Adjo's Journals (16 of N)
Dec. 3rd, 2008 10:58 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Hi,
I’ve always believed that I would reach new heights in arcane scholarship. I just had no idea how high.
We found the flying boat just before the pirates. We also found the death knight guardians within the flying boat. I was positioned so that I had a good view into the rear bay where the meatshields were forming up on the gantry to fend off the pirates. So I was witness to a most unusual event. Shay suddenly reappeared in a snazzy new set of armor, the ranger, So, disappeared and was replaced by some half-elf chick who reeked of haphazard fey magic and some sort of magic shield fell to Taras’s feet. All of this happened to the sounds of doors opening and closing rapidly.
Hendel grumbled that unlike the rest of us, he wasn’t a conscript. He’d apparently signed up for the fun of it and was bitterly regretting his choice. I am somewhat pleased by this.
Ah, but now we have pirates swarming the back gantry. Taras’s new shield snaps out and kills one of them before flying back to his hand. Shay runs off to one side to help Ander close the ramp. I, prestidigiate a snazzy admiral’s hat and then casually walk up and lay down a freezing cloud that pretty much clears the ramp.
There are more pirates, they skirt the edges of the cloud and some of them toss explosive devices. These do little damage. Shay and Ander are having trouble getting the ramp closed and that may be due to the half ton of frozen pirate flesh on the ramp, so I helpfully thunderwave the corpses off. The half-elf warlock sends magical bolts in the shape of giant grasshoppers to gnaw the faces off of a couple of pirates. I find her rustic motifs rather charming, but now that the immediate danger seems past, I move to help Kestrel and Thrace who are dealing with the Death Knights.
Or at least, I was going to until something slices my side open and drops me. Alanna runs over and heals me. It’s at this point we work out that the door controls have two crack mechanisms located in small rooms on either side of the rear bay. Shay and Ander have one, but they’re fighting against someone or someones in the other who are keeping us from retracting the ramp.
With meatshields redeploying to storm the other room and clear the ramp controls and the warlock being called in to help with a lock, I’m forced back into the rear bay to deal with more swarms of pirates. They are easily dispatched with a few scorching bursts. This seems to motivate the pirates to find new ways into the ship other than the wide-open back door because they’re suddenly everywhere. I move further into the ship and incinerate a small squad of them.
At last, I’m ready to go help Kestrel and Thrace, when the warlock comes flying out of the small control room and hits the wall. The shouts of dismay coming from the room suggest that I must yet again carry the team and it’s quite true. In the control room is Bull and Weasel. Bull, living up to his name, has just slammed Taras to the floor (and Taras is looking none to good). So I rear up and completely fail to hit him with any of my spells. In exchange for my miserable display, Bull steps up and sends me sailing to my ancestors.
Some time later, I hear Ander giving me a pep talk and my desire to strangle him is sufficient to call me back to the land of the living. The party is a wreck, but I do see Thrace walk around and finish off Bull.
At last, the pirates are cleared out, the ship is secured and I can enter the control room…
…to find that Kestrel has somehow been declared Captain of the Ship!!!! By the Ship!!!
A ship that has the gall to threaten me!!!
Greatest arcane achievement in a thousand years in the hands of some “acquisitions expert”!
It’s like someone is playing a vast cosmic practical joke on me!
In my disgust, I almost missed the fact that the Dauntless confirmed that the legendary Dragonwall apparently existed at the time of its interment. Very interesting. I wonder if it still exists.
The ship is locked down and it says that it can clear a path for itself in a few hours. We discuss various retaliatory options against the Kraken pirates on our way out of here and eventually decide to just hightail it back to Icewatch where we’ll tell Dunhouse where to stick it and then it’s off for a long vacation in some tropical locale. (At least Captain Kestrel has an easily understood and entirely agreeable agenda for the foreseeable future)
In the meantime we all get some sorely needed rest and explore the ship a bit. It’s utterly amazing. The wealth of knowledge contained within its sensorum will open up new vistas of historical scholarship and it has complete schematics that should make it possible for us to reverse engineer the technology and produce more of these wonderful machines. The rest of the party was, of course, drooling over the weapon systems and some sort of incredibly loud and irritating thing called a “rifle”. Thrace, meanwhile, appeared to be having some sort of odd first date with the tank whose name is Brawl apparently.
Oh, speaking of names, the warlock. Her name is Vow and she’s So’s half-sister. She was facing a mob in Bastion when she and her brother traded places. Weird.
So once the doors were open and the ship could escape, Kestrel ordered it to take us back to Icewatch. Proving that she was hardly the master of her own ship, the Dauntless left the hangar and suddenly announced it was executing some sort of Final Imperial Edict and that we’d be in transit for over 16 hours, far more time than it would take to get to Icewatch.
I spent the time reviewing historical records and ship schematics, Thrace continued to bond with the tank, and everyone else made an unholy amount of noise playing with the “guns” in the “firing range” on the lower decks.
After about 16 hours we regrouped on the bridge. The large windows had been opaqued but the ship cleared them to reveal a city.
Carved into a large rock.
Floating in the night sky.
Another screen showed the view behind the ship revealing that we had left our world (our round world I might smugly note) behind. We were in the upper ethers approaching some floating citadel. Around the city we saw a number of ships, many shaped like sea creatures, but one of them looked like a giant monarch butterfly and was, predictably, crewed by Eladrin.
The Dauntless entered a large hangar and docked. The ship then informed us that we were to exit the ship and meet with an Imperial Representative who would be the only person authorized to allow Dauntless to leave. Considering that the Empire failed over 1000 years ago, I assumed we’d be stuck on this rock forever.
So we get out and walk over to this set of large silver doors that open up and a human, flanked by two large…hippo-men of some sort bearing strange trumpet-like instruments (heralds perhaps?). The man was well-dressed and bore a staff topped by a jester’s head motif.
The man welcomed us to Braal’s Rock, invited us to supper and informed us that he was Capricious, Lord of Doors.
I am at last satisfied that the universe isn’t playing a giant practical joke on me. It’s just this asshole.
[NOTES: Flying Boat! Hippo-Men! Adjo not getting killed thanks to one bad roll on the GMs part! Except for that last bit with Bull, Adjo was a total bad-ass this game. The minions just couldn’t die fast enough. Adjo is rather pissed that Kestrel is somehow in charge of the boat (it was “first one to sit in the captain’s chair gets it” sort of deal), but honestly, Adjo would be a terrible Captain. I think most people would rather work for Janeway than Kirk. Capricious can basically be thought of as this campaign’s “Q”, massive trickster god who gets bored and needs to find suckers to entertain him.]
I’ve always believed that I would reach new heights in arcane scholarship. I just had no idea how high.
We found the flying boat just before the pirates. We also found the death knight guardians within the flying boat. I was positioned so that I had a good view into the rear bay where the meatshields were forming up on the gantry to fend off the pirates. So I was witness to a most unusual event. Shay suddenly reappeared in a snazzy new set of armor, the ranger, So, disappeared and was replaced by some half-elf chick who reeked of haphazard fey magic and some sort of magic shield fell to Taras’s feet. All of this happened to the sounds of doors opening and closing rapidly.
Hendel grumbled that unlike the rest of us, he wasn’t a conscript. He’d apparently signed up for the fun of it and was bitterly regretting his choice. I am somewhat pleased by this.
Ah, but now we have pirates swarming the back gantry. Taras’s new shield snaps out and kills one of them before flying back to his hand. Shay runs off to one side to help Ander close the ramp. I, prestidigiate a snazzy admiral’s hat and then casually walk up and lay down a freezing cloud that pretty much clears the ramp.
There are more pirates, they skirt the edges of the cloud and some of them toss explosive devices. These do little damage. Shay and Ander are having trouble getting the ramp closed and that may be due to the half ton of frozen pirate flesh on the ramp, so I helpfully thunderwave the corpses off. The half-elf warlock sends magical bolts in the shape of giant grasshoppers to gnaw the faces off of a couple of pirates. I find her rustic motifs rather charming, but now that the immediate danger seems past, I move to help Kestrel and Thrace who are dealing with the Death Knights.
Or at least, I was going to until something slices my side open and drops me. Alanna runs over and heals me. It’s at this point we work out that the door controls have two crack mechanisms located in small rooms on either side of the rear bay. Shay and Ander have one, but they’re fighting against someone or someones in the other who are keeping us from retracting the ramp.
With meatshields redeploying to storm the other room and clear the ramp controls and the warlock being called in to help with a lock, I’m forced back into the rear bay to deal with more swarms of pirates. They are easily dispatched with a few scorching bursts. This seems to motivate the pirates to find new ways into the ship other than the wide-open back door because they’re suddenly everywhere. I move further into the ship and incinerate a small squad of them.
At last, I’m ready to go help Kestrel and Thrace, when the warlock comes flying out of the small control room and hits the wall. The shouts of dismay coming from the room suggest that I must yet again carry the team and it’s quite true. In the control room is Bull and Weasel. Bull, living up to his name, has just slammed Taras to the floor (and Taras is looking none to good). So I rear up and completely fail to hit him with any of my spells. In exchange for my miserable display, Bull steps up and sends me sailing to my ancestors.
Some time later, I hear Ander giving me a pep talk and my desire to strangle him is sufficient to call me back to the land of the living. The party is a wreck, but I do see Thrace walk around and finish off Bull.
At last, the pirates are cleared out, the ship is secured and I can enter the control room…
…to find that Kestrel has somehow been declared Captain of the Ship!!!! By the Ship!!!
A ship that has the gall to threaten me!!!
Greatest arcane achievement in a thousand years in the hands of some “acquisitions expert”!
It’s like someone is playing a vast cosmic practical joke on me!
In my disgust, I almost missed the fact that the Dauntless confirmed that the legendary Dragonwall apparently existed at the time of its interment. Very interesting. I wonder if it still exists.
The ship is locked down and it says that it can clear a path for itself in a few hours. We discuss various retaliatory options against the Kraken pirates on our way out of here and eventually decide to just hightail it back to Icewatch where we’ll tell Dunhouse where to stick it and then it’s off for a long vacation in some tropical locale. (At least Captain Kestrel has an easily understood and entirely agreeable agenda for the foreseeable future)
In the meantime we all get some sorely needed rest and explore the ship a bit. It’s utterly amazing. The wealth of knowledge contained within its sensorum will open up new vistas of historical scholarship and it has complete schematics that should make it possible for us to reverse engineer the technology and produce more of these wonderful machines. The rest of the party was, of course, drooling over the weapon systems and some sort of incredibly loud and irritating thing called a “rifle”. Thrace, meanwhile, appeared to be having some sort of odd first date with the tank whose name is Brawl apparently.
Oh, speaking of names, the warlock. Her name is Vow and she’s So’s half-sister. She was facing a mob in Bastion when she and her brother traded places. Weird.
So once the doors were open and the ship could escape, Kestrel ordered it to take us back to Icewatch. Proving that she was hardly the master of her own ship, the Dauntless left the hangar and suddenly announced it was executing some sort of Final Imperial Edict and that we’d be in transit for over 16 hours, far more time than it would take to get to Icewatch.
I spent the time reviewing historical records and ship schematics, Thrace continued to bond with the tank, and everyone else made an unholy amount of noise playing with the “guns” in the “firing range” on the lower decks.
After about 16 hours we regrouped on the bridge. The large windows had been opaqued but the ship cleared them to reveal a city.
Carved into a large rock.
Floating in the night sky.
Another screen showed the view behind the ship revealing that we had left our world (our round world I might smugly note) behind. We were in the upper ethers approaching some floating citadel. Around the city we saw a number of ships, many shaped like sea creatures, but one of them looked like a giant monarch butterfly and was, predictably, crewed by Eladrin.
The Dauntless entered a large hangar and docked. The ship then informed us that we were to exit the ship and meet with an Imperial Representative who would be the only person authorized to allow Dauntless to leave. Considering that the Empire failed over 1000 years ago, I assumed we’d be stuck on this rock forever.
So we get out and walk over to this set of large silver doors that open up and a human, flanked by two large…hippo-men of some sort bearing strange trumpet-like instruments (heralds perhaps?). The man was well-dressed and bore a staff topped by a jester’s head motif.
The man welcomed us to Braal’s Rock, invited us to supper and informed us that he was Capricious, Lord of Doors.
I am at last satisfied that the universe isn’t playing a giant practical joke on me. It’s just this asshole.
[NOTES: Flying Boat! Hippo-Men! Adjo not getting killed thanks to one bad roll on the GMs part! Except for that last bit with Bull, Adjo was a total bad-ass this game. The minions just couldn’t die fast enough. Adjo is rather pissed that Kestrel is somehow in charge of the boat (it was “first one to sit in the captain’s chair gets it” sort of deal), but honestly, Adjo would be a terrible Captain. I think most people would rather work for Janeway than Kirk. Capricious can basically be thought of as this campaign’s “Q”, massive trickster god who gets bored and needs to find suckers to entertain him.]