emissery arrives summoning us to Lord Neverember. At his throneroom we see Gault, Lady Neverember and a blue dressed woman (appearantly the dragonborns sister, an ancient blue dragon of Tiamat). Our orders? To find and kill the bard.

And here is the dilemma. Two of the characters want to get out of this situation by leaving the town and area (my cousin and the wizard), two characters want to explore the world for different reasons (the dragonborn and the pixie) and the last two of us wants to play the political game (me and the bard, but sadly my character ain't built for that). The bard has no problem with it due to backstory and everything, but my character not so much, but me personally loves those kind of things. Since we can't wrap it up, Vorsilder and the bard decides to leave the group. He, since he now is a fugetive and finds out he is the true heir (shocker!) and me trying to keep the balance of power in the region due to the threat of the drows (which was why my character wanted to lay low and build our time to take over once we had the support). So I found a ritual telling me how to transfer the control of the dragonborn to my cousin (a Good character that doesn't like evil, which the dragonborn is, he fears his stealing priviliges under me will be revoked) as well as some information about the dragonborn. The bard saved his fiancee and so we were of. Leaving my cousin as the only original member of the group. Both the bard and me changed characters here, maybe not permanently since if we ever get back here we might bring them back cause we really like them, it's just they don't suit the groups objective anymore.

So it ends, the story of Vorsilder the Hunter, slayer of witches. But now a new beginning, the beginning for Mendoza, son of Magellan, grandson of  Cortes of the house of the Thundercats. The rival organization to the Silverhawks. An evil human noble bard working in secret to overthrow Neverember and place himself as the new lord of Neverwinter, but for the time being has been tasked to infiltrate the group of deserters and capture the instigator bard and bring his head on a silver platter. This is gonna be fun. Oh and all characters reached level 8. Glad I don't need to to that calculation.

lördag 20 april 2013

Back In The Ventilation

So finally arrives at the satellite. And of course we split up. Me and the psychic try to find the archives, which we fail at. We end up in the customs and after I succes to flatter a administrator to take the papers afterwards we tell them our objective. To find a certain person. They proceed to theow us out back in the hanger. How nice. Better luck for our friends the assassin and tech-priest who, with some trickery, find that they are blocked by bureaucracy. The name of the person doesn't seem to exist in the personaä records. They at least know their way around for the moment. How does it go for the cleric and scum? Not that good. They head for the underworld (I think it was) where the scum is dragged aside by a gangmember who warns him about the guy he sent to prison in his backstory, the. He proceeds to stab hiw with a poosoned knife. Seems the tables have turned.

Back with me and the psycher we try to find the archives by using my knowledge of the bureaucracy to make one of the lower adepts take us to the head magistrate. We are showed in and a blind man  comes forth. He show us in to his office after waking me on the legs and discovered we work for the inqusition. The psychic tries to bluff our way out of the mission, but fails so miserable that the old man hits him in the eye with the staff. After some explaining he agrees to let us in to the archives. Back with the cleric she discovered the scum is gone and notices a suspicious man walking away from a alley, she enters the ally and finds the scum dying. She contacts us with her transmitter and psychic heads over (since he is the closest we have a medic on the team). On his way over he is almost knocked down by the suspicious person who seems wanting to pick a fight, so to waste time the psychic infoicts pain on him. He arrives, does his thing and take up thepursuit of the man when all know the situation. After somemore paininflicting they drag him back to the ally for questioning, at the same time discovering an assinationn plot on the head magistrate which was side-tracked. How fun. After breaking the persons neck they head for sickbay while the psychic is talen aside by other ribbins who want him to help them with the murder of their leaders son. If not the rest of us may getcaught in the crossfire.

The tech-priest and assassin on the other hand takes the elevator down to bottom floor after some tinkering with the mashine itself since it didn't let them down. Down there the assassin is told to get up and tell the others while the tech-priest stalked itout. He walked forsome time until he noticed a hole where he heard voices. He had foumd ourtarget. The assassin on the other hand had some mad vision and ended up in a testing area. After getting direction to a maintainance hatch to get away he was attacked by a demonic possessed servitor. Some lucky rolls later (the monster missed all his attacks and the assassin dealt 32 wounds with ONE bullet) he got a fear rating and just run back to the elevator back to the hangar and contacted the rest of us, thereby accidently warning our target of the whereabouts of the tech-priest. Ooops! Me on the other hand had a heartattack when discovering the archive. Papers everywhwre, chaotic, unworthy any adept. Discovering information of the target and his recent acctivities in developing weapons with the power of the nebulosas around the satellitwe, creating some kind of solar weapon. A chrash was heard. "Whos there?" I asked and the answer was security hunting for someone not allowed in the archives. Probably me I guessed and looked for an escape route. The ventilationshaft. Up and in. The door is kicked down while the soldiers rush in and a moment of confusion until theynotice the ventilation itself. I crawled in the tunneland suddenly I hear something being thrown in. A mashine. I ready the shotgun and huries onward. A shot is fired and hit me in the ass. I turn around and fires away, destroying the robot, blocking their path for a while. I continue and stumbles out of the vent hurting my eye and lip. Looking around I look straight at a head in a glasscontainer staring at me. I know that face from somewhere, but I can't say where. Deducing I'm in some kind of biology lab I head of.

måndag 15 april 2013

Ding Dong The Witch Is Dead

This will not be about the passing of Margret Thatcher. Personally I don't know much about her work as a politician, I respect her for how she broke a union out of control and brought the country out of a devastating deadlock in the economy, although her non-compromising necesseities might have been to harsh, but since no one else did anything until it was too latedid they pay for the consequences? But enough about Thatcher. The title is refering to the witch in our DnD game. 

So we headed for the witches house in the middle of the town. We enter and the bard finds the kitchen and some bread he begin to eat. We find the door which leads to the witches study were she reads a book. Our battle minder leader kicks down the door and charges at her while she wants us to pay for a new one. All roll initiative and I'm number 2. The damn wizard is before me. He casts a magic missle. My turn and I do twin strike, rolling a natural 20 and a succes on the other, racking up 30 in damage. The pixie only does 5 damage, but diminish the witches attack roll with 6 for this turn. The bard follows up with vicious mockery, calling her ugly. The battle minder strikes and she is bloodied. My heart starts to race as it is now our never. In the meantime the witch is pleading for mercy and that she would gladely give us the control of the dragon. Since we believed we needed to kill them we ignore her pleads. The wizard cast a fire fountain leaving her with 18 hp (which I caught a glanse of behind the GM screen). So I can end it and uses Sure Shot. First roll a 1. I got to reroll, 10, not enough. Elven accuracy, 6. Action Point, 2. God dammit, so I use my second and last Action Point on a second attack, Spikes of Manticore giving me two shots, I fail the second one, but the first one deals 2 weapon damage plus all the bonuses ending on 28, slaying the witch. The bard finds a letter explaing the detail about the curse. Not having time to stand around since my arrows put the house on fire so we leave after releasing her cats. In total I put two houses on fire.

We return to the dragonborn and ask him about these news. Our action gained us +1 evil point. He on the other hand had taken up drinking with our dwarf friend while a messanger arrived with orders from Lord Neverember to assassinate one noble Roy Siegfried. We head over to the next town, but stop at an inn on the way... an inn filled with dead corpses, all slain by drows, leaving arrows and poison to tell the tale. After searching the house the bard finds some jewellery in the celler, after the dragonborn cleared it out from the spiders. My cousin the battle minder preperead the vodies for the after life and we took turns keeping watch until dawn. The following day we follow a river seperating us from a forest, we reach a sign warning intruders to enter the drow territory belonging to the lord that shot me all that time ago. I saw the drows positioned in the trees so we had a staring cintest until we disappeared.

Arriving at the new town the bard, dragonborn and pixie seperates from the rest of us and head for the inn while we go for the appointed house in the letter mentioning some supplies. We find a box in the house containing... Baldur's Gate uniforms. He want us to commit another false flag operation. Distraught we head over to the magic tower in the town were we check for some items and I find some info on dragonslaying, appearently this Siegfried noble slew a dragon. Tomorrow I need to speak with him. While this goes on the bard has a plan to gather information on our target. A great man only serving the true king, which is the reason Lord Neverember wants to off him. The bard heads over to the noble proposing an idea. The noble goes in hiding, spreading the rumour that the Neverwinter Nine under Lord Neverember killed him of, giving the bard his bloodied clothes as a proof. All so that they can organize a rebellion and the plan is executed immeadiately, meaning there goes my chanse to talk with him and this completely screw over Neverembers plan. The dragonborn on the other hand has a  duel with a Tiefling from a Asmodeus cult, probably the same guys as the first  time. He got around 3 platina for the trouble of one shoting him. Damn. We meet up and due to the bards plan has to leave at once since the town will probably murder us when the rumour will start to spread. And thus our quest to overthrow a tyrant has gone so far that we can't back down. Until then we are seen as his personal mercenary assassin team. The bard is alread planning his big battle, lets see if it work.

söndag 14 april 2013

Return to the Sea of Madness

Maybe I should pick up politics again cause it's a sea of madness once again. And yet again it started from the social democratic party. I love it. They hade their congress last week and as I have speculated this is where we will see in the future as the most likely deciesion point that effected the outcome of next years election. The good news is the left is pretty much damaged, the bad news is that this will only lead to a very tight election. What went wrong then? Well, for starters there were talk about three major issues that had been lifted by the subgroups of the party that went against the party leadership. In an effort to probably look as a listening leader they took these issues and adopted them. Whitout a debate. In some way this probably has a good strategy in that it puts away the internal strife in the party that stabbed themselves in the back before. The negative is, and I'm sure we on the right will exploit it heavy, is that doesn't show a strong leader if he can't even fight the subgroups of his party. Easy explotable when put into the equation of a coallition government which they need to form if they are gonna win the election. Especially with two partners that a lot of people despise (the left party and the green party). Hopefully we can trigger the same reaction as last election.

Next issue was how they handled who should be in the "board". They have the problem with geography, etnicity and gender. Why not settle with competence and experience cause that is what they lack at the moment. Since they couldn't agree they expanded the standby list from 7 to 8. In the last minute and those who were supposed to vote about it didn't get the list until the vote was supposed to be cast. Undemocratic procedures anyone? The third issue then is tied together with this one cause one of those that got voted into the "board" has gotten himself into a lot of trouble. Not only him but his whole party. He is muslim and the head for some islamic organization so qualified guess they wanted him in to broaden their appeal in that group as well as keep the youth leauge at bay who began talking about the "whiteness of the party". That bite them in the ass. Apparently this young man had a habbit of inviting rather homophobic and antisemetic speakers, and those who complained he attacked as islamophobes. Yeah, not that good. During this time no sign of the (recently voted on) party leader. Not good crisis management. He apparently just now got the foot, but this will haunt them for a while and a party that needed some peace and quitet has yet again found themeselves in the eye of the storm. I hope they stay there until after the election so they might fall below the 30 % voter base.

I know shadenfraude isn't the best feeling to have and it will bite us all in the ass in the end anyway. Cause what will be the consequences? The swedish democratic will probably be the one to gain from the last issue and that is a bit worrying. They seems fairly stable around 10 %, but it all comes down to if it is a midterm votera dismay and it might disapear during the actual election, or that might be a blind fools hope. Also, eventhough all the trouble S has, they at least have their potential coalition partners safely above the 4 % line. The center party is very near the magical numbers when support voters doesn't even give them a chanse since it's hopeless. At the moment they stand at 2,7 %. Might the magic line be around 2-2,5 %? Anyway, it will be a damn intersting election year.

lördag 13 april 2013

Boarding Party

Well, Flashback Friday had to be postponed since one of the characters was missing, instead it was just a normal session. Me and us who were there minded our own buisness while the ship we were transfered to headed for a satelite. Our psychic ribbin went to the quartermaster since as he put it, "I quote my character sheet, worker's clothes". So he got some new clothes. I on the other hand could finally get some hands on some armor. Just for the fun of it, I tried to haggle. Which statisticly speaking wasn't recommended due to me not having any skills in that and my fellowship only being 33 which gives a success roll lower than 16-17. Guess what? I rolled a 14. Hell Yeah! After that it was of to the cantina eating some lunch that had taste. And then the light flickers and goes out. Sirens call and we are called to the bridge. We are being boarded.

We are tasked to protect a hanger from the invading forces so we rush of, on our way there one of the attackers steps out and charge out of nowhere, but our scum act in an instant and lays heavy shotgun fire on him. He barely stand the GM says and we roll initiative and I win and fires of a shotthat hits... Sadly the damage is low. And the same goes for the psychic... and the cleric, but since we all have taken of small bits and pieces he stumbles to the ground. A high awerness roll later I find a pump that fills him with drugs so I pick up the knife and cuts it. We hear gunfire and rush into the next room... Which we shouldn't have done since the invaders fires there weapons on us and pins all us down except the psychic. He heads for cover, chameleon himslef and sneaks up on them and throws a frag grenade, blowing two of them into pieces and the remaining one that lost a leg he just shoot with his revolver. We take their bullets and hear more shoots from the next room. Not making the same mistake again we check before rushing in. The corridor behind this door splits and we can see a defence point where one ofoursoldiers keep the enemy at bay for the moment, but our objective is the hangar. The scum and I head for the hangar while the ribbins assist the soldier.

Just before the hangar doors we hear the sound of some vehicle moving around. We open the door so we see in and the invaders have seized a tank and preperes to flee with a box (which we assume we need to protect). We also see a truck with a mounted heavy stubborn (I pressume it's a mashine gun). We try to sneak up to the truck and use it against them, but I fail my roll. which annoys the scum since he had three degrees of success. They spot us and fires a shell that hits the wall behind us and throws us at the truck, causing a scar on my forehead with blood covering my eyes and diminishing my sight. we regain our stance, jumps on to the truck and the scum begins fireing away while I look for more ammo to feed the gun with. Dodging one more shell from the tank the scum makes short work with the enemies, leaving only bloody messes of the bodies. We triumphed.

The ribbins joined up with the last standing soldiers and fired at some chains keeping a container above the door so it chrushed most of them. the soldier fired and fired until his ammo went out. while reloading he was shot in the neck. Releasing his grip on the weapon he grasped his dog tags. The ribbins picked up the gun and fired away. the enemies dwindled and retreated. They picked up the dog tags and took the weapon back to the hangar. There they gave the weapon to the scum who gave his shotgun to me. I'm getting awefull lot of weapons. I found the box and we pushed it toward the truck and prepared for anymore invaders by stocking up on ammo and wait. nothing happened, by defusing both areas we had effectivly demolished the enemies on board. the insvestigator we work under came along, took the box away and rewarded us. The scum got to keep his new weapon, thepsychic got his own room and his staff fixed, the cleric got a book while I got access to the investigators private lobrary. Guess who got the most out of this. what do you mean the scum? Anyway, we finally arrives at the satelite and let us see when this story continues.tr

tisdag 9 april 2013

The Amazing Neighborhood Ranger

Before we start the adventure let me tell you a story about what happened before I arrived at the game. Already during Friday I knew the weekend would be not as good, since I sprained my ankle... walking in to a small roadside trench. So I limbed around, then I had a sour on my heel and then strained my leg... all around bad things. Then Saturday came and I waited for the buss, which seemed to be a bit late. So I pick out my iPod and what do you know? The battery out. FUN! Bad sign I tell you. The buss comes and without my music blurring out everyone around me I have to listen to teenage girls and their clashing personalities with other girls. FUN! Arrives at the town square and see the buss I'm supposed to connect with take of. No damage, I just take another which goes a couple of minutes later, but then I have to walk a bit. No problem, until I realize that I usually enjoys walk with music in my ear. I can hold. Onto the buss and on my way. After some small girls delay the buss for some reason. Anyway we are on our way. After some time we reach a stop, then moves forward and suddenly the door besides me goes up... while driving. This can't be good. And sure enough, next stop an old man with a wound on his forehead and blood running down. Buss moves a couple of meters and blocks the road when the driver and another passenger talks the wounded man out and waits for the ambulance. No problem. A couple of stops later I leave and begins walking... and took a early turn that made me go round a bit. After that it's straightforward and I'm just 5 minutes late. Some part of my brain wishes though that this tale wouldn't have been complete if when I arrive another buss goes by that skipped since I wouldn't wait that long and that I would have sprained my ankle at the same place... again. Just for giggles and retelling this story.

Anyway back to the story. Our bard is with a harper agent meeting his friend, more or less a stoner. They meet, and of course he owes the harper agent some money. The bard quickly disarm the situation by hiring his friend and take over the debt. Agent leaves, but wants his money on the morrow... 5 gold pieces. The bard stays and get himself spaced out on the floor. Back with us we plan out... a plan of action. Me and the pixie Nancy head out to stalk the night and stand guard on the house roof. The wizard and battle minder sets up a magic protection from the prying eyes of the witch and the dragonborn stays put. I stand on the roof and catches sight of two groups, one being an assembly of harper agents and another being Neverwinter soldiers. I leave the pixie with the Harpers while I jump across the roof smooth as a cat and listen in on the conversation. Evil is a foot as the soldiers is there on Lord Neverember's order so I stalk them in the night, a shadow on the wall. I laugh when I'm creeping, but they don't hear me at all. They arrive outside a nobles house, put markings on their Neverwinter symbols with those of Baldur's Gate and kick the door open. Acting on instinct I fire a fire arrow on to the roof and call for the fire guard. The soldiers run out and get arrested, but with blood on their swords, but a lot of other people runs out so I saved most of them. Standing tall in the moonlight (which I envisioned) I took my farewell and headed for the Harpers. Before the shoot the Battle Minder player (who is good aligned) asked me about my morality. Neutral, but he seemed to think me as borderline evil since I would endanger the whole town by putting it on fire, which I think is utter nonsense. If I hadn't took the shoot they would have killed the whole family, including women and children, which they said was there orders. Secondly, they were conducting a false flag-operation with orders from our leader. That is an unacceptable act and tarnish Neverwinter's reputation which we have sworn to uphold as Neverwinter Nine... and since I'm neutral I have more leniency to go against a lord which have questionable motives even though he restarted our order. And lastly, since I didn't know what was going on I stalled them for time with this act giving us the opportunity to prepare. About possible civilian casualties?  I called the fire guard and there were no other alternative than I personally went in to stop them that would have caused more trouble for us in the long-run. God I need to be an evil politician next time with huge charisma and bluff. Slimy noble type if you get my drift.

I head back for the pixie and she report that the Harpers are up to no good and want to take over the city as well as kicking us out of town. Oh boy, more friends. While leaving my luck disappears and I make a sound, followed up with the meow of cat to throw away suspicion, sadly my bluff failed as well, but apparently didn't care. Back at the inn we tell our reports and head for bed. Not telling us the battle minder apparently had some vision of a mind flyer or dark god. It might have been after we totally ignored him for a moment so it hurt his self esteem. Anyway, morning comes and me and the pixie heads out with the dragonborn to get him some robe to hide from the witches watchful henchmen. That we forced him to get... and pay as well. Back at the inn the dragonborn, wizard and battle minder headed out for the jail to dig up some info on the Neverwinter soldiers. They arrive and get hold of the letter with the order since they believe we are sent out by Lord Neverember. This causes a dilemma. Since the battle minder is our leader and morally good he would like to tell the world about this, potentially start a war get us in the middle of it. Our break his idea of good. Tie this together with that we are under the order of lord Neverember himself, so should he be lawful stupid and follow the orders? Since he came to me I stepped up and pretty much gave him my idea that we need to bid our time until we can strike. Clearly we work for a potential tyrant, but we can't stand up to him since we have no influence. So better lay low and advance in the rank to gather information and when the people might riot against the steel boots of tyranny we can, after some interpretation of the rules guiding us (especially the one about following the lord of Neverwinter), lead the uprising. Garien interpreted it as Lord Neverember since the king is long gone. I hinted on that if he is unlawful we could interpret it as if that the lords of Neverember is its people, meaning that if he oppress them we can fulfill our duty by dethroning him and take over ourselves temporarily... or find a bastard descendant of the king to usurp the throne. Which we have a lead on with a knight who is supposed to be dead in another cell telling us that if we let him out he would help us. So suddenly we have a plan with the pixie transporting bottles of acid to him so he could break out and aid us by the side. With all this my fellow players begins to wonder if it's safe to have me in the municipality politics. 

In the other gang the bard and his friend had returned and together with me and the pixie headed for the noble to dig up way Lord Neverember did this. Thank God the bard came with me since he is much more charismatic and bluff a lot more. Apparently they are called the Jorks. Sounds familiar. They were partners, but they didn't like each others. That doesn't matter since they swallowed the ruse with hook, line and sinker. They really don't like the people from Baldur's Gate. We cleared that of (and I patted myself on the back for doing a great job saving them all, even though it probably started us on the road to open war with our lord and current mecenate. After all this we gathered up all people except the dragon born (since his mind could be dominated by the witch) and led away by the bard's friend toward the witch. Next time it will be the showdown and all waiting for the opportunity to strike and kill the witch. I must be ready, I must lay the killing blow. I must... maybe I'm getting corrupted by being mentally linked to the evil dragonborn. Earlier that day I fought about the scenario if the bard and my cousin would somehow die which would leave me as the next in line as leader of the Neverwinter Nine since I'm related by blood to the current leader as well as the final and oldest "original" member of our party as well. Who would oppose me? The dragonborn? He's under my control. The pixie? No, she isn't a member yet of the Neverwinter Nine which leaves the wizard and since I have the dragonborn on my side as well as contacts with Elminister and in extension better contacts with Lord Neverember who probably would back my claim. Yes, nice Lord Neverember, maybe HE could help *GOLLUM* *Cough* Excuse me, I got something in my throat.

måndag 8 april 2013

Flashbacks (Part 1)

A bit out of phase since I didn't write anything this saturday so it will be the friday adventure now and todays adventure (sunday) tomorrow (if nothing else pops up that is). Friday was flashback day where we went into depth the story behind three of the characters, Behind the Characters sheet you might even call it. We began with the story of the psychic rabbit. He began his tale on his home-world. Married and holding the position as elder if the village (although as young as 18 makes me question if that title really fits). It starts of as a normal day, he walks the village and people come to him for answers (since he can foretell the future and what not). The only strange thing is a kid who wants him to check up on a friend who acts strangely and doesn't show himself. He takes heed of this and continues to walk until a commotion happens at the town square. He arrives and finds a huge truck that the villager has gathered around looking with suspicion. As he leader he ask who's truck it is. Out jumps my temporary character, the investigator rabbit from the Defenders (sadly not from earth). I play it more or less as a FBI agent in every cop movie you have seen (maybe not as douche as some of them, but the classified info, arrogant behavior and looking down on small town people mannerisms). Of course the psychic and I don't see eye to eye as I have my mission looking for a book and suspect from this very village and he just wants me out of there so he gives me a week cause I scare away the villager. My comeback is "that if I don't find what and who I'm looking for, I will not be the one scarring the people away from the village". Can you feel the tension? And of course there is a scene change.

We see the suspect, reading the book pushing him closer and closer toward insanity, a veteran that has seen to many things in the war and now lives in his mother's basement. Mother is of course worried, but can't do anything (this person is by the way the same the kid warned the psychic about). Another scene change and we are back with the psychic who goes back home to his wife and dinner and early bed since he have a terrible headache. The sleep isn't much better since he dreams about a slimy worm monster crawling on top of him and goes toward as the psychic lies there paralyzed and then the worm strikes... just as he wakes up. Feeling an urgent warning in his mind he rush out. On his way there he runs into my character patrolling the streets. Another battle of authority happen when I try to pursued him home since it's not safe outside. He ignores my warning and by his way I realize something is a foot so I follow him. 

We reach the veterans house and I pull out my plasma pistol. I break down the door and up from the basement he comes, walking as a zombie with blood on his hand. The psychic try to talk with him, but we both begins to feel something strange, the psychic in his mind and I with a medallion I have around my neck as it burn my skin. The veteran starts too charge the psychic and strangle him so I fire my pistol, but it overheats. As the grip tightens around the psychics throat I pick up a fire fork and stabs the possessed rabbit with it. This leaves a hole which the psychic use to pull out any organ he can find. The veteran finally dies. Without hesitation I pick up the fork and heads for the basement. There I find the body of the mother with a crushed throat and a collapsed bookcase and the book. Feeling it emitting the dark energies I call for backup with my radio and head up, blocking the way for anyone else as I pick up my pistol. My back-up arrives, the Defenders... rabbits in power armor (not the most intimidating visuals in my head). They head down and lay the book inside a container and takes it away. The leaders takes me aside and wants me too take care of our elder friend... so somehow I exile him from the planet and bring him in to the job he knows have.

That ended the story of the investigator... err, I mean the psychic. Next up is the cleric rabbit and it's pretty much straight forward. Fathers is a businessman who starts out alright, but then ends up in drugs and pleasure clubs, pushing himself away from the family and soon the business falls apart, the extravagances gets out of hand and it end in murder as the parents are brutally violated and murdered by... some pleasure cult, I don't know. The little rabbit girl is found by a priest who takes her in and she becomes a cleric. Then the last flashback is the scum who as a child fled alongside his father from some gang after they killed his mother. The father raises him until one day he disappears with a crow bar and gun for revenge... never to be seen again (as a side note, I played the father). The scum grows up and appears in the gang wars joining some weapon smugglers. One deal pushes him away since it led to the death of thousands of civilians so he head over to the arbitraries with information for protection. His contact is played by me as well so I make a deal with him and beats down on the gang, storming in with lines from the most awesome action movie ever. Sadly since I'm not an invincible cyborg the gang leader starts to threaten my family if I don't give him the name of my informant. The scums name is, for the sake of understanding the situation, Cross so I tell him that he "has CROSSed his path". Unfortunately he doesn't get it so I kick him a bit swearing and picks him up and whispers that "we have all a CROSS to carry" (actually I didn't, but I forgot what I said and it was something like that). Anyway, the scum survived long enough so I sent him away on the first mission we had. And that concludes the first flashback friday.