It's been a great time that none of the members of Svartblod has shared with you unfortunately. But do not despair! I am here to save the day with an update!!11!!! Wooo!
As the title says, there has been some Savage Tides going on but I've also started up my own campaign "The tales of the witcher" a campaign I'll write on my own and take very seriously. Hopefully the groups witcher, Hate, will write a journal of the game sessions. The campaign is concentrated around witchers as you may guess and I'm trying to make the campaign as original as possible. Anyhow, here's the diary you love to read on the sly:
THE DIARY OF GOLD DAVIS
The 16th of March 1621
We have made preparations and are now heading back to the ruins of the taxidermist. When we arrived there were a swarm of workers strolling around and repairing the house. Malfeitor rushed in and a worker tried to stop him. I tripped him but he just shrugged it off and went into the house. In there I planned to knock him out but Malfeitor was faster and told Ayna to shoot the poor carpenter. My slave, Violet, stabilized and I carried him out before running down to the Lotus Dragons hideout and closing the trapdoor. Back down in the dungeon we first didn’t notice any changes; I thought that they would have made some measures to stop us at least. But then, when we got down to the second floor and opened the door an alarm went off. After that they knew we were there and we jumped into a rather big lot of ambushes. One with the thugs dressed up to training dolls and one with a big worg and so on. Once down in that dungeon we came to a big natural cave with a beach and a pool of water. Out in the cave there was a big door and after a quite harsh struggle with giant rays trying to drown us and poisoning me and Ayna. We met a Mwangi down here to, him and Malfeitor spoke about something but because of the retarded slave I had with me I couldn’t understand a word. How does anyone forget a conversation they’ve just heard in their native language after two minutes!? Let see, there was a water filled tunnel down there as well, Ayna and Solsken went down to explore it when a spider-ant attacked them, I jumped in the water and Ayna came flewing out of there. Oh right! Solsken grew wings over the night, I’m beginning to think that Ayna is more powerful then I’ve guessed. We continued to follow the tunnels down in the dungeon and eventually we faced off another spider-ant, Malfeitor got pretty badly wounded but he wouldn’t admit it. After that we found the leader of the Lotus Dragons and hell broke loose. She didn’t want to fight us, she wanted to bargain and Malfeitor and that bitch started to say some really mean things of Spaniards. I got really mad and ran away with Ayna and the elf. Oh! One more thing! We took a thug as our captive and he called Malfeitor “El Diablo”, he’s got quite a reputation in those circuits I guess. Anyways, we went to Lavinia and of course Malfeitor had gotten there first. I tried to explain to Ayna about the fight between Malfeitor and me but she just ran away. She told me she was going home, I guessed to her father’s place, but I don’t know. I’m actually still waiting. Lavinia is talking to Malfeitor right now and, oh there’s Korra, I’ll be right back!
I’ve talked to Lavinia now, she didn’t have anything good to say but I think I have ship to find my Dad with now. I got the address to Aynas father and I’m heading down there with Violet now.
The 17th of March 1621
Ayna has left me! I can’t believe it! I’ve sent her a note but she’s not coming back to me! I don’t know what to do, I can’t leave her. She’s my little girl! Oh my… I’ve been waiting outside the house I tracked her to for hours. I was on my way to her fathers house when I saw her flying abouve me, I yelled but she didn’t notice me. I ran as fast as I could and ended up outside this house. The guards have been at me a few times but I’ll wait. Nothing will keep me from Ayna. Nothing…
The 18th of March 1621
She is finally back! My little doll in my arms again! I am to exalted to write more right now, I just need some sleep, but she’s home! Glory to the Gods!
söndag 27 november 2011
lördag 12 november 2011
Story of the Danai Dynasty
Hello everyone! So, with the new Necron codex out, I got myself a little kick and decided to create the fluff for my army and write it down... And I just finished doing that! So I decided to post it here!
Anyways, here goes:
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The history of the Necrontyr is one steeped in deception and betrayal, but moreso even the Danai dynasty.
The Danai dynasty was a smaller dynasty that developed in the north-westernmost fringe of the galaxy, on the outer rim of Segmentum Obscurus. Originally they were an offbranch to Sautekh, but now hold little regards for their parental dynasty, and would gladly refuse a call-to-arms just to prove their independence.
Though small in terms of military power and generally unheard of by the large of the Necrontyrian empire, their albeit small fame laid in the recklessness of their warriors.
According to Danaian beliefs (as well as their parental dynasty), honour is the greatest virtue. However, unlike Sautekhs sense of honour (letting opponents evacuate before invasion among other things), Danai had a little more straightforward sense of honour; To fight individually, recklessly and seek to bring the demise of ever greater foes. The best Danaian warrior was the warrior whom held little regard to his Bladebrothers, fighting on an individual level with his own power. Eventually this brought about a combat style all of it's own where groups of few elite warriors would band together an train, eventually learning to fight synchronizedly with the others, yet still only fending for themselves in a style of concerted ferociousness. But what every Danaian warrior sought was to stare death in the eye, to stand as close to his death as possible, for it is then that they, driven by desperation and determination, fought their best. The closer to death they came, the harder they fought. This techinque of fighting was trained into every warrior, and each of them hoped for the day when they'd encounter their own worthy opponent, and stand on the brink of death only to grant Death his foe instead.
And for those opponents truly not worthy of being attacked, like civilians, the Danaians simply ignored them. There was no fighting-honour to be had, to chance of standing on the verge of death. So to a Danaian, there was simply no reason to fight them.
The only cases to prove different were times when higher ranked Overlords from other dynasties ordered it, and even then the Danaiians shunned it. To them, it was dishonourable, and not because they were killing defenceless civilians, but because killing such low beings were below their dignity. Like killing bugs not worthy of death. It was disgusting.
And that was the way of life of the small dynasty Danai. Every warrior, be it of assault units, ranged units or even battlefield commanders held this form of honour close to their hearts. Indeed, every child, no matter if they were going to grow up as warriors or civilians, had this doctrine taught from early life, and so came to define their culture. Even higher ranks such as Lord, Nemesor or Vargard where often won by individuals zealously following the doctrine and surviving. Indeed, many Lords where truly not more than mighty warriors.
This doctrine was both the strength and weakness of Danai. Foolish bravery became natural to most of the population, and as such they lost more soldiers than the other dynasties in wars. Indeed, the cause for them to never rise to even mediocre level of influence in the Necrontyrian empire was due to the fact that they could not expand - their population was not sufficient.
And then came the War in Heaven.
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Although they would not confess it, most of the Danaians found this a joyful day. After defending themselves from both military and political assaults from other dynasties due to the nature of the fractured empire, a common and worthy opponent was truly a treat. Their previous main adversary, a dynasty called Vadataid, would no longer bother them. And so, Danai focused all it's power to fight the Old Ones. The combined forces of the Necrontyr were awesome to behold. Danai employed many daredevil tactics, relying more on the individual members of their dynasty than war-machines. However, this caused them to many times end up in dire situations, barely getting out and suffering many losses. And every battle their Phaeron led the assaults himself, the most prestigous warrior with his elite Lychguard. Many times the Danaian armies managed to escape defeat and death only by the zelousness the warriors fought in while endangered, especially to protect their Phaeron. They would not allow themselves to be defeated, and they pressed on, even though their forces were dwindling.
But such daredevil tactics are largely reliant on luck, and it did not take long before they ended up in a situation were not zelousness, nor stubbornness nor extreme combat prowess could save them. They were making a last stand, their Phaeron encouraging his warriors not to fight to survive, but to make sure that they die putting up a worthy fight. The Orks pressed on from all sides, crashing into the Lychguard shieldwall. Warriors and Immortals held the higher ground after the shieldwall. With every Danaian warrior so close to their demise, their feats were great enough to become a legend themselves, yet it was not enough. However, as the hour of death came close, reinforcements appeared.
Reinforcements from Vadataid saved the Danaian Phaeron and his closest brethren, though many of his kin had died that day.
It was later revealed that the Vadataid had not known that the Danaians were there, but they were making planetfall to scout for Ork incursions. Little had they expected to find the Danaians. The Danaian Phaeron thanked the Vadataid Phaeron by presenting his blade to him*. And that day, a great friendship was forged.
During the following clashes, Danai always worked in unison with Vadataid. Danai would take the front with their reckless charges and zelous fighting, and after a while Vadataid would harass through the flank of the enemy with Doom Scythes before teleporting in Monoliths to begin their flank assault.
But it was not enough, and the Necrontyrian empire lost. But Vadataid's and Danai's friendship had persisted throughout the centuries the war had lasted.
(*An act showing great respect, done when a warrior faced his superior. The act also gives the promise that the previous owner of the blade will try to surpass this man he has given his blade to. When the new owner of the blade feels that the previous has managed just this, he returns the blade. Danaian tradition. )
And then came the C'tan.
++ Accessing O'izys Personal Memory Engrams++
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During the time that the Silent King had been pondering whether to accept the C'tans offer of unity and immortality, Danai's current Phaeron had already decided his stance to it. His name was O'izys, and to him, this "biotransference" was the perfect next step for Danai. Every warrior would be able to perfect his skills for eternity, as well as forego conventional armour for a body that was armour itself.
But there was another dynasty that did not accept this, and that was Vadataid. The current Vadataid Phaeron Horkus did not trust these "C'tan", nor did he think eternal life was the way to go. It was dishonourable, and would change his people too much. They were the Necrontyr, they were already supreme.
And then the Silent King accepted the offer.
Long did Horkus avoid biotranseference. O'izys tried convincing Horkus to accept biotransference, that it wasn't too late, but he would not listen. So he deviced a plan. He would not have his Bladebrother die a meaningless death when the greatest of times for the Necrontyrian empire was at their threshold. He would force Vadataid to accept biotransference, and then Horkus would understand that it is truly the right thing to do, the best step for the Necrontyr.
And so one day, Vadataid got a message from Danai. Danai wanted to join forces with Vadataid to stand against this "biotransference", Horkus had convinced O'izys. Horkus rejoiced, and accepted. With his whole army, compromising every Necrontyr of his dynasty capable of wielding a weapon, he met Danai and O'izys upon the planet of Adiki, a planet with a large bio-furnace that they according to plan were going to destroy. Both dynasties met there in the flesh, a trait growing more and more rare amongst the Necrontyr these days. Horkus was glad to have found his ally in these times of madness.
Yet his joy remained not for long, for a great cloud came towards them out of nowhere, from every direction. Mindshackle scarabs. The two dynasties did what they could to refrain from falling under the control of whomever sent these, yet the scarabs were too many. Though they seemed to only attack the Vadataid forces.
And in the midst of the chaos stood O'izys and Horkus, looking at each other.
"Forgive me, Bladebrother, but this has to be done!"
"O'izys! I'd have none of your excuses, traitor!"
"You'll see, Horkus, the Necrontyr will reign supreme once this is through! That I promise you!"
"You've already shown me what your promise is worth!"
"I won't have you die just before our golden age, Bladebrother!"
And with those words, O'izys picked up his oversized Warscythe he always wields for battle, and Horkus grabbed his two Voidblades.
The Warscythe descended. Horkus nimbly dodged to the side, swatted some scarabs, before feinting a blow with his left Voidblade only to strike with the right. O'izys foresaw this, and parried with his Warscythe's handle before sweeping at Horkus. Horkus ducked under, before striking up from under, although O'izys managed to sidestep away from the blow.
And so they exchanged blows for long. The scarabs wouldn't attack Horkus, O'izys would give him that honour... But it was clear to him that they were very even. And so he made a bet.
He let Horkus next strike get through, only to ensure that his Warscythe would connect. Horkus struck him, cutting a deep wound down the right side of his face. O'izys lost his right eye, but his plan had worked. Horkus suffered a near-fatal wound.
"I'm sorry, blademate. This has to be done. I promise you, it is the right thing to do, and if I'm wrong I'll visit your homeworld of Achlyz and, on my knee, swear submission in exchange for forgiveness, for I am certain this is the road to Necrontyr supremacy at last!" Were the last words Horkus heard before he fainted from his wounds. And with every other Vadataidan warrior mindshackled, or defeated, they set off to the nearby bio-furnaces.
And thus, it came to be that everyone in both the Vadataidan and the Danaian dynasty went into the bio-furnaces, their bodies exchanged for living metal and their minds with programming. O'izys decided to honour the fight between him and Horkus by making sure his new body would retain that right-eye scare as well as view on only one eye. That was the least he could do.
It was first many years later he started to realize it. His dynasty-brethren were gradually losing themselves. They more and more often seemed to lack sentient abilities, and he felt it too. Like if there was supposed to be an ache at the back of his head, yet it felt like void. He couldn't quite place his finger on what was missing, but one thing he knew for sure: He had been wrong. O'izys promised himself that as soon as possible, he'd travel to the Vadataidan homeworld and fulfill that promise he made to atone, for he was truly ridden by regret over this mistake. It was no small mistake, he'd doomed his Bladebrother to a horrible, eternal fate. Regret and grief took a hard toll on him, but he had to push these feelings away for now, for he was under the Silent Kings control due to the Command Protocols. So was his whole dynasty, and so was Horkus and his dynasty... due to O'izys.
So he had no choice but to continue the war in heaven, had no time to fulfill his promise. And it was clear to him that Horkus blamed O'izys for his treachery, and felt sadness over the betrayal of his Bladebrother. He had broken the vow their ancestors had made so many generations ago, when Vadataid recieved the Danai Phaeron's blade, which they still kept in their vault, locked away as the sacred relic it is. Yet he would probably accept the apology of O'izys, for their friendship was too strong to be severed by this... But only if O'izys kept his promise and repented.
But the war waged on, the Necrons prevailed over both the Old Ones and the C'tan, and before the was any time for a meeting between the two Phaerons, they had to escape into stasis forced by the Silent King. The they were free from the Command Protocols.
Sixty millions of years later, O'izys woke up. He found his Crone world Algea in disarray; tectonic shifts had damaged part of the core processor. But as the memories came back to him, he remembered. He had failed the vow, betrayed his Bladebrother, dooming him and his dynasty to a damned eternity, and now he had to fulfill his promise if he were ever to be able to forgive himself and be forgiven. For even now, his mind was haunted by the regret and grief he had felt just before he entered stasis. But the promise would prove to be harder to hold than expected.
The Dolmen Gates leading to the exits closest to Achlyz were destroyed, and the starmaps were either corrupted or incomplete. And worst of all, even O'izys memory engrams had suffered. Most of the losses were trivial things, things about his youth, details of the War in Heaven. Other memories had been mixed up and blended together, and he did not truly know what to make of these. Sometimes he'd notice his past memories even blend into the now, and he'd see the past before him, not knowing if it's real or not. But among these things, neither he could navigate to Achlyz anymore.
He inspected what other damage had happened. Luckily his legions had fared rather well. For such a small Dynasty as his, a permanent loss of a large number warriors would be truly crippling. As he inspected the surface, he found it almost just as he left it, his green crystallic homeworld, untouched by lower races from what he could see. That was good.
And so, he woke up his legions, and embarked on a journey to find Achlyz.
But 60 million years is a long time, and many things can happen. Either by a miscalculation, xeno meddling or some other unaccounted for factor, the sun Vadataid's homeworld had been orbiting went supernova earlier than expected, devouring the world and all it's denizen. Vadataid is no more.
Ofcourse, O'izys doesn't know this.
He launched his crusade to find Achlyz again, to uphold his promise and hope for forgiveness and an end to this emotional which gnaws at his mind day and night.
He surely will encounter many alien races on his search, especially if they happen to inhabit a planet resembling Vadataid. If these xenos would prove worthy of battle, he won't let the chance go by for him to keep honouring the Danai traditions, as well as letting his warriors hone their skills, although they still consider civilians to disgusting to be killed.
And so it came to be that the small, insignificant dynasty of Danai, on the northwestern fringe of the galaxy set out to find their former Bladeborthers. But it matters not how many times they search the galaxy through, for Vadataid is no more. It was destroyed in a most cruel twist of fate.
And O'izys will never be able to uphold his promise, and he will never be forgiven. He will never see his Bladebrother again, even as he keeps seeking through the galaxy. And he cannot stop, for a warrior's promise must be upheld at all costs, and he cannot stand the regret and grief, the pain of his past haunting him, and he cannot escape it, for even death is impossible for him now. Even if a Necron brethren informs him of the demise of Vadataid, he will not listen to them, for he has to search, as long as there is hope for even a part or a single member of Vadataid to have survived, he must find it. And even if all hope is gone, he has sworn to do it.
He is doomed to travel the galaxy forever in his grief.
That is the story of the Danaian Dynasty. That is the story of O'izys, the Unforgiven.
++Accessing Imperial Records Regarding Necron Dynasty Danai++
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Heraldry:
Silver: Torso, thigh plates, calf plates, upper arm plates, forearm plates, hands, feet, head.
Gold: Shoulderpads, elbow joint, knee joint, chest crest, pelvis, upper spine, weapon's blade.
Dark metallic: Wrists, shoulders, lower spine, hip joint, ancle, gun.
Green light: Eyes, weapon energy chamber.
After several encounters with Danai, it has been observed that the colour black is used to denote position within the Necron hierarchy. Servants (Spyders, Scarabs, Wraiths) recieve no black at all upon them. Necron warriors get a black stripe outlining their shoulderpads. Destroyers, Immortals, Tomb Blades and Deathmarks recieve the outlining too as well as several black outlines on their chest etc. Lycheguard has whole black segments.
Lesser Lords and Crypteks differ in heraldry, but to most of them black is more of an primary colour rather than tertiary. The Overlord even more so.
Encounters:
Danai has been seen travelling the Segmentun Obscurus and it's borders in a seemingly random pattern. Occasionally they descend upon a planet and decimate the Imperial forces there, but leaving cities, civilians, mines, farms and crops generally unharmed. Rarely they will force their way downwards, towards the planet's core, but in either case they'll retreat to their ships after whater foul business they have is finished. Generally this process is too quick for off-planet military forces to arrive before the Necrons leave.
Notable characters:
So far the only noteworthy Necron encountered is their leader, reportedly calling himself O'izys, the Unforgiven.
Distinctions: Beside the Danai heraldry, O'izys carry an abnormally large warscythe and his right eye is damaged and non-functional. In battle he is seen striding across the battlefield with his Lycheguard delegation, seeking out the toughest of foes and hardest of armour.
According to reports, there has been a number of incidents where O'izys has faced a strong, possibly equal, opponent, and for some reason this causes for an apparent malfunction in O'izys circuit. He starts to cry out in his foul xeno tongue. During the latest few times, we have equipped stoic individuals with audio-recording data-slates before battle with Danai, and we have managed to record these outbursts.
Deciphering has not yielded much, but the phrase "Forgive me!" is heard throughout, followed by some hierarchic title we cannot translate. Occasional cries of "Horkus!" are also recorded, along with some promise he has made, and something he grieves over. However, just before delivering the fatal blow, the same phrase is heard every single time. We use questionmarks to denote undecipherable words:
"I'm sorry, (???). This has to be done. I promise you, it is the right thing to do, and if I'm wrong I'll (???) your homeworld of (???) and, on my knee, swear (???) in exchange for forgiveness, for I am certain this is the road to (???) supremacy at last!"
The importance of this phrase is yet to be understood, but I have a feeling that with proper investigation we could find a glaring weakness in the Danai dynasty.
Battle-style:
The most obvious differentiation between Danai and other Necrons are the lack of war-machines. Whilst they use them from time to time, they seem to refrain from it as much as they can.
Instead, they field an elite of foot-soldiers. Warriors tend to be left behind to do the dirty work whilst Immortals and Destroyers grant firepower. Scarabs are used to deal with vehicles commonly, and Deathmarks appear to take out an monster or elite unit upon the battlefield. But there are two units more noteworthy than the rest.
The first one is also found throughout other dynasties, it's the Overlord leading a unit of sword-and-shield Lycheguard into the fray, oftimes trying to accomplish foolish feats.
The other is a unit of lesser Lords, all wielding warscythes, marching up. Whilst being composed of few individuals, the survivability and stubborness of these make them formidable opponents, and if they should reach the line of defence, their warscythes will make short work of our defenders.
If encountering Danai on a battlefield, these units are top-priority. Destroy them at any cost before they reach the battleline.
++All Data Displayed++
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Anyways, here goes:
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The history of the Necrontyr is one steeped in deception and betrayal, but moreso even the Danai dynasty.
The Danai dynasty was a smaller dynasty that developed in the north-westernmost fringe of the galaxy, on the outer rim of Segmentum Obscurus. Originally they were an offbranch to Sautekh, but now hold little regards for their parental dynasty, and would gladly refuse a call-to-arms just to prove their independence.
Though small in terms of military power and generally unheard of by the large of the Necrontyrian empire, their albeit small fame laid in the recklessness of their warriors.
According to Danaian beliefs (as well as their parental dynasty), honour is the greatest virtue. However, unlike Sautekhs sense of honour (letting opponents evacuate before invasion among other things), Danai had a little more straightforward sense of honour; To fight individually, recklessly and seek to bring the demise of ever greater foes. The best Danaian warrior was the warrior whom held little regard to his Bladebrothers, fighting on an individual level with his own power. Eventually this brought about a combat style all of it's own where groups of few elite warriors would band together an train, eventually learning to fight synchronizedly with the others, yet still only fending for themselves in a style of concerted ferociousness. But what every Danaian warrior sought was to stare death in the eye, to stand as close to his death as possible, for it is then that they, driven by desperation and determination, fought their best. The closer to death they came, the harder they fought. This techinque of fighting was trained into every warrior, and each of them hoped for the day when they'd encounter their own worthy opponent, and stand on the brink of death only to grant Death his foe instead.
And for those opponents truly not worthy of being attacked, like civilians, the Danaians simply ignored them. There was no fighting-honour to be had, to chance of standing on the verge of death. So to a Danaian, there was simply no reason to fight them.
The only cases to prove different were times when higher ranked Overlords from other dynasties ordered it, and even then the Danaiians shunned it. To them, it was dishonourable, and not because they were killing defenceless civilians, but because killing such low beings were below their dignity. Like killing bugs not worthy of death. It was disgusting.
And that was the way of life of the small dynasty Danai. Every warrior, be it of assault units, ranged units or even battlefield commanders held this form of honour close to their hearts. Indeed, every child, no matter if they were going to grow up as warriors or civilians, had this doctrine taught from early life, and so came to define their culture. Even higher ranks such as Lord, Nemesor or Vargard where often won by individuals zealously following the doctrine and surviving. Indeed, many Lords where truly not more than mighty warriors.
This doctrine was both the strength and weakness of Danai. Foolish bravery became natural to most of the population, and as such they lost more soldiers than the other dynasties in wars. Indeed, the cause for them to never rise to even mediocre level of influence in the Necrontyrian empire was due to the fact that they could not expand - their population was not sufficient.
And then came the War in Heaven.
++ Accessing Historical Data: War in Heaven++
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Although they would not confess it, most of the Danaians found this a joyful day. After defending themselves from both military and political assaults from other dynasties due to the nature of the fractured empire, a common and worthy opponent was truly a treat. Their previous main adversary, a dynasty called Vadataid, would no longer bother them. And so, Danai focused all it's power to fight the Old Ones. The combined forces of the Necrontyr were awesome to behold. Danai employed many daredevil tactics, relying more on the individual members of their dynasty than war-machines. However, this caused them to many times end up in dire situations, barely getting out and suffering many losses. And every battle their Phaeron led the assaults himself, the most prestigous warrior with his elite Lychguard. Many times the Danaian armies managed to escape defeat and death only by the zelousness the warriors fought in while endangered, especially to protect their Phaeron. They would not allow themselves to be defeated, and they pressed on, even though their forces were dwindling.
But such daredevil tactics are largely reliant on luck, and it did not take long before they ended up in a situation were not zelousness, nor stubbornness nor extreme combat prowess could save them. They were making a last stand, their Phaeron encouraging his warriors not to fight to survive, but to make sure that they die putting up a worthy fight. The Orks pressed on from all sides, crashing into the Lychguard shieldwall. Warriors and Immortals held the higher ground after the shieldwall. With every Danaian warrior so close to their demise, their feats were great enough to become a legend themselves, yet it was not enough. However, as the hour of death came close, reinforcements appeared.
Reinforcements from Vadataid saved the Danaian Phaeron and his closest brethren, though many of his kin had died that day.
It was later revealed that the Vadataid had not known that the Danaians were there, but they were making planetfall to scout for Ork incursions. Little had they expected to find the Danaians. The Danaian Phaeron thanked the Vadataid Phaeron by presenting his blade to him*. And that day, a great friendship was forged.
During the following clashes, Danai always worked in unison with Vadataid. Danai would take the front with their reckless charges and zelous fighting, and after a while Vadataid would harass through the flank of the enemy with Doom Scythes before teleporting in Monoliths to begin their flank assault.
But it was not enough, and the Necrontyrian empire lost. But Vadataid's and Danai's friendship had persisted throughout the centuries the war had lasted.
(*An act showing great respect, done when a warrior faced his superior. The act also gives the promise that the previous owner of the blade will try to surpass this man he has given his blade to. When the new owner of the blade feels that the previous has managed just this, he returns the blade. Danaian tradition. )
And then came the C'tan.
++ Accessing O'izys Personal Memory Engrams++
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During the time that the Silent King had been pondering whether to accept the C'tans offer of unity and immortality, Danai's current Phaeron had already decided his stance to it. His name was O'izys, and to him, this "biotransference" was the perfect next step for Danai. Every warrior would be able to perfect his skills for eternity, as well as forego conventional armour for a body that was armour itself.
But there was another dynasty that did not accept this, and that was Vadataid. The current Vadataid Phaeron Horkus did not trust these "C'tan", nor did he think eternal life was the way to go. It was dishonourable, and would change his people too much. They were the Necrontyr, they were already supreme.
And then the Silent King accepted the offer.
Long did Horkus avoid biotranseference. O'izys tried convincing Horkus to accept biotransference, that it wasn't too late, but he would not listen. So he deviced a plan. He would not have his Bladebrother die a meaningless death when the greatest of times for the Necrontyrian empire was at their threshold. He would force Vadataid to accept biotransference, and then Horkus would understand that it is truly the right thing to do, the best step for the Necrontyr.
And so one day, Vadataid got a message from Danai. Danai wanted to join forces with Vadataid to stand against this "biotransference", Horkus had convinced O'izys. Horkus rejoiced, and accepted. With his whole army, compromising every Necrontyr of his dynasty capable of wielding a weapon, he met Danai and O'izys upon the planet of Adiki, a planet with a large bio-furnace that they according to plan were going to destroy. Both dynasties met there in the flesh, a trait growing more and more rare amongst the Necrontyr these days. Horkus was glad to have found his ally in these times of madness.
Yet his joy remained not for long, for a great cloud came towards them out of nowhere, from every direction. Mindshackle scarabs. The two dynasties did what they could to refrain from falling under the control of whomever sent these, yet the scarabs were too many. Though they seemed to only attack the Vadataid forces.
And in the midst of the chaos stood O'izys and Horkus, looking at each other.
"Forgive me, Bladebrother, but this has to be done!"
"O'izys! I'd have none of your excuses, traitor!"
"You'll see, Horkus, the Necrontyr will reign supreme once this is through! That I promise you!"
"You've already shown me what your promise is worth!"
"I won't have you die just before our golden age, Bladebrother!"
And with those words, O'izys picked up his oversized Warscythe he always wields for battle, and Horkus grabbed his two Voidblades.
The Warscythe descended. Horkus nimbly dodged to the side, swatted some scarabs, before feinting a blow with his left Voidblade only to strike with the right. O'izys foresaw this, and parried with his Warscythe's handle before sweeping at Horkus. Horkus ducked under, before striking up from under, although O'izys managed to sidestep away from the blow.
And so they exchanged blows for long. The scarabs wouldn't attack Horkus, O'izys would give him that honour... But it was clear to him that they were very even. And so he made a bet.
He let Horkus next strike get through, only to ensure that his Warscythe would connect. Horkus struck him, cutting a deep wound down the right side of his face. O'izys lost his right eye, but his plan had worked. Horkus suffered a near-fatal wound.
"I'm sorry, blademate. This has to be done. I promise you, it is the right thing to do, and if I'm wrong I'll visit your homeworld of Achlyz and, on my knee, swear submission in exchange for forgiveness, for I am certain this is the road to Necrontyr supremacy at last!" Were the last words Horkus heard before he fainted from his wounds. And with every other Vadataidan warrior mindshackled, or defeated, they set off to the nearby bio-furnaces.
And thus, it came to be that everyone in both the Vadataidan and the Danaian dynasty went into the bio-furnaces, their bodies exchanged for living metal and their minds with programming. O'izys decided to honour the fight between him and Horkus by making sure his new body would retain that right-eye scare as well as view on only one eye. That was the least he could do.
It was first many years later he started to realize it. His dynasty-brethren were gradually losing themselves. They more and more often seemed to lack sentient abilities, and he felt it too. Like if there was supposed to be an ache at the back of his head, yet it felt like void. He couldn't quite place his finger on what was missing, but one thing he knew for sure: He had been wrong. O'izys promised himself that as soon as possible, he'd travel to the Vadataidan homeworld and fulfill that promise he made to atone, for he was truly ridden by regret over this mistake. It was no small mistake, he'd doomed his Bladebrother to a horrible, eternal fate. Regret and grief took a hard toll on him, but he had to push these feelings away for now, for he was under the Silent Kings control due to the Command Protocols. So was his whole dynasty, and so was Horkus and his dynasty... due to O'izys.
So he had no choice but to continue the war in heaven, had no time to fulfill his promise. And it was clear to him that Horkus blamed O'izys for his treachery, and felt sadness over the betrayal of his Bladebrother. He had broken the vow their ancestors had made so many generations ago, when Vadataid recieved the Danai Phaeron's blade, which they still kept in their vault, locked away as the sacred relic it is. Yet he would probably accept the apology of O'izys, for their friendship was too strong to be severed by this... But only if O'izys kept his promise and repented.
But the war waged on, the Necrons prevailed over both the Old Ones and the C'tan, and before the was any time for a meeting between the two Phaerons, they had to escape into stasis forced by the Silent King. The they were free from the Command Protocols.
Sixty millions of years later, O'izys woke up. He found his Crone world Algea in disarray; tectonic shifts had damaged part of the core processor. But as the memories came back to him, he remembered. He had failed the vow, betrayed his Bladebrother, dooming him and his dynasty to a damned eternity, and now he had to fulfill his promise if he were ever to be able to forgive himself and be forgiven. For even now, his mind was haunted by the regret and grief he had felt just before he entered stasis. But the promise would prove to be harder to hold than expected.
The Dolmen Gates leading to the exits closest to Achlyz were destroyed, and the starmaps were either corrupted or incomplete. And worst of all, even O'izys memory engrams had suffered. Most of the losses were trivial things, things about his youth, details of the War in Heaven. Other memories had been mixed up and blended together, and he did not truly know what to make of these. Sometimes he'd notice his past memories even blend into the now, and he'd see the past before him, not knowing if it's real or not. But among these things, neither he could navigate to Achlyz anymore.
He inspected what other damage had happened. Luckily his legions had fared rather well. For such a small Dynasty as his, a permanent loss of a large number warriors would be truly crippling. As he inspected the surface, he found it almost just as he left it, his green crystallic homeworld, untouched by lower races from what he could see. That was good.
And so, he woke up his legions, and embarked on a journey to find Achlyz.
But 60 million years is a long time, and many things can happen. Either by a miscalculation, xeno meddling or some other unaccounted for factor, the sun Vadataid's homeworld had been orbiting went supernova earlier than expected, devouring the world and all it's denizen. Vadataid is no more.
Ofcourse, O'izys doesn't know this.
He launched his crusade to find Achlyz again, to uphold his promise and hope for forgiveness and an end to this emotional which gnaws at his mind day and night.
He surely will encounter many alien races on his search, especially if they happen to inhabit a planet resembling Vadataid. If these xenos would prove worthy of battle, he won't let the chance go by for him to keep honouring the Danai traditions, as well as letting his warriors hone their skills, although they still consider civilians to disgusting to be killed.
And so it came to be that the small, insignificant dynasty of Danai, on the northwestern fringe of the galaxy set out to find their former Bladeborthers. But it matters not how many times they search the galaxy through, for Vadataid is no more. It was destroyed in a most cruel twist of fate.
And O'izys will never be able to uphold his promise, and he will never be forgiven. He will never see his Bladebrother again, even as he keeps seeking through the galaxy. And he cannot stop, for a warrior's promise must be upheld at all costs, and he cannot stand the regret and grief, the pain of his past haunting him, and he cannot escape it, for even death is impossible for him now. Even if a Necron brethren informs him of the demise of Vadataid, he will not listen to them, for he has to search, as long as there is hope for even a part or a single member of Vadataid to have survived, he must find it. And even if all hope is gone, he has sworn to do it.
He is doomed to travel the galaxy forever in his grief.
That is the story of the Danaian Dynasty. That is the story of O'izys, the Unforgiven.
++Accessing Imperial Records Regarding Necron Dynasty Danai++
++Processing... Processing... Processing++
++Access Granted++
++Displaying Profile: Necron Dynasty Danai++
Heraldry:
Silver: Torso, thigh plates, calf plates, upper arm plates, forearm plates, hands, feet, head.
Gold: Shoulderpads, elbow joint, knee joint, chest crest, pelvis, upper spine, weapon's blade.
Dark metallic: Wrists, shoulders, lower spine, hip joint, ancle, gun.
Green light: Eyes, weapon energy chamber.
After several encounters with Danai, it has been observed that the colour black is used to denote position within the Necron hierarchy. Servants (Spyders, Scarabs, Wraiths) recieve no black at all upon them. Necron warriors get a black stripe outlining their shoulderpads. Destroyers, Immortals, Tomb Blades and Deathmarks recieve the outlining too as well as several black outlines on their chest etc. Lycheguard has whole black segments.
Lesser Lords and Crypteks differ in heraldry, but to most of them black is more of an primary colour rather than tertiary. The Overlord even more so.
Encounters:
Danai has been seen travelling the Segmentun Obscurus and it's borders in a seemingly random pattern. Occasionally they descend upon a planet and decimate the Imperial forces there, but leaving cities, civilians, mines, farms and crops generally unharmed. Rarely they will force their way downwards, towards the planet's core, but in either case they'll retreat to their ships after whater foul business they have is finished. Generally this process is too quick for off-planet military forces to arrive before the Necrons leave.
Notable characters:
So far the only noteworthy Necron encountered is their leader, reportedly calling himself O'izys, the Unforgiven.
Distinctions: Beside the Danai heraldry, O'izys carry an abnormally large warscythe and his right eye is damaged and non-functional. In battle he is seen striding across the battlefield with his Lycheguard delegation, seeking out the toughest of foes and hardest of armour.
According to reports, there has been a number of incidents where O'izys has faced a strong, possibly equal, opponent, and for some reason this causes for an apparent malfunction in O'izys circuit. He starts to cry out in his foul xeno tongue. During the latest few times, we have equipped stoic individuals with audio-recording data-slates before battle with Danai, and we have managed to record these outbursts.
Deciphering has not yielded much, but the phrase "Forgive me!" is heard throughout, followed by some hierarchic title we cannot translate. Occasional cries of "Horkus!" are also recorded, along with some promise he has made, and something he grieves over. However, just before delivering the fatal blow, the same phrase is heard every single time. We use questionmarks to denote undecipherable words:
"I'm sorry, (???). This has to be done. I promise you, it is the right thing to do, and if I'm wrong I'll (???) your homeworld of (???) and, on my knee, swear (???) in exchange for forgiveness, for I am certain this is the road to (???) supremacy at last!"
The importance of this phrase is yet to be understood, but I have a feeling that with proper investigation we could find a glaring weakness in the Danai dynasty.
Battle-style:
The most obvious differentiation between Danai and other Necrons are the lack of war-machines. Whilst they use them from time to time, they seem to refrain from it as much as they can.
Instead, they field an elite of foot-soldiers. Warriors tend to be left behind to do the dirty work whilst Immortals and Destroyers grant firepower. Scarabs are used to deal with vehicles commonly, and Deathmarks appear to take out an monster or elite unit upon the battlefield. But there are two units more noteworthy than the rest.
The first one is also found throughout other dynasties, it's the Overlord leading a unit of sword-and-shield Lycheguard into the fray, oftimes trying to accomplish foolish feats.
The other is a unit of lesser Lords, all wielding warscythes, marching up. Whilst being composed of few individuals, the survivability and stubborness of these make them formidable opponents, and if they should reach the line of defence, their warscythes will make short work of our defenders.
If encountering Danai on a battlefield, these units are top-priority. Destroy them at any cost before they reach the battleline.
++All Data Displayed++
++Ending transmission++
torsdag 10 november 2011
Tips & Tricks – The Tactics of Dungeons and Dragons
Many times the success or failure of an adventuring expedition or quest is determined before the party leaves its base of operations. More often than not, it is the party’s failure that is thus determined, for they have failed to take some vital feature of the adventure into account, or have neglected to bring along some essential piece of equipment or information. Other times failure is caused due to an unorganized party, or perhaps just plainly due to the lack of tactics. Today I will help you with that very thing. I will be talking about expedition planning, and how to fight more effectively.
Expedition Planning
Before the party leaves on yet another adventure, they should find out everything possible about the mission. Interviews with NPCS, exploring the approaches and the periphery of the goal, and using magic to gain insight into the party’s objectives and potential obstacles will save a lot of potential headaches later on. Information is the key to success.
1: Your goal
Find out your goal, what are you going to do? This step is usually the easiest one; define what you are going to do, yet be prepared to always change your goal during the course of the journey. Cause nothing never is as simple as it first seem.
2: Obstacles
Know your enemy, who and what will stand in your way? How will you defeat them?
Even rumors should not be disregarded, for often such talk has a basis in fact. If rumors or hearsay indicate the presence of a certain kind of monster, then appropriate measures should be taken if possible.
A scouting mission should compromise characters traveling much more lightly than they normally would, and the typical tactic of scouting party is to avoid combat at all costs. One or two thieves, possibly aided by invisibility spells, potions of gaseous form, or some other magical protection will most likely be of great use.
3: How
How will you achieve your goal, how long will it take? Note that it is rarely as simple as just walking in and accomplish your goal. Now that you know what your goal is, and know the obstacles it is up to you to know how you are going to overcome them. If someone reports hearing of basilisks slithering through an underground locale the PCs wish to explore, then wise characters bring along a few mirrors.
4: The Tools
Common tools useful for every adventure, sure your character doesn’t need to carry it all the time. But it would be useful to keep it nearby; or carried by a mule with a carriage.
10-ft pole: You never know when you will need a ten-foot pole; I’ve never needed one myself yet. BUT I AM CERTAIN THE DAY WILL COME!
Crowbar - A crowbar is great for bending up a chest without having to bash it open; destroying all the potions inside. Or you could use it to bend open doors, in any case.
Shovel – Great for digging, once saved me and my party when my dwarf fell into mud which reached as high as the upper body. As you all could had imagined, in full plate. My dwarf literally drowned in a in mud, and was thankfully saved by the shovel.
Compass – Use when lost. Common tool in most setting that always points to the north.
Light source: Use in the dark to light up your path, a great tip for rouges would be to have a potion of dark vision, low-light vision or whatever it is. It Is gold worth to be able to see in the dark in addition to stealth. Because you DO NOT want to turn on a light and make every living thing (and undead) to know your location.
Manacles – Use for that special BBEG that doesn’t just simply deserve to die, but deserve to be locked away to rot forever instead. Manacles probably won’t hold him, but hey! At least they work great on almost anyone else!
Chalk –Don’t underestimate the use of chalk, or anything else that you can write with. Sometimes you need to get a message across, and just simply don’t have anything to write with. Small and easy to bring along.
Rope and Grappling Hook – Great for tying up the BBEG or climbing a wall, its uses are almost endless. Imagine placing it on the ground and hide behind two nearby trees. When a group of riders suddenly pass by, suddenly your strongest characters pull up the rope and BAM!
Maybe making make-shift Bridge between a chasm in order to climb over or over two buildings. BE CREATIVE!
Mirror – We once used this item when the thief was about to sneak into a zombie village and scout things a head. In order to signal us of any type of danger…actually now that I think back about it. I can’t remember why the fuck we did it use there. Awh well, might be good for Medusas and Basilisks.
Whistle – Can work as the groups signal for when to strike. Blow the whistle; 1, 2, 3 and STRIKE! (Useful when the group is too far away to simply whisper to each other.)
Fighting Effectively
1: Explore ahead
Whenever possible, at least one character adept at sneaking; should get a look at an area that the party will be entering before the whole group gets there. This not only reduces the risk of ambush, but also greatly increases the tactical options available to the group if they find themselves engaged in combat.
The ones scouting ahead should have means of alerting the group if discovered, and have preferably magical ways of escaping. And remember to listen at doors!
2: Be in control
Make sure that all situations happen under your own conditions, for an example; fighting in large areas are encouraged in order to have the ability to maneuver properly. Cast spells BEFORE combat and not during combat. Another something could be fighting in tight groups, but sometimes this is not always the best since there are a lot of spells like Mind Blasts from Illithids that can instantly take out a party in tight formations.
2a Surprises and Diversions
While surprise primarily depends upon keeping a party’s presence secret from the opponent, it is not always necessary to conceal the party. A diversion created by the party or simply taken advantage of an opportune time can so distract a foe that the PCs can approach with little regard for stealth. Diversions can be accomplished with any of a wide variety of magical spells, as well as other characters actions. A single character, for example, can take upon himself the task of drawing the attention of a group of monsters away from the rest of the party. Fires are excellent diversions since they often require the immediate attention of the monsters in order to prevent the flames from spreading. Other acts of sabotage, such as collapsing a bridge, tunnel, or dam, can often be devised. Clever characters might even work out remote control systems for diversion: a long rope, for example, might be tied to a statue and yanked to topple it. Alerted by the crash, the monster’s attention is naturally directed to the stature rather than the PCs.
3: Formations
In case of battle always have a generic formation ready. A potential formation could be a warrior with a long range weapon like a spear standing behind a unit wielding a weapon with a shorter ranger. Like a long sword. And whenever the characters get down to half his life, they switch position.
Personally I recommend a group of three fighters, two melees to do the rotation and one ranged in order for further rotation, but also to stay behind to guard the spell casters.
5: Combat
Aiming for the leader, taking him out quickly can demoralize the rest and hopefully lead to a quick end. But that can also have the opposite effect by rallying the enemy, instead try to focus the most fragile enemy targets, like spell casters.
Disarming and grappling can be of great use, aiming to disarm dangerous weapons such as vorpal swords, or even grappling single enemies while your companions mangle them to death.
Tactical retreats can also be of great use, letting the enemy attack you instead of them. It gives you your full attack and them only a single attack the first round.
When you only have half your HP left, switch with another player in order to avoid certain death. When on only a third, retreating should be carefully considered. If not by everyone, consider retreating by yourself, in order to switch to ranged or heal up far away from close combat.
6: The Archetypes
There are three archetypes in my opinion, if you really simplify things. They are warriors, ranged, and magicians.
Warriors: Warriors the meat tanks for the squishier spell casters, there in order to prevent you from reaching them. Warriors should be dealt with quickly; they often depend on a weapon or a hand. Sometimes they include a horde, others they are alone. When few, focus on taking away their weapons, disarm and grapple them. When many, fight in tight formations and in areas with little space in order to limit the amount able to strike at you.
Ranged: Seek cover and concealment. If they can’t see you, the chances that they will hit, will probably not be very good either. Take cover behind a rock or a tree and then rush closer, preferably with the help of a shield.
Magicians: Magicians are not that very different from ranged units. Take away their spell casting abilities, by the use of silence, grapple or close combat, get behind concealment. Since a Wizard need line of sight in order to use most of their spells on you.
Monsters: Most monsters are not very intelligent and can be easily tricked. Example, a bear can be tricked away by surrendering a piece of meat in order to escape. And most kinds of traps will most likely work.
Tips & Tricks -Combat
* Move on covered and concealed routes - travel in gullies, in the tree-line, below the crest of a hill or ridge, etc.
* Do not move directly forward from a covered position - go around one side or the other. Anyone watching to shoot at you when poke your head out above that boulder will be less likely to be looking there.
* Avoid likely ambush sites and other danger areas - give dark caves, buildings and deep, murky swamps a wide berth (unless exploring them is a vital part of the mission.)
* Assign a battle leader for every adventure, or session. The battle leader will be more or less fully in control of the combat scenario. Of course, everyone else can still come with suggestions, but this method helps create a more realistic and easier flowing fights. Considering how you normally can’t discuss your next move with your companions during the middle of a fight.
*Always have a mean of escaping from combat, each player and especially the scouts should have a way in order to escape from combat. Personally, I suggest a Potion of gaseous form.
* Create an Assembly area/Campsite for resting periods that should be an easily defensive area. It should have concealment, room to spread out (Fireball. BOOM!), traps placed outside, guard shift and preferable cover from air attacks. This is where orders are issued, plans are made, maintenance is done, and the unit resupplies, rehearses and rests.
Tips & Tricks -Spells
Detect Magic and Detect Evil –A must have spell for everyone, Detect Magic and Detect evil (first level priest and wizard spell, 2nd AD&D) are great tools for survival. They tell you of magical loot in the vicinity, traps, or anything just to be careful with. Anything evil and anything magic is something to watch out for.
Continual Light and Continual Darkness- In low levels, the priest spell known as continual light and continual darkness (third level priest spell, 2nd AD&D) cast on a coin can become a valuable asset. Keep preferably five of each in separate bags, and take one out from the bag of continual light, or the bag of continual darkness whenever you need some light or darkness.
Telekinesis – Creative uses for spells such as telekinesis (fifth level wizard spell 2nd AD&D) are not hard to come by. For example, a character might seal green slimes and other deadly creatures into clay or wax pots. Using telekinesis to position them over the enemy, the pots could then be dropped, with the monsters serving as a deadly missile weapon. But even the lower version of this spell can serve in a similar fashion
Reduce and Enlarge – These spells are just god sent, Reduce (first level wizard spell 2nd AD&D) can be cast on a large boulder and then be carried with you, and thrown above an enemy and suddenly release the spell. And now you have a flat enemy. Or, the reverse can be done when you need an escape path. Carry a small rock and whenever you need to block monsters from following you, throw out the rock and cast enlarge. Reduce and Enlarge can even be used to enlarge or reduce an enemy’s weapon in order to render it unusable. Creative high level players can use reduce on vorpal swords and use them as arrows.
Silence – One technique used to good effect in several campaigns is the silence (second level priest spell 2nd AD&D) spell cast upon a coin or small gem. When carried, the enchantment benefits the party. In an encounter, the coin can be thrown among enemy spell casters to silence their efforts at spell use. But it’s generally preferred to have it cast on a fighter instead, since a coin can be easily gotten rid of. Note that the spell doesn’t last very long.
Dispel magic – Okay, the need for dispel magic (third level priest and wizard spell 2nd AD&D) is obvious. But I still have to point it out since it’s just such a vital spell. Your team mates will often end up affected by horrible spells that could very well lead to your doom, spells such as suggestion, slow, or even
The following paragraph is not done by me, but taken from
http://www.strangelove.net/~kieser/Gaming/tactics.html
I felt the need to add it because the ability to talk without speaking adds a whole other level on both the tactical and roleplaying plane.
Tactical marching is used when stealth is needed and there is some concealment. Camouflage clothing, noise and light discipline are important. Weapons must have all shiny surfaces blackened/dulled. No
Visual Hand Signals:
Hand signals must be passed down the line of march, so that everyone gets the message.
"Come forward/Come to me." Point at the person, then beckon them to you.
"I'm ready/OK or Are you ready/OK?" Give the "thumb's up" sign affirmatively or questioningly as appropriate.
"No/Stop." Wave hand from side to side, palm forward, in front of body.
"Cut that out, now!" Make cutting motion across throat.
"I don't understand." Shrug in an exaggerated fashion.
"Advance/Move out." Face the desired direction of movement. Hold arm extended to the rear then swing it overhead and forward in the direction of desired movement.
"Speed Up." Thrust fist up and down in the air over head rapidly several times.
"Slow Down." Hold arm out to side extended horizontally and wave downward slightly several times keeping the arm straight.
"Pay Attention/Look." Poke the index and middle fingers toward your eyes (don't actually poke yourself), one finger for each eye. You can then point if there's something in particular you want someone to look at.
"Assemble/Rally." Wave arm in circles over head. This means that the unit should circle around the mission leader forming a secure perimeter or go to a place pointed out after the signal is made. May also be used to define a rally point during a march. In this case, the rally signal is made and then an object at the rally point is touched to indicate where the unit will reassemble if they get into trouble later on up the trail.
"Halt/Stop." Given while on tactical march. Raise hand overhead and hold until signal is understood. When a march is halted this way, it may mean that someone has seen something suspicious and so everyone needs to "take a knee" immediately. If the march remains halted for more than a few seconds, everyone needs to quietly find concealment/cover. The person who called the halt should keep their hand up so the mission commander or team leader can go to them and find out what's going on while everyone else stays down and guards the perimeter.
"Air Attack." Rapidly cross and uncross arms above the head. Everyone should seek cover/concealment and, if the group is in single file, disperse to the sides of the path in an orderly manner.
"Enemy in Sight." Hold a weapon overhead pointed at the enemy. This can be used as a more specific version of the "halt/stop" signal above or may be used when already halted.
This is my first post here on Svartblod Gaming; I’m a regular player that always seeks to improve myself. Both tactically and roleplaying wise; and since I’ve been one to struggle with tactics, as many other in the group I’ve devised a guide. I will most likely change and update this guide as I learn myself, so I would appreciate any tips from anyone out there!
Hope you enjoyed this and will enjoy any future post that will come.
Expedition Planning
Before the party leaves on yet another adventure, they should find out everything possible about the mission. Interviews with NPCS, exploring the approaches and the periphery of the goal, and using magic to gain insight into the party’s objectives and potential obstacles will save a lot of potential headaches later on. Information is the key to success.
1: Your goal
Find out your goal, what are you going to do? This step is usually the easiest one; define what you are going to do, yet be prepared to always change your goal during the course of the journey. Cause nothing never is as simple as it first seem.
2: Obstacles
Know your enemy, who and what will stand in your way? How will you defeat them?
Even rumors should not be disregarded, for often such talk has a basis in fact. If rumors or hearsay indicate the presence of a certain kind of monster, then appropriate measures should be taken if possible.
A scouting mission should compromise characters traveling much more lightly than they normally would, and the typical tactic of scouting party is to avoid combat at all costs. One or two thieves, possibly aided by invisibility spells, potions of gaseous form, or some other magical protection will most likely be of great use.
3: How
How will you achieve your goal, how long will it take? Note that it is rarely as simple as just walking in and accomplish your goal. Now that you know what your goal is, and know the obstacles it is up to you to know how you are going to overcome them. If someone reports hearing of basilisks slithering through an underground locale the PCs wish to explore, then wise characters bring along a few mirrors.
4: The Tools
Common tools useful for every adventure, sure your character doesn’t need to carry it all the time. But it would be useful to keep it nearby; or carried by a mule with a carriage.
10-ft pole: You never know when you will need a ten-foot pole; I’ve never needed one myself yet. BUT I AM CERTAIN THE DAY WILL COME!
Crowbar - A crowbar is great for bending up a chest without having to bash it open; destroying all the potions inside. Or you could use it to bend open doors, in any case.
Shovel – Great for digging, once saved me and my party when my dwarf fell into mud which reached as high as the upper body. As you all could had imagined, in full plate. My dwarf literally drowned in a in mud, and was thankfully saved by the shovel.
Compass – Use when lost. Common tool in most setting that always points to the north.
Light source: Use in the dark to light up your path, a great tip for rouges would be to have a potion of dark vision, low-light vision or whatever it is. It Is gold worth to be able to see in the dark in addition to stealth. Because you DO NOT want to turn on a light and make every living thing (and undead) to know your location.
Manacles – Use for that special BBEG that doesn’t just simply deserve to die, but deserve to be locked away to rot forever instead. Manacles probably won’t hold him, but hey! At least they work great on almost anyone else!
Chalk –Don’t underestimate the use of chalk, or anything else that you can write with. Sometimes you need to get a message across, and just simply don’t have anything to write with. Small and easy to bring along.
Rope and Grappling Hook – Great for tying up the BBEG or climbing a wall, its uses are almost endless. Imagine placing it on the ground and hide behind two nearby trees. When a group of riders suddenly pass by, suddenly your strongest characters pull up the rope and BAM!
Maybe making make-shift Bridge between a chasm in order to climb over or over two buildings. BE CREATIVE!
Mirror – We once used this item when the thief was about to sneak into a zombie village and scout things a head. In order to signal us of any type of danger…actually now that I think back about it. I can’t remember why the fuck we did it use there. Awh well, might be good for Medusas and Basilisks.
Whistle – Can work as the groups signal for when to strike. Blow the whistle; 1, 2, 3 and STRIKE! (Useful when the group is too far away to simply whisper to each other.)
Fighting Effectively
1: Explore ahead
Whenever possible, at least one character adept at sneaking; should get a look at an area that the party will be entering before the whole group gets there. This not only reduces the risk of ambush, but also greatly increases the tactical options available to the group if they find themselves engaged in combat.
The ones scouting ahead should have means of alerting the group if discovered, and have preferably magical ways of escaping. And remember to listen at doors!
2: Be in control
Make sure that all situations happen under your own conditions, for an example; fighting in large areas are encouraged in order to have the ability to maneuver properly. Cast spells BEFORE combat and not during combat. Another something could be fighting in tight groups, but sometimes this is not always the best since there are a lot of spells like Mind Blasts from Illithids that can instantly take out a party in tight formations.
2a Surprises and Diversions
While surprise primarily depends upon keeping a party’s presence secret from the opponent, it is not always necessary to conceal the party. A diversion created by the party or simply taken advantage of an opportune time can so distract a foe that the PCs can approach with little regard for stealth. Diversions can be accomplished with any of a wide variety of magical spells, as well as other characters actions. A single character, for example, can take upon himself the task of drawing the attention of a group of monsters away from the rest of the party. Fires are excellent diversions since they often require the immediate attention of the monsters in order to prevent the flames from spreading. Other acts of sabotage, such as collapsing a bridge, tunnel, or dam, can often be devised. Clever characters might even work out remote control systems for diversion: a long rope, for example, might be tied to a statue and yanked to topple it. Alerted by the crash, the monster’s attention is naturally directed to the stature rather than the PCs.
3: Formations
In case of battle always have a generic formation ready. A potential formation could be a warrior with a long range weapon like a spear standing behind a unit wielding a weapon with a shorter ranger. Like a long sword. And whenever the characters get down to half his life, they switch position.
Personally I recommend a group of three fighters, two melees to do the rotation and one ranged in order for further rotation, but also to stay behind to guard the spell casters.
5: Combat
Aiming for the leader, taking him out quickly can demoralize the rest and hopefully lead to a quick end. But that can also have the opposite effect by rallying the enemy, instead try to focus the most fragile enemy targets, like spell casters.
Disarming and grappling can be of great use, aiming to disarm dangerous weapons such as vorpal swords, or even grappling single enemies while your companions mangle them to death.
Tactical retreats can also be of great use, letting the enemy attack you instead of them. It gives you your full attack and them only a single attack the first round.
When you only have half your HP left, switch with another player in order to avoid certain death. When on only a third, retreating should be carefully considered. If not by everyone, consider retreating by yourself, in order to switch to ranged or heal up far away from close combat.
6: The Archetypes
There are three archetypes in my opinion, if you really simplify things. They are warriors, ranged, and magicians.
Warriors: Warriors the meat tanks for the squishier spell casters, there in order to prevent you from reaching them. Warriors should be dealt with quickly; they often depend on a weapon or a hand. Sometimes they include a horde, others they are alone. When few, focus on taking away their weapons, disarm and grapple them. When many, fight in tight formations and in areas with little space in order to limit the amount able to strike at you.
Ranged: Seek cover and concealment. If they can’t see you, the chances that they will hit, will probably not be very good either. Take cover behind a rock or a tree and then rush closer, preferably with the help of a shield.
Magicians: Magicians are not that very different from ranged units. Take away their spell casting abilities, by the use of silence, grapple or close combat, get behind concealment. Since a Wizard need line of sight in order to use most of their spells on you.
Monsters: Most monsters are not very intelligent and can be easily tricked. Example, a bear can be tricked away by surrendering a piece of meat in order to escape. And most kinds of traps will most likely work.
Tips & Tricks -Combat
* Move on covered and concealed routes - travel in gullies, in the tree-line, below the crest of a hill or ridge, etc.
* Do not move directly forward from a covered position - go around one side or the other. Anyone watching to shoot at you when poke your head out above that boulder will be less likely to be looking there.
* Avoid likely ambush sites and other danger areas - give dark caves, buildings and deep, murky swamps a wide berth (unless exploring them is a vital part of the mission.)
* Assign a battle leader for every adventure, or session. The battle leader will be more or less fully in control of the combat scenario. Of course, everyone else can still come with suggestions, but this method helps create a more realistic and easier flowing fights. Considering how you normally can’t discuss your next move with your companions during the middle of a fight.
*Always have a mean of escaping from combat, each player and especially the scouts should have a way in order to escape from combat. Personally, I suggest a Potion of gaseous form.
* Create an Assembly area/Campsite for resting periods that should be an easily defensive area. It should have concealment, room to spread out (Fireball. BOOM!), traps placed outside, guard shift and preferable cover from air attacks. This is where orders are issued, plans are made, maintenance is done, and the unit resupplies, rehearses and rests.
Tips & Tricks -Spells
Detect Magic and Detect Evil –A must have spell for everyone, Detect Magic and Detect evil (first level priest and wizard spell, 2nd AD&D) are great tools for survival. They tell you of magical loot in the vicinity, traps, or anything just to be careful with. Anything evil and anything magic is something to watch out for.
Continual Light and Continual Darkness- In low levels, the priest spell known as continual light and continual darkness (third level priest spell, 2nd AD&D) cast on a coin can become a valuable asset. Keep preferably five of each in separate bags, and take one out from the bag of continual light, or the bag of continual darkness whenever you need some light or darkness.
Telekinesis – Creative uses for spells such as telekinesis (fifth level wizard spell 2nd AD&D) are not hard to come by. For example, a character might seal green slimes and other deadly creatures into clay or wax pots. Using telekinesis to position them over the enemy, the pots could then be dropped, with the monsters serving as a deadly missile weapon. But even the lower version of this spell can serve in a similar fashion
Reduce and Enlarge – These spells are just god sent, Reduce (first level wizard spell 2nd AD&D) can be cast on a large boulder and then be carried with you, and thrown above an enemy and suddenly release the spell. And now you have a flat enemy. Or, the reverse can be done when you need an escape path. Carry a small rock and whenever you need to block monsters from following you, throw out the rock and cast enlarge. Reduce and Enlarge can even be used to enlarge or reduce an enemy’s weapon in order to render it unusable. Creative high level players can use reduce on vorpal swords and use them as arrows.
Silence – One technique used to good effect in several campaigns is the silence (second level priest spell 2nd AD&D) spell cast upon a coin or small gem. When carried, the enchantment benefits the party. In an encounter, the coin can be thrown among enemy spell casters to silence their efforts at spell use. But it’s generally preferred to have it cast on a fighter instead, since a coin can be easily gotten rid of. Note that the spell doesn’t last very long.
Dispel magic – Okay, the need for dispel magic (third level priest and wizard spell 2nd AD&D) is obvious. But I still have to point it out since it’s just such a vital spell. Your team mates will often end up affected by horrible spells that could very well lead to your doom, spells such as suggestion, slow, or even
The following paragraph is not done by me, but taken from
http://www.strangelove.net/~kieser/Gaming/tactics.html
I felt the need to add it because the ability to talk without speaking adds a whole other level on both the tactical and roleplaying plane.
Tactical marching is used when stealth is needed and there is some concealment. Camouflage clothing, noise and light discipline are important. Weapons must have all shiny surfaces blackened/dulled. No
Visual Hand Signals:
Hand signals must be passed down the line of march, so that everyone gets the message.
"Come forward/Come to me." Point at the person, then beckon them to you.
"I'm ready/OK or Are you ready/OK?" Give the "thumb's up" sign affirmatively or questioningly as appropriate.
"No/Stop." Wave hand from side to side, palm forward, in front of body.
"Cut that out, now!" Make cutting motion across throat.
"I don't understand." Shrug in an exaggerated fashion.
"Advance/Move out." Face the desired direction of movement. Hold arm extended to the rear then swing it overhead and forward in the direction of desired movement.
"Speed Up." Thrust fist up and down in the air over head rapidly several times.
"Slow Down." Hold arm out to side extended horizontally and wave downward slightly several times keeping the arm straight.
"Pay Attention/Look." Poke the index and middle fingers toward your eyes (don't actually poke yourself), one finger for each eye. You can then point if there's something in particular you want someone to look at.
"Assemble/Rally." Wave arm in circles over head. This means that the unit should circle around the mission leader forming a secure perimeter or go to a place pointed out after the signal is made. May also be used to define a rally point during a march. In this case, the rally signal is made and then an object at the rally point is touched to indicate where the unit will reassemble if they get into trouble later on up the trail.
"Halt/Stop." Given while on tactical march. Raise hand overhead and hold until signal is understood. When a march is halted this way, it may mean that someone has seen something suspicious and so everyone needs to "take a knee" immediately. If the march remains halted for more than a few seconds, everyone needs to quietly find concealment/cover. The person who called the halt should keep their hand up so the mission commander or team leader can go to them and find out what's going on while everyone else stays down and guards the perimeter.
"Air Attack." Rapidly cross and uncross arms above the head. Everyone should seek cover/concealment and, if the group is in single file, disperse to the sides of the path in an orderly manner.
"Enemy in Sight." Hold a weapon overhead pointed at the enemy. This can be used as a more specific version of the "halt/stop" signal above or may be used when already halted.
This is my first post here on Svartblod Gaming; I’m a regular player that always seeks to improve myself. Both tactically and roleplaying wise; and since I’ve been one to struggle with tactics, as many other in the group I’ve devised a guide. I will most likely change and update this guide as I learn myself, so I would appreciate any tips from anyone out there!
Hope you enjoyed this and will enjoy any future post that will come.
söndag 6 november 2011
Ayna's Adventure 2
So, after having dealt with the dwarf, they rested, and with a visit at Lavinia's gained a new companion: The french woman Celeste. Ayna didn't understand any of the gibberish she spoke, and had to be convinced that Celeste was in fact not mentally retarded. With that, they left to pursue their next clue, Parrot Island.
Gold was sent scouting, which meant that Malfeitor went to rob a library, and Ayna followed. To gain entrance, Malfeitor got Ayna crying to distract the guards, with the lie of that Santa Claus don't exist. This was followe by two fairly incompetent guards wanting to rescue Ayna from Sunshine, or perhaps Sunshine from Ayna, they weren't quite sure which one was the case.
However, after enough sidetracking, they returned to Parrot Island, and went into the old smuggle island... and were promptly locked in. Ayna was getting excited over this adventure.
After wading through old, still and murky waters, killing Zombie Pirates and encountering two, as Ayna calls them, "Shadies" (A Priest and a Oracle), they found the corpse of Penkus, an affiliate of Vanthus. Onto his dead body he held a note, telling of Vanthus crime, how Vanthus had murdered Penkus. However, that's not what Malfeitor told Ayna. He told Ayna that this was Santa Claus list of good kids, and she was not part of it. Gold tried to convince Ayna that this wasn't the case, but when Celeste backed up Malfeitor, Ayna didn't know whom to believe. Gold almost broke down completely in frustration.
After that, the group ventured outside again through some underwater tunnels. There, they parted with the rather zelous cleric and rather naive Oracle. They went to sleep, only to visit Lavinia the next day. There, once again, Malfeitor tricked Ayna. This time he made her believe that cookies are bad, and since Ayna likes cookies, she's bad too. And that's why she's not on Santa's list. And the only way to repent is to crumble the cookies. Ayna was almost crying in childish grief by the time Gold comforted her. But yet again, Celeste backed up Malfeitors statement. This was turning out to be a rather dysfunctional party.
However, after visiting Lavinia, Gold and Ayna went looking for a new house to live in. However, they were all too expensive, so they went back to their quest, and when Gold left to search for information, she left Ayna in Celeste's care... So Celeste promptly drugged Ayna. That was back in Gold's shed, and Ayna was on speed for a long time. How Celeste managed to not go insane remains a mystery. Malfeitor however was attacked by a hyper Ayna upon entering the shed, and he pushed Ayna away so that she fell upon the floor and hurt herself. And not too long after that, she fell asleep.
When she woke up, she was in a room she'd never seen before. Gold was sleeping beside her, full of gunshot wounds and blood dried in her clothes. Ayna reasoned that Gold probably wants to sleep, and remained quiet until Gold awoke. Apparently, they were in an inn, whose owner Gold was a close friend too. The Oracle was there too. Ayna still didn't like her. She's shady.
As it turns out then, both Gold and the Oracle half-mwangi girl are going to work here for a while. So Ayna sits in a corner and watch half-drunk men harass the newly hired Oracle maid, and not harass Gold (whom had been working here for quite some time before). Then Malfeitor enter. After ordering some alcohol with pig's blood in it, the owner asked Gold to ask Malfeitor to leave. Gold however arranged so that Malfeitor could stay in her room. And, after a while, Gold suddenly ran away from the inn. Ayna reacted quickly, and rode after her on Sunshine. After a while, they encountered Malfeitor, with the rat Gold usually carry around with. Following that, they moved on to their next clue, the preservatorium. Meeting with a man in a store filled with exotic, preserved animals, Malfeitor talked a little bit to him, trying to nestle himself into the network the store owner had. It ended with Malfeitor buying a preserved black wyrmling, going home and placing it there, returning to the shop, and then he killed the owner and nailed him to the wall. Sunshine couldn't help wondering what sent through the minds of the prime material planers. However, the party proceeded through a secret door, and discovered the trap door leading underground into some sort of spanish syndicate. After killing 5 members and burning the preservatorium to the ground, Malfeitor and Gold went to buy a house.
But buying a house isn't too easy, even for a tiefling, so Malfeitor and Sunshine had to chase him down. Then Ayna watched as Malfeitor gently threatened and scared the salesman into giving Malfeitor the deed for 200 gold. Which meant he got it for free. This would have been a good end, if the police hadn't come knocking on their door the next day, taking the Oracle (who has turned into Gold's slave and sleeps in the kitchen), Gold and Ayna (together with Sunshine) to the arrest.
Gold was sent scouting, which meant that Malfeitor went to rob a library, and Ayna followed. To gain entrance, Malfeitor got Ayna crying to distract the guards, with the lie of that Santa Claus don't exist. This was followe by two fairly incompetent guards wanting to rescue Ayna from Sunshine, or perhaps Sunshine from Ayna, they weren't quite sure which one was the case.
However, after enough sidetracking, they returned to Parrot Island, and went into the old smuggle island... and were promptly locked in. Ayna was getting excited over this adventure.
After wading through old, still and murky waters, killing Zombie Pirates and encountering two, as Ayna calls them, "Shadies" (A Priest and a Oracle), they found the corpse of Penkus, an affiliate of Vanthus. Onto his dead body he held a note, telling of Vanthus crime, how Vanthus had murdered Penkus. However, that's not what Malfeitor told Ayna. He told Ayna that this was Santa Claus list of good kids, and she was not part of it. Gold tried to convince Ayna that this wasn't the case, but when Celeste backed up Malfeitor, Ayna didn't know whom to believe. Gold almost broke down completely in frustration.
After that, the group ventured outside again through some underwater tunnels. There, they parted with the rather zelous cleric and rather naive Oracle. They went to sleep, only to visit Lavinia the next day. There, once again, Malfeitor tricked Ayna. This time he made her believe that cookies are bad, and since Ayna likes cookies, she's bad too. And that's why she's not on Santa's list. And the only way to repent is to crumble the cookies. Ayna was almost crying in childish grief by the time Gold comforted her. But yet again, Celeste backed up Malfeitors statement. This was turning out to be a rather dysfunctional party.
However, after visiting Lavinia, Gold and Ayna went looking for a new house to live in. However, they were all too expensive, so they went back to their quest, and when Gold left to search for information, she left Ayna in Celeste's care... So Celeste promptly drugged Ayna. That was back in Gold's shed, and Ayna was on speed for a long time. How Celeste managed to not go insane remains a mystery. Malfeitor however was attacked by a hyper Ayna upon entering the shed, and he pushed Ayna away so that she fell upon the floor and hurt herself. And not too long after that, she fell asleep.
When she woke up, she was in a room she'd never seen before. Gold was sleeping beside her, full of gunshot wounds and blood dried in her clothes. Ayna reasoned that Gold probably wants to sleep, and remained quiet until Gold awoke. Apparently, they were in an inn, whose owner Gold was a close friend too. The Oracle was there too. Ayna still didn't like her. She's shady.
As it turns out then, both Gold and the Oracle half-mwangi girl are going to work here for a while. So Ayna sits in a corner and watch half-drunk men harass the newly hired Oracle maid, and not harass Gold (whom had been working here for quite some time before). Then Malfeitor enter. After ordering some alcohol with pig's blood in it, the owner asked Gold to ask Malfeitor to leave. Gold however arranged so that Malfeitor could stay in her room. And, after a while, Gold suddenly ran away from the inn. Ayna reacted quickly, and rode after her on Sunshine. After a while, they encountered Malfeitor, with the rat Gold usually carry around with. Following that, they moved on to their next clue, the preservatorium. Meeting with a man in a store filled with exotic, preserved animals, Malfeitor talked a little bit to him, trying to nestle himself into the network the store owner had. It ended with Malfeitor buying a preserved black wyrmling, going home and placing it there, returning to the shop, and then he killed the owner and nailed him to the wall. Sunshine couldn't help wondering what sent through the minds of the prime material planers. However, the party proceeded through a secret door, and discovered the trap door leading underground into some sort of spanish syndicate. After killing 5 members and burning the preservatorium to the ground, Malfeitor and Gold went to buy a house.
But buying a house isn't too easy, even for a tiefling, so Malfeitor and Sunshine had to chase him down. Then Ayna watched as Malfeitor gently threatened and scared the salesman into giving Malfeitor the deed for 200 gold. Which meant he got it for free. This would have been a good end, if the police hadn't come knocking on their door the next day, taking the Oracle (who has turned into Gold's slave and sleeps in the kitchen), Gold and Ayna (together with Sunshine) to the arrest.
Etiketter:
Ayna's Adventure,
Pathfinder,
Roleplaying,
Session Summary
lördag 5 november 2011
Clash at Opalvägen! 1650 pts Lizardmen vs Vampire Counts!
So, yet another Battle report! This time, I'll actually be one gaming, with my Vampire Counts! Although I don't have a full army, but Tomb King Erik borrowed me his skeletons, and Hate borrowed me his Chaos Warrior Chariot to use as my Black Coach. I also had to proxy a wraith as a Necromancer, and my normal Wight King as a Wight King BSB. Not that many proxies though, they're barely visible between the skeletons!
However, since I'm playing, that means someone else has to write the battle report, and that someone is... Hate! I'll be leaving now, to tend to my Undead army.
So give a warm welcome to Hate!
Hail!
The cool evening breeze blows across the fields of Opalvägen (which actually is pretty close to Bärnstensvägen). The lizardman general, Erik is slowly moving towards the evil Vampire Count Jack's undead forces... The clash of forces is imminent.
So, today I will be doing the batreping. I'm bringing you a battle between The Cornerfag's Vampire Counts and Erik's (not the Tomb King player) Lizardmen. It will be an ultimate showdown of life vs death.
As usual, it will be a friendly game.
Vampire Counts:
Lord:
Vampire Lord
Weapon: Blood Drinker
Armour: The Flayed Hauberk
Talisman: Crown of the Damned
Power: Infinite Hatred
Power: Beguile
Hero:
Necromancer
Spell: Vanhel's Danse Macabre
Arcane Item: Dispel Scroll
Wight King
Battle Standard Bearer
Talisman: Luckstone
Core:
36 Skeletons
Musician
Standard Bearer
10 Skeletons
Special:
19 Grave Guard
Great Weapons
Full Command
Banner of the Barrows
5 Black Knights
Barding
Hell Knight, Banner
Standard of Strigos
Rare:
Black Coach
Lizardmen:
Lords:
Slaan w/ two disciplines, cupped hands, wardrum of xauthec
Hero:
Scar Veteran w/ bane head and bsb and halberd shield, light armor
Core:
30 Saurus warriors w/ champ and standard
10 Skink skrimishers
10 Skink skirmishers
Special:
20 Temple guards w/ champ and standard
Rare:
Ancient Stegadon
Pre-game interview:
Erik's Lizardmen
What is your game plan?
Erik: Uhm... I don't really have a plan. I'm goint to try to kill his Black Coach with my skink skirmishers, because it's going to annoy me. I'm going to face his unit of skeletons with my saurus warriors and crush them into bone-dust. My temple guards will be able to kill his Black Knights pretty easily, and then I'll leave my Stegadon and other unit of Skinks to give long-range support across the field.
Hate: So you don't intend to just win?
Erik: I guess I'll try... But I'm just here to have fun. I didn't want to make a competetive list.
Hate: Define fun.
Erik: Crushing him, winning.
Hate: Good boy.
What are your hopes?
To have "fun" (win). I hope the skirmishers will roll a lot of 6:s, and kill that black coach (I find this very likely due to Erik's extreme luck...)
Hate: So you think it's going to be "fun"?
Erik: Yes, I will find it enjoyable.. But Jack won't.
What are your fears?
Erik: That I will be too lucky and roll lots of 6:s and evolve his black coach way to early.
Hate: Horrible fate being lucky and all.
Erik: Yeah, you know. People hate you. (I do, how ironic when I'm called "Hate"..)
Hate: Wonder why...
So, do you have any plan to counter his units?
Erik: My Saurus warriors will destroy his skeletons and my skirmishers will take out his expensive and tough units.
Erik (Tomb king): It doesn't work that way.
Erik: My stegadon will STOMP.
Hate: How can anything go wrong?
Erik: My luck could suddenly disappear.
Hate: That would be quite unlucky.
Erik: Indeed.
Erik(Tomb king): IT REALLY DOESN'T WORK THAT WAY!!
Hate: And that is all.
*Erik ran away, fetching terrain.*
The Cornerfag's Vampire Counts:
What is your game plan?
TC: Well fudge... I usually don't have any. I haven't played my army enough to make good game plans. I just play units that are COOL!
Hate: Define cool.
TC: Define cool... Yeah. You know that awesome unit that you just wanna play? The unit that really sucks but you play anyway?
Hate: ...
TC: I just realized I have a game plan! The black coach will lock down his magic phase and then charge the flank toegether with my Black Knights. I call it the "Black Flank Technique". And my skeletons and grave guards go phalanx.
Hate: Okay.
What are your hopes?
TC: HOPES... Ahhh... A good and even game. And that my Vampire will beguile something.
Hate: So you have no hopes in winning?
TC: Yeah, but I really don't care.
Hate: ...
What are your fears?
TC: That it will be a short and uneven game.
Hate: Any specific unit that you fear or such?
TC: The stegadon. I don't have any way to counter it.
So, do you have any plan to counter his units?
TC: I really don't know what units he got..
Erik (Tomb king): Saurus warriors.... etc
TC: We shall see!
Erik the Tomb King will be joing me on the sidelines (as you may have noticed already).
Pre-game:
MAGIC:
TC: 5, 6: Summon Undead Horde, Winds of Undeath (but swapped for Raise Dead) (Vampire lord)
Erik: Lore of Light (All spells via loremaster.) (Slann)
TC: So, Sköll. Who do you think is going to win?
Sköll: I think you're going to win.
Terrain Set-up:

Deployment.
TC gets to deploy first and picks the west side. He starts of with putting his big skeleton unit with the wight king BSB in the centre of the board.
Erik deploys his saurus warriors with Scar Veteran facing the spooky scary skeletons.
TC deploys Black Knights on the south flank close to the ruined wizard tower.
Erik places his ancient stegadon by the arcane ruins.
TC summons for his black coach and places it right behind his Black Knights.
Erik's Slaan and Temple guards are deployed facing the Blackflank.
TC deploys his Grave guards and vampire lord next to his skeletons.
Erik deploys his skink skirmishers between the stegadon and the saurus warriors.
TC builds his magic bunker (10 skeletons with Necromancer) slightly south of his skeletons.
Erik places more skink skirmishers on the north flank.
That's it for deployment.
Sideline's Comment:
Hate: Well.. The stegadon is placed in a pretty bad spot based on his gameplan...
EtTK: I agree.

Turn one goes to The Cornerfag's undead forces!
Turn 1
Movement:
TC marches his black knights forward more to the south flank. And then follows them with his Black Coach. Then he marches the Grave Guard forward into the woods, taking cover from the (not-so-very-)lethal darts of the skinks. He moves his necromancer and his bunker closer to the vampire lord. The big skeleton unit marches forward.
Magic:
Roll: 5, 2. No channel
The black coach eats two of his precious power dice.
TC tries to summon an undead horde with four power dice... And miscasts.(Hate: Delighful.) Twenty dead rise from their graves, forming an evil line of DEATH.(EtTK: Slightly above average.) The miscast results in a magical feedback (Hate: Reminds me of Bärnstensvägen...) He loses one power dice and saves all wounds on his casters. Then he fails to cast his next spell.

Erik's Lizardmen turn 1
Saurus warriors charge the dreaded zombie line and get there. The northern skink skirmisher unit tries to march, and passes their Ld-test. They march into the northern woods. The stegadon moves forward slightly, and the temple guards move up to the fence, defending it (Erik the Tomb King called this action.). The skinks moved forward "slowly".
Magic:
Roll: 5, 3 No Channel
The Coach eats two more delicious power dice.
Erik tries to cast Banishment aiming for the Black Coach with 2 + 1 power dice (He gets a free power dice from a discipline). TC lets it pass, and Erik fails to wound it. (Hate: He should have aimed for the knights. EtTK: I agree.)
Then he tries to cast Net of Amynoodlepants (Hate: I won't bother with the names..) with 2+1 power dice.. And miscasts, of course. The result of the miscast being dimensional cascade. Erik comments "Serves me right fo rolling all those 6:s..". The entire unit is hit by the large template. 18 of the Temple guards die and the Slaan is wounded, but manages not to be sucked into a maelstrom of evilness.
Then he tries to cast Shem's Burning Gaze... And miscasts yet again... But this time, just a magical feedback. Wounding the Slaan and loses his last power dice, although killing two Black Knights.
Close Combat:
The Saurus warriors pass the fear test.
The zombies and Saurus warriors fight, resulting in no wounds from the zombies... And 8 of the zombies die. So the dreaded line of zombies crumble to nothingness (or a pile of rotting flesh).

TC Turn 2
Movement:
TC: Let's go for the full out fudging shit, dawg!
(Hate: Probably meaning everything will charge)
The grave guards declare a charge against the Saurus warriors and the skeletons charge the skinks. Los caballeros negro de la muerte charge the Slaan.
The grave guards fail their charge, moving four inches further into the woods. The skeletons make their charge! The skinks stand and shoot, making three poisonous wounds on the skeletons.
The black Knights make their S-test and then make their charge.
The Magic bunker moves forward, and so does the Black Coach.
Magic:
Roll: 5,6 No channeling.
The black coach get another power dice for lunch.
TC cast invocation of Nehek twice, Erik just dispelled it once, on the Skeleton unit. Then TC tries to cast Vanhels Danse Macabre three times, Erik dispells it only twice, on the Skeleton unit.
Close Combat:
The battle starts at the skeletons and the skinks. The wight king strikes first, killing two of the skinks. Then the skeletons kill five of them. The skinks retaliate, killing a couple of skeletons. The skeletons are victorious, and reforms, facing the saurus warriors.
The black knights kill the two remaining temple guards. They drive the Slaan of the board with their victory, overruning 10 inches straight forward. Right off the table.

Turn 2 Lizardmen.
Movement:
The Saurus warriors try to charge the grave guards and fail. The stegadon reforms, facing the skeletons.
Shooting Phase!!!!
The stegadon unleashed hell with his giant blowpipes! Killing three of the skeletons. Then the skinks fire at the grave guards, failing to do anything at all. As usual.

TC turn 3
Movement:
Grave guards declare a charge against the saurus warriors and succeed! The Saurus warriors elect to hold. Then the Skeletons also charge the saurus warriors and get there aswell. The blood god will be pleased with all this bloodshed...
Magic:
Roll: 4, 1. 2 channels:
The black coach eats one power dice.
The necromancer casts Vanhels Danse Macabre on the Grave Guards, succeeding. Then he casts the same spell again, failing. And all concentration is broken.
The vampire lord casts invocation of Nehek twice, returning all dead(?) skeletons.
Close Combat:
The Vampire lord challenges the Saurus warrior unit, and the champion accepts. The Vampire slays the champion, overklling it once. The graveguards hit all of their attacks, wounding nine of them. All of the wounded die. The wight king kills one.
The Saurus warriors retaliate. Killing seven in total.
The saurus warriors flee and Erik considers the game over and conscedes.

Redux
Erik: I would have put my skinks on the south flank instead of in the middle and in the north flank. I would also put my stegadon on the north flank instead. I don't think I could've done anything differently because I had som bad luck. (Hate: HAHAHAHAHHAHAHAHAHAHAA!!!11) My Scar-veteran was my favourite unit, because it killed many Grave Guards (4).
Hate: The blood god is pleased.
Erik: So are the Old Ones. Also, I would've changed the Scar-veteran for an engine of the gods.
Hate: Told you.
TC: My deployment bothered me. There was something with the Black Coach... The whole Blackflank was.. I don't know. Odd. My favourite unit is either the Grave Guards or the Black Coach. But, the Black Coach did nothing, so my pick is the Grave Guards. They killed lots.
Hate: The blood god is pleased.
That concludes this battle for Opalvägen.
Ave Victoria!
/Hate
(Oh, and not to forget: Friendly aftergame handshake!)
However, since I'm playing, that means someone else has to write the battle report, and that someone is... Hate! I'll be leaving now, to tend to my Undead army.
So give a warm welcome to Hate!
Hail!
The cool evening breeze blows across the fields of Opalvägen (which actually is pretty close to Bärnstensvägen). The lizardman general, Erik is slowly moving towards the evil Vampire Count Jack's undead forces... The clash of forces is imminent.
So, today I will be doing the batreping. I'm bringing you a battle between The Cornerfag's Vampire Counts and Erik's (not the Tomb King player) Lizardmen. It will be an ultimate showdown of life vs death.
As usual, it will be a friendly game.
Vampire Counts:
Lord:
Vampire Lord
Weapon: Blood Drinker
Armour: The Flayed Hauberk
Talisman: Crown of the Damned
Power: Infinite Hatred
Power: Beguile
Hero:
Necromancer
Spell: Vanhel's Danse Macabre
Arcane Item: Dispel Scroll
Wight King
Battle Standard Bearer
Talisman: Luckstone
Core:
36 Skeletons
Musician
Standard Bearer
10 Skeletons
Special:
19 Grave Guard
Great Weapons
Full Command
Banner of the Barrows
5 Black Knights
Barding
Hell Knight, Banner
Standard of Strigos
Rare:
Black Coach
Lizardmen:
Lords:
Slaan w/ two disciplines, cupped hands, wardrum of xauthec
Hero:
Scar Veteran w/ bane head and bsb and halberd shield, light armor
Core:
30 Saurus warriors w/ champ and standard
10 Skink skrimishers
10 Skink skirmishers
Special:
20 Temple guards w/ champ and standard
Rare:
Ancient Stegadon
Pre-game interview:
Erik's Lizardmen
What is your game plan?
Erik: Uhm... I don't really have a plan. I'm goint to try to kill his Black Coach with my skink skirmishers, because it's going to annoy me. I'm going to face his unit of skeletons with my saurus warriors and crush them into bone-dust. My temple guards will be able to kill his Black Knights pretty easily, and then I'll leave my Stegadon and other unit of Skinks to give long-range support across the field.
Hate: So you don't intend to just win?
Erik: I guess I'll try... But I'm just here to have fun. I didn't want to make a competetive list.
Hate: Define fun.
Erik: Crushing him, winning.
Hate: Good boy.
What are your hopes?
To have "fun" (win). I hope the skirmishers will roll a lot of 6:s, and kill that black coach (I find this very likely due to Erik's extreme luck...)
Hate: So you think it's going to be "fun"?
Erik: Yes, I will find it enjoyable.. But Jack won't.
What are your fears?
Erik: That I will be too lucky and roll lots of 6:s and evolve his black coach way to early.
Hate: Horrible fate being lucky and all.
Erik: Yeah, you know. People hate you. (I do, how ironic when I'm called "Hate"..)
Hate: Wonder why...
So, do you have any plan to counter his units?
Erik: My Saurus warriors will destroy his skeletons and my skirmishers will take out his expensive and tough units.
Erik (Tomb king): It doesn't work that way.
Erik: My stegadon will STOMP.
Hate: How can anything go wrong?
Erik: My luck could suddenly disappear.
Hate: That would be quite unlucky.
Erik: Indeed.
Erik(Tomb king): IT REALLY DOESN'T WORK THAT WAY!!
Hate: And that is all.
*Erik ran away, fetching terrain.*
The Cornerfag's Vampire Counts:
What is your game plan?
TC: Well fudge... I usually don't have any. I haven't played my army enough to make good game plans. I just play units that are COOL!
Hate: Define cool.
TC: Define cool... Yeah. You know that awesome unit that you just wanna play? The unit that really sucks but you play anyway?
Hate: ...
TC: I just realized I have a game plan! The black coach will lock down his magic phase and then charge the flank toegether with my Black Knights. I call it the "Black Flank Technique". And my skeletons and grave guards go phalanx.
Hate: Okay.
What are your hopes?
TC: HOPES... Ahhh... A good and even game. And that my Vampire will beguile something.
Hate: So you have no hopes in winning?
TC: Yeah, but I really don't care.
Hate: ...
What are your fears?
TC: That it will be a short and uneven game.
Hate: Any specific unit that you fear or such?
TC: The stegadon. I don't have any way to counter it.
So, do you have any plan to counter his units?
TC: I really don't know what units he got..
Erik (Tomb king): Saurus warriors.... etc
TC: We shall see!
Erik the Tomb King will be joing me on the sidelines (as you may have noticed already).
Pre-game:
MAGIC:
TC: 5, 6: Summon Undead Horde, Winds of Undeath (but swapped for Raise Dead) (Vampire lord)
Erik: Lore of Light (All spells via loremaster.) (Slann)
TC: So, Sköll. Who do you think is going to win?
Sköll: I think you're going to win.
Terrain Set-up:

Deployment.
TC gets to deploy first and picks the west side. He starts of with putting his big skeleton unit with the wight king BSB in the centre of the board.
Erik deploys his saurus warriors with Scar Veteran facing the spooky scary skeletons.
TC deploys Black Knights on the south flank close to the ruined wizard tower.
Erik places his ancient stegadon by the arcane ruins.
TC summons for his black coach and places it right behind his Black Knights.
Erik's Slaan and Temple guards are deployed facing the Blackflank.
TC deploys his Grave guards and vampire lord next to his skeletons.
Erik deploys his skink skirmishers between the stegadon and the saurus warriors.
TC builds his magic bunker (10 skeletons with Necromancer) slightly south of his skeletons.
Erik places more skink skirmishers on the north flank.
That's it for deployment.
Sideline's Comment:
Hate: Well.. The stegadon is placed in a pretty bad spot based on his gameplan...
EtTK: I agree.

Turn one goes to The Cornerfag's undead forces!
Turn 1
Movement:
TC marches his black knights forward more to the south flank. And then follows them with his Black Coach. Then he marches the Grave Guard forward into the woods, taking cover from the (not-so-very-)lethal darts of the skinks. He moves his necromancer and his bunker closer to the vampire lord. The big skeleton unit marches forward.
Magic:
Roll: 5, 2. No channel
The black coach eats two of his precious power dice.
TC tries to summon an undead horde with four power dice... And miscasts.(Hate: Delighful.) Twenty dead rise from their graves, forming an evil line of DEATH.(EtTK: Slightly above average.) The miscast results in a magical feedback (Hate: Reminds me of Bärnstensvägen...) He loses one power dice and saves all wounds on his casters. Then he fails to cast his next spell.

Erik's Lizardmen turn 1
Saurus warriors charge the dreaded zombie line and get there. The northern skink skirmisher unit tries to march, and passes their Ld-test. They march into the northern woods. The stegadon moves forward slightly, and the temple guards move up to the fence, defending it (Erik the Tomb King called this action.). The skinks moved forward "slowly".
Magic:
Roll: 5, 3 No Channel
The Coach eats two more delicious power dice.
Erik tries to cast Banishment aiming for the Black Coach with 2 + 1 power dice (He gets a free power dice from a discipline). TC lets it pass, and Erik fails to wound it. (Hate: He should have aimed for the knights. EtTK: I agree.)
Then he tries to cast Net of Amynoodlepants (Hate: I won't bother with the names..) with 2+1 power dice.. And miscasts, of course. The result of the miscast being dimensional cascade. Erik comments "Serves me right fo rolling all those 6:s..". The entire unit is hit by the large template. 18 of the Temple guards die and the Slaan is wounded, but manages not to be sucked into a maelstrom of evilness.
Then he tries to cast Shem's Burning Gaze... And miscasts yet again... But this time, just a magical feedback. Wounding the Slaan and loses his last power dice, although killing two Black Knights.
Close Combat:
The Saurus warriors pass the fear test.
The zombies and Saurus warriors fight, resulting in no wounds from the zombies... And 8 of the zombies die. So the dreaded line of zombies crumble to nothingness (or a pile of rotting flesh).

TC Turn 2
Movement:
TC: Let's go for the full out fudging shit, dawg!
(Hate: Probably meaning everything will charge)
The grave guards declare a charge against the Saurus warriors and the skeletons charge the skinks. Los caballeros negro de la muerte charge the Slaan.
The grave guards fail their charge, moving four inches further into the woods. The skeletons make their charge! The skinks stand and shoot, making three poisonous wounds on the skeletons.
The black Knights make their S-test and then make their charge.
The Magic bunker moves forward, and so does the Black Coach.
Magic:
Roll: 5,6 No channeling.
The black coach get another power dice for lunch.
TC cast invocation of Nehek twice, Erik just dispelled it once, on the Skeleton unit. Then TC tries to cast Vanhels Danse Macabre three times, Erik dispells it only twice, on the Skeleton unit.
Close Combat:
The battle starts at the skeletons and the skinks. The wight king strikes first, killing two of the skinks. Then the skeletons kill five of them. The skinks retaliate, killing a couple of skeletons. The skeletons are victorious, and reforms, facing the saurus warriors.
The black knights kill the two remaining temple guards. They drive the Slaan of the board with their victory, overruning 10 inches straight forward. Right off the table.

Turn 2 Lizardmen.
Movement:
The Saurus warriors try to charge the grave guards and fail. The stegadon reforms, facing the skeletons.
Shooting Phase!!!!
The stegadon unleashed hell with his giant blowpipes! Killing three of the skeletons. Then the skinks fire at the grave guards, failing to do anything at all. As usual.

TC turn 3
Movement:
Grave guards declare a charge against the saurus warriors and succeed! The Saurus warriors elect to hold. Then the Skeletons also charge the saurus warriors and get there aswell. The blood god will be pleased with all this bloodshed...
Magic:
Roll: 4, 1. 2 channels:
The black coach eats one power dice.
The necromancer casts Vanhels Danse Macabre on the Grave Guards, succeeding. Then he casts the same spell again, failing. And all concentration is broken.
The vampire lord casts invocation of Nehek twice, returning all dead(?) skeletons.
Close Combat:
The Vampire lord challenges the Saurus warrior unit, and the champion accepts. The Vampire slays the champion, overklling it once. The graveguards hit all of their attacks, wounding nine of them. All of the wounded die. The wight king kills one.
The Saurus warriors retaliate. Killing seven in total.
The saurus warriors flee and Erik considers the game over and conscedes.

Redux
Erik: I would have put my skinks on the south flank instead of in the middle and in the north flank. I would also put my stegadon on the north flank instead. I don't think I could've done anything differently because I had som bad luck. (Hate: HAHAHAHAHHAHAHAHAHAHAA!!!11) My Scar-veteran was my favourite unit, because it killed many Grave Guards (4).
Hate: The blood god is pleased.
Erik: So are the Old Ones. Also, I would've changed the Scar-veteran for an engine of the gods.
Hate: Told you.
TC: My deployment bothered me. There was something with the Black Coach... The whole Blackflank was.. I don't know. Odd. My favourite unit is either the Grave Guards or the Black Coach. But, the Black Coach did nothing, so my pick is the Grave Guards. They killed lots.
Hate: The blood god is pleased.
That concludes this battle for Opalvägen.
Ave Victoria!
/Hate
(Oh, and not to forget: Friendly aftergame handshake!)

Etiketter:
Battle Report,
Lizardmen,
Vampire Counts,
Warhammer Fantasy
Diary of Gold Davis 13-14th March
Once again great roleplaying has occured! Savage Tides is moving on smoothly like a hot chick with a ton of lube. And now, the one thing you've waited for:
DIARY OF GOLD DAVIS
The 13th of March 1621
Today I woke up pretty late at Belkors inn and with a great headache and memory losses, but after I read you it came back to me. I started the day by getting Ayna some breakfast and then I started to work as a maid to pay off Belkor. Malfeitor came and visited us and you know what? He ordered rum and the blood of a pig. Disgusting! I had to ask Galbert, the chef for some of the blood and it ended up with me hiding Malfeitor in my room. I continued my work and the little Mwangi, Violet came and asked for employment as well. Suddenly the link between me and Astaroth became weaker, I ran to the room and window was wide open and neither Astaroth nor Malfeitor were to be found. I jumped out of the window and searched the whole town before I found them in Shadowshore. Astaroth promised never to run away like that again, and when I fell asleep at night he talked to me in my dreams, more of that later. Anyways I went back to Belkor who threw me out. Just because of that imbecilic Mwangi-elf. I can’t stand them! They’re ugly, stupid and worthless! However after I got thrown out. I went to the library, leaving Ayna with Malfeitor to avoid problems with the guards since we don’t have any license for Solsken. So Malfeitor went to fix that with Ayna while I took the Mwangi and went to the library. When we came to the Noble’s District the guards stopped us, asking me if the slave was mine. Of course, I said and then they told me to get her marked. I really liked idea to mark my Mwangi, after all I saved her and I am taking care her, so I figured she was mine. We went to a tattoo parlor and she didn’t resist until the needle came close but lucky me there were to strong men to keep her in the chair and they marked her with the slave mark and my signet. She didn’t look to happy when she came out but she followed like a dog to the library where they didn’t have any books about witches, that was what I was looking for as you might guess. When I was to take my leave the librarian told me about a good bookshop that might just have what I was looking for. I went to the bookshop and an old wizard was running it. He gave me two books that seemed interesting and then I went to see Malfeitor and Ayna who hadn’t fixed the license yet. So the five of us went to Malfeitors contact. A scumbag, of course and he had also managed to make the wrong license. But our friendly neighbour Malfeitor made him re-do it. While waiting I showed them were I and Xerath had been ambushed. Malfeitor climbed the roof and after some minutes he had a direction for us. We followed it but it was a dead end, so we checked all of our clues and found out that we should be heading for the taxidermist. We went to the closest one and with our luck we hit the right one. We imposed a happy, but strange family and I had to use my magic to find a secret door. Sadly for the shopkeeper we had to kill him to get down. But we didn’t kill him at first, first we argued and made our bluff lifelike, Malfeitor even bought a black dragon wyrmling to enhance it. We went back to the shop later in the evening and with Malfeitors sleight of hand we disarmed the shopkeeper and killed him silently. And to make statement, a really unnecessary one if you ask me, Malfeitor took the poor man and stuck him to the wall. We entered the secret door and down there we found a dungeon! We searched it and found a trapdoor that we opened and there was ladder that we climbed down. It was a live cavern down here and of course we met some of the Lotus Dragons down here. We killed five of them before we took our escape and with the help of Ayna I turned the house on fire. At first I thought that she would be scared for life after this, but she seemed to enjoy and didn’t take it to serious, I think there’s a chance that she will be somewhat normal when she grows up. At least she is in good hands now. While going home I asked Malfeitor to help me get a better price for the house that I had looked at. He said that I would owe him but he did it. I bought the house for two hundred gold, much cheaper than I expected but a good price. I also invited him in for breakfast in the new house.
The 14th of March 1621
I’ve never been as bad treated as I’ve been today. I woke up early to make us all breakfast and change the locks on the house since we had to break them to come in. Just as I’m about to wake Ayna the house is stormed by redcoats. They accused me for stealing the house and then they forced me to lie on the ground like some common slave! I will not find myself in this, I told them but of course they were to stupid to understand common Sasserine. After a lot of arguing they took me, Ayna, Solsken and the Mwangi to jail. They questioned me and I had to send for Lavinia to get us out, as a back-up I sent Astaroth to get Malfeitor. Sadly I sent Malfeitor to a trap, the guards were alredy looking for him so when he charged through the doors I casted message and told him to run away as fast as possible. He got away and some minutes after that Lavinia was there bailing us out. They also let me buy the house for just two hundred gold and a night with the Mwangi, I think that’s a fair deal but Lavinia didn’t. She paid to free Violet. I don’t know what she is thinking; a fine woman like her should know that the Mwangi is less worth than us! She’s a noble, damn it! She doesn’t honour the customs! I pity her blindness, her parents must have failed raising her. When we got home again we ate the breakfast and cleaned house before going back to Lavinia, for some reason she wanted me for a further discussion about the Mwangi. I think Malfeitor is growing a little fond of me. He agreed about the Elf at least. So I’ve come to the conclusion that he and I have more in common that I first thought. We are preparing to enter the Lotus Dragons lair once again. I’ll tell you how it went. OH! I forgot to mention one thing. It ended up with me cutting of the Mwangis right chin and her magically healing it again so the slave mark is gone… But! She still has my signet on her left arm which could be useful later…
DIARY OF GOLD DAVIS
The 13th of March 1621
Today I woke up pretty late at Belkors inn and with a great headache and memory losses, but after I read you it came back to me. I started the day by getting Ayna some breakfast and then I started to work as a maid to pay off Belkor. Malfeitor came and visited us and you know what? He ordered rum and the blood of a pig. Disgusting! I had to ask Galbert, the chef for some of the blood and it ended up with me hiding Malfeitor in my room. I continued my work and the little Mwangi, Violet came and asked for employment as well. Suddenly the link between me and Astaroth became weaker, I ran to the room and window was wide open and neither Astaroth nor Malfeitor were to be found. I jumped out of the window and searched the whole town before I found them in Shadowshore. Astaroth promised never to run away like that again, and when I fell asleep at night he talked to me in my dreams, more of that later. Anyways I went back to Belkor who threw me out. Just because of that imbecilic Mwangi-elf. I can’t stand them! They’re ugly, stupid and worthless! However after I got thrown out. I went to the library, leaving Ayna with Malfeitor to avoid problems with the guards since we don’t have any license for Solsken. So Malfeitor went to fix that with Ayna while I took the Mwangi and went to the library. When we came to the Noble’s District the guards stopped us, asking me if the slave was mine. Of course, I said and then they told me to get her marked. I really liked idea to mark my Mwangi, after all I saved her and I am taking care her, so I figured she was mine. We went to a tattoo parlor and she didn’t resist until the needle came close but lucky me there were to strong men to keep her in the chair and they marked her with the slave mark and my signet. She didn’t look to happy when she came out but she followed like a dog to the library where they didn’t have any books about witches, that was what I was looking for as you might guess. When I was to take my leave the librarian told me about a good bookshop that might just have what I was looking for. I went to the bookshop and an old wizard was running it. He gave me two books that seemed interesting and then I went to see Malfeitor and Ayna who hadn’t fixed the license yet. So the five of us went to Malfeitors contact. A scumbag, of course and he had also managed to make the wrong license. But our friendly neighbour Malfeitor made him re-do it. While waiting I showed them were I and Xerath had been ambushed. Malfeitor climbed the roof and after some minutes he had a direction for us. We followed it but it was a dead end, so we checked all of our clues and found out that we should be heading for the taxidermist. We went to the closest one and with our luck we hit the right one. We imposed a happy, but strange family and I had to use my magic to find a secret door. Sadly for the shopkeeper we had to kill him to get down. But we didn’t kill him at first, first we argued and made our bluff lifelike, Malfeitor even bought a black dragon wyrmling to enhance it. We went back to the shop later in the evening and with Malfeitors sleight of hand we disarmed the shopkeeper and killed him silently. And to make statement, a really unnecessary one if you ask me, Malfeitor took the poor man and stuck him to the wall. We entered the secret door and down there we found a dungeon! We searched it and found a trapdoor that we opened and there was ladder that we climbed down. It was a live cavern down here and of course we met some of the Lotus Dragons down here. We killed five of them before we took our escape and with the help of Ayna I turned the house on fire. At first I thought that she would be scared for life after this, but she seemed to enjoy and didn’t take it to serious, I think there’s a chance that she will be somewhat normal when she grows up. At least she is in good hands now. While going home I asked Malfeitor to help me get a better price for the house that I had looked at. He said that I would owe him but he did it. I bought the house for two hundred gold, much cheaper than I expected but a good price. I also invited him in for breakfast in the new house.
The 14th of March 1621
I’ve never been as bad treated as I’ve been today. I woke up early to make us all breakfast and change the locks on the house since we had to break them to come in. Just as I’m about to wake Ayna the house is stormed by redcoats. They accused me for stealing the house and then they forced me to lie on the ground like some common slave! I will not find myself in this, I told them but of course they were to stupid to understand common Sasserine. After a lot of arguing they took me, Ayna, Solsken and the Mwangi to jail. They questioned me and I had to send for Lavinia to get us out, as a back-up I sent Astaroth to get Malfeitor. Sadly I sent Malfeitor to a trap, the guards were alredy looking for him so when he charged through the doors I casted message and told him to run away as fast as possible. He got away and some minutes after that Lavinia was there bailing us out. They also let me buy the house for just two hundred gold and a night with the Mwangi, I think that’s a fair deal but Lavinia didn’t. She paid to free Violet. I don’t know what she is thinking; a fine woman like her should know that the Mwangi is less worth than us! She’s a noble, damn it! She doesn’t honour the customs! I pity her blindness, her parents must have failed raising her. When we got home again we ate the breakfast and cleaned house before going back to Lavinia, for some reason she wanted me for a further discussion about the Mwangi. I think Malfeitor is growing a little fond of me. He agreed about the Elf at least. So I’ve come to the conclusion that he and I have more in common that I first thought. We are preparing to enter the Lotus Dragons lair once again. I’ll tell you how it went. OH! I forgot to mention one thing. It ended up with me cutting of the Mwangis right chin and her magically healing it again so the slave mark is gone… But! She still has my signet on her left arm which could be useful later…
torsdag 3 november 2011
Diary of Gold Davis
So... Savage Tides has been going on with a good flow and the best roleplay has ever seen, with exceptions for the Oracle whose entry line sounded like this:
"Hey! You guys don't seem like to like zombies, I don't like zombies either, let us team up!"
Anyways, here comes Gold's newest diary entries:
The 10th of March 1621
I sure am confused right now but I’ll try and take it from the top. First of all I’ve noticed that Malfeitor is a demonchild. He has horns, glowing eyes and a tail. I haven’t dared to take a good look at him before but now I do. I guess it explains some of his behavior, being hated by society his whole life I think that must make one filled with hatred. We’ve also got some adds to our group and they’re terrible. But I’ll tell you about our mission progress first. After we found some clues about Lavinia’s brother we went to “It still floats” a boatyard in the Shadowshore district. We found a dwarf called Panchi there who we interrogated and eventually Malfeitor got rid of him. We did get some answers but when we went back to look for information at the streets a Mwangi-Elf stopped us and told us where Vanthus (Lavinias brother) was hiding. I transformed myself to a young girl, about Aynas age and went to the island, Parrot Island to investigate. I found a secret tunnel on the island and it led to a door that I didn’t dare to enter because of some really strange sounds and Astaroths opinon after entering the room. I went back to the harbor were I left Ayna and Malfeitor, but of course they weren’t there. I went to Lavinias to check in but the only one there was our new co-worker, Celeste. She is an alchemist from Chalchedan, I’m actually not sure where she’s from but I’m guessing because of her accent. At first she was nice but then she started to follow Malfeitor in his mischief with Ayna. When we all were together we went out to the Parrot Island to investigate further. We climbed down the tunnel and when we hit the ground the trapdoor closed behind us and a rock was rolled onto the door, trapping us in the tunnel. Since we didn’t have a choice we continued down the tunnel and opened the door that I didn’t dare to enter before. But we did and we faced zombie pirates. I think there were four of them but it was hard to see down there. After the fierce battle we met a small Elf girl and a human who calls himself priest. First I thought that they were part of the setup that we’ve fallen into but later we found out that they weren’t. We continued the dungeon and found the corpse of Penkus, one of the men connected to Vanthus disappearance, with a note saying that we should avenge him and kill Vanthus but of course we won’t do that. We will bring him back to Lavinia alive. Penkus had a strange tattoo on his shoulder, a dragon grasping a lotus. I also found out that it was Malfeitor who told Ayna that Vanthus was Santa Claus, isn’t that just like him? I tried to explain the truth to her but she didn’t cope. We found some underwater tunnels that I investigated and that were also our exit, they resulted at the east side of the island and I went home from there. I really need to get a bigger place, I don’t know where Celeste is sleeping but she told me that she didn’t live in the city. I’ll get to that first thing in the morning. I need to give Ayna a proper home. I will try and get some sleep now diary. Goodnight!
The 12th of March 1621
As I told you yesterday I went house hunting today. I checked out a few places but none of them suited me and Ayna. I asked if Celeste would like to live with us but she politely turned down my offer. I went back home to check things were alright and to leave some money that I had with me during the hunt. When we got back I found Malfeitor reading you, I quickly grabbed you and blushed. It was really embarrassing; he knows everything about me now! I bet he’ll use it against me sometime. Anyways, together we ventured to Lavinia and on our way there we bumped Xerath the “priest”. He promised to be nice to Ayna so I let him accompany us to Lavinia, he said something about unsettled business with Vanthus. We had to wait for Lavinia a little while and the same moment Korra let us in Malfeitor showed up. I told her about the Parrot Island and then Malfeitors usual arguing about the salary started. When I mentioned Penkus tattoo Lavinia told us about the Lotus Dragons, a fierce gang of organized thieves who just started to take control of the criminal world in Sasserine. I left Ayna with Celeste and went down to Shadowshore to gather some information about the guild. After some unsuccessful searching a man bumped into me and left me a note. It was from the Lotus Dragons and it said that if we continued to pursue them they would bring us to tears. I went home, finding Ayna running around high on some drugs that Celeste had given her. I took care of Ayna and asked Malfeitor if I should continue the search, of course he said yes but this time Xerath offered to come with me. So me and Xerath went out in Shadowshore again together searching for the organization but this time I got pickpocketed by a scum who tried to run away. I followed him and after me and Xerath ran into a back alley a wall of thorns appeared behind us. There were men firing guns at us from the roof so I threw Xerath up to fight them with my hair and ran to climb the wall after him. When I was hanging from the ledge on the roof everything suddenly got black and fell to the ground in a dead feint. I waked up several hours later, drugged and Malfeitor was hanging over me telling me that I had to take Ayna and get out of my house because the thieves had followed me and knew where I lived. I grabbed my stuff and Ayna and with some magic I turned the house on fire. Still in the mist of painkilling drugs I went to Belkor, my Mothers employer for several years, he gave me and Ayna a room for the night and I fell to sleep rather quickly.
"Hey! You guys don't seem like to like zombies, I don't like zombies either, let us team up!"
Anyways, here comes Gold's newest diary entries:
The 10th of March 1621
I sure am confused right now but I’ll try and take it from the top. First of all I’ve noticed that Malfeitor is a demonchild. He has horns, glowing eyes and a tail. I haven’t dared to take a good look at him before but now I do. I guess it explains some of his behavior, being hated by society his whole life I think that must make one filled with hatred. We’ve also got some adds to our group and they’re terrible. But I’ll tell you about our mission progress first. After we found some clues about Lavinia’s brother we went to “It still floats” a boatyard in the Shadowshore district. We found a dwarf called Panchi there who we interrogated and eventually Malfeitor got rid of him. We did get some answers but when we went back to look for information at the streets a Mwangi-Elf stopped us and told us where Vanthus (Lavinias brother) was hiding. I transformed myself to a young girl, about Aynas age and went to the island, Parrot Island to investigate. I found a secret tunnel on the island and it led to a door that I didn’t dare to enter because of some really strange sounds and Astaroths opinon after entering the room. I went back to the harbor were I left Ayna and Malfeitor, but of course they weren’t there. I went to Lavinias to check in but the only one there was our new co-worker, Celeste. She is an alchemist from Chalchedan, I’m actually not sure where she’s from but I’m guessing because of her accent. At first she was nice but then she started to follow Malfeitor in his mischief with Ayna. When we all were together we went out to the Parrot Island to investigate further. We climbed down the tunnel and when we hit the ground the trapdoor closed behind us and a rock was rolled onto the door, trapping us in the tunnel. Since we didn’t have a choice we continued down the tunnel and opened the door that I didn’t dare to enter before. But we did and we faced zombie pirates. I think there were four of them but it was hard to see down there. After the fierce battle we met a small Elf girl and a human who calls himself priest. First I thought that they were part of the setup that we’ve fallen into but later we found out that they weren’t. We continued the dungeon and found the corpse of Penkus, one of the men connected to Vanthus disappearance, with a note saying that we should avenge him and kill Vanthus but of course we won’t do that. We will bring him back to Lavinia alive. Penkus had a strange tattoo on his shoulder, a dragon grasping a lotus. I also found out that it was Malfeitor who told Ayna that Vanthus was Santa Claus, isn’t that just like him? I tried to explain the truth to her but she didn’t cope. We found some underwater tunnels that I investigated and that were also our exit, they resulted at the east side of the island and I went home from there. I really need to get a bigger place, I don’t know where Celeste is sleeping but she told me that she didn’t live in the city. I’ll get to that first thing in the morning. I need to give Ayna a proper home. I will try and get some sleep now diary. Goodnight!
The 12th of March 1621
As I told you yesterday I went house hunting today. I checked out a few places but none of them suited me and Ayna. I asked if Celeste would like to live with us but she politely turned down my offer. I went back home to check things were alright and to leave some money that I had with me during the hunt. When we got back I found Malfeitor reading you, I quickly grabbed you and blushed. It was really embarrassing; he knows everything about me now! I bet he’ll use it against me sometime. Anyways, together we ventured to Lavinia and on our way there we bumped Xerath the “priest”. He promised to be nice to Ayna so I let him accompany us to Lavinia, he said something about unsettled business with Vanthus. We had to wait for Lavinia a little while and the same moment Korra let us in Malfeitor showed up. I told her about the Parrot Island and then Malfeitors usual arguing about the salary started. When I mentioned Penkus tattoo Lavinia told us about the Lotus Dragons, a fierce gang of organized thieves who just started to take control of the criminal world in Sasserine. I left Ayna with Celeste and went down to Shadowshore to gather some information about the guild. After some unsuccessful searching a man bumped into me and left me a note. It was from the Lotus Dragons and it said that if we continued to pursue them they would bring us to tears. I went home, finding Ayna running around high on some drugs that Celeste had given her. I took care of Ayna and asked Malfeitor if I should continue the search, of course he said yes but this time Xerath offered to come with me. So me and Xerath went out in Shadowshore again together searching for the organization but this time I got pickpocketed by a scum who tried to run away. I followed him and after me and Xerath ran into a back alley a wall of thorns appeared behind us. There were men firing guns at us from the roof so I threw Xerath up to fight them with my hair and ran to climb the wall after him. When I was hanging from the ledge on the roof everything suddenly got black and fell to the ground in a dead feint. I waked up several hours later, drugged and Malfeitor was hanging over me telling me that I had to take Ayna and get out of my house because the thieves had followed me and knew where I lived. I grabbed my stuff and Ayna and with some magic I turned the house on fire. Still in the mist of painkilling drugs I went to Belkor, my Mothers employer for several years, he gave me and Ayna a room for the night and I fell to sleep rather quickly.
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