Wednesday, August 27, 2014

Session 41 - God of War

Key Points:
  • The party took a moment to recover after Artemis and Apollo...
    • The half-elven twins were restrained.
    • Roan claimed Artemis' Bow while Managirl took Apollo's Lyre.
    • Setter, Kembu, and Managirl all expressed concern over Aria who did not handle her near death experience that well. A combination of her familial ties to Kembu along with Setter's wisdom was able to put Aria into a better mindset.
    • The group saw Setter's human form! Neat.
    • Otter wasn't too happy with her wound, but after a pill from Setter and a pixie stick from Managirl, she got over the worse of it.
    • Various people raided the concession stands of their drinks and snacks.
    • Roan was texted by Gwen. She informed him a Genesis cleaning crew was in route and for him NOT to be there when they showed up...
  • The group started their skill challenge... the goal being to get to the Olympian's Hideout.
    • Setter (through INSIGHT) managed to find the whereabouts of where the secret passage would be: in a theater closed down for repairs.
    • Kembu (through PERCEPTION) managed to locate a hidden switch (in the no-smoking sign). Upon touching it, he discovered that the theater's screen moved aside and a secret, hidden door was revealed.
    • Otter (through ARCANA) managed to hack into the security system of the Treant Theater and reached out to her contacts on the cyber.net to figure out how to bypass the secret door.
    • The door lead to an underground labyrinth of tunnels that Roan (through DUNGEONEERING) managed to navigate expertly.
    • Eventually, the group came into an obstacle: some kind of mind-alerting, physiology alerting green fog and gas. Aria (through ACROBATICS) discovered a switch that cleared the fog.
    • The next obstacle was a floor that was electrified. Managirl (through ATHLETICS) used her flying and grappling hook skills to bypass the electric floor to a catwalk whereupon she used a circuit break to disable the trapped floor.
    • Finally, Angel (through ARCANA) managed to successfully overheat a turret gun aimed to kill the group in the next room.
    • All of this resulted in a successful skill challenge...
  • The group had made it to a hidden facility in SECTOR SIX, the TESTING DISTRICT...
    • In the basement of the facility, Ares (self-titled God of War) was awaiting...
    • Ares was free to taunt the group a little bit; namely teasing Roan with the tragic event that the sniper had experienced prior to the start of the campaign.
    • With Ares, the Olympian had a small army of cut-throats, several murderous geisha, and an extinct manticore.  
    • Eventually, there was enough words, and the battle broke out...
  • ROUND ONE!!!!!!!
    • Ares tried to start off with an early advantage; aiming for Kembu, but the samurai's quick counter put a stop to that.
    • The manticore ambushed the majority of the group with a spiked volley from its tail, then flew into combat; attacking Aria and Managirl.
    • Setter buffed Managirl, then weaponized her against the manticore.
    • Kembu wounded Ares, then killed a cut-throat.
    • The geisha's went after Kembu and Angel, but couldn't hit them (merely marked them).
    • Otter had a successful turn; dazing Ares, the manticore, and the geisha with a hypnotic pattern before weaponizing the manticore against Ares.
    • Roan fired on the manticore.
    • Aria tangoed with Ares and placed him in a submission hold.
    • Managirl severely wounded Ares and Manticore with her manarangs.
    • The various cut-throats went after different targets with varying degrees of success.
    • Angel blasted one of the geisha's attacking her; bloodying it.
  • ROUND TWO!!!!!
    • Ares attempted to attack Aria, but failing to do that and receiving a counter strike that bloodied him, he decided to teleport away from the grapple. It was then that he attacked the backline, wounding Managirl but missing Setter. He then unleashed a sweeping leg kick that knocked Roan, Otter, Setter, and Angel prone.
    • The manticore focused its efforts on Kembu.
    • Setter managed to kill most of the cut-throats with his shiver strike ammo. He also dazed Ares with a powerful round from his assault rifle.
    • Kembu tried to capitalize on a bloodied Ares; rushing over him and striking him once more.
    • One geisha whiffed horribly, the other hit Aria in the gut with a shuriken.
    • Roan shot both the manticore and Ares.
    • Otter managed to hack into Ares brain in order to weaken his attacks.
    • Aria went after the manticore; keeping it busy.
    • Managirl spectacularly whiffed this round.
    • The last living cut-throat whiffed.
    • Angel whiffed! Whiff, whiff, whiff.
  • ROUND TRES, SENOR!!!!!!!
    • Ares tried putting up a fight, but when it turned against him, he fled...
    • The manticore tried to attack the party, but Aria finished it off.
    • Setter and Managirl tag team each other to kill off one of the geisha.
    • Kembu chased after Ares, but only managed to wound him.
    • Managirl joined Kembu in chasing after Ares, but whiffed.
    • The surviving geisha tried to keep Roan tied up, but the sniper wouldn't be put down; wounding Ares again.
    • The geisha was eventually tossed away from Roan by Otter's diving.
    • Aria tied up the remaining geisha; sucker punching her and eventually choking her out with a submission hold.
    • The last cut-throat wounded Otter, but would be splattered on the wall by Angel's shotgun.
    • Ares' fleeing caught up to him, taken down by an opportunity attack from Kembu...
  • NEXT TIME...
    • The group deals with the aftermath of Ares' defeat, before pursuing the facility's inner sanctum to confront ATHENA, HERA, and ZEUS...
Loot:
Current Objectives:
  • Complete Gwen Morrison's Deal: The group's innocence in the parade's assassination in exchange for defeating the Olympians (9/12).
  • Complete the Middleman's Third Job: Recover Pandora's Box for Rickenato.
  • Receive the Middleman's Answers.
  • Pursue Personal Goals.
    • Roan: Defeat Nacht.
    • Setter: Revenge.
    • Kembu: Save the girl.
    • Managirl: Find yourself.
    • Aria: Reunite your family.
    • Del: Save the world.
    • Angel: Start a family.
    • Death Otter: Defeat Athena.

Future Campaigns...

So, with Terra Nullius' Heroic Tier Campaign wrapping up, I'm looking to run something else. I want to more or less put the power into your hands. You guys can talk it out, voice your opinion, or what have you regarding the options I'm listing below.

Here are my overall thoughts, just so you know where I stand. I am primarily interested in trying out a new gaming system (with maybe one or two exceptions to that). I've been playing and DMing 4th Edition D&D for over half a decade at this point, so I'm ready for something different. That's not to say that I wouldn't keep playing 4e, but I'm thinking something fresh might be good at this point. We can always go back to 4e down the road.

As a rule of thumb, I generally prefer running shorter campaigns (about 1 year in length). However, be aware that some of the options presented below (like Zeitgeist) could go longer than that, and if that is the case, I will take on that 'burden' if necessary. My Eberron game went from 2009 to 2013, so I've done it before.

In terms of other gaming systems I'm offering up, we have... Pathfinder, D&D 5e, 13th Age, and Numenera. I'm also willing to open myself up to other stuff like Savage Worlds, Shadowrun, etc. if people feel those are worth exploring. I don't know much about most of those. Whatever we play, I ultimately want you to be excited for it, rather than have you feel you settled for it. And also be aware that we're likely to revisit some of these after the next campaign is finished.

As a note, if you don't have access to these other gaming systems, we'll track down PDFs together and they'll be provided. A player will not be excluded because they don't have a PDF or something like that. And to be frank, I would be new to most of these new systems, so we'd be learning together.

With that said, these are what you might consider my "pitches". If you have your own pitch and want to add it, e-mail it to me. I'm open to anything!

...

*******TERRA NULLIUS: Discovery*******
-System: 4th Edition D&D (Paragon Level)

-Premise: You play your heroic tier characters from the first 4e Terra Nullius campaign, but at the paragon level. If you didn't play in Terra Nullius, congrats, you get to make a fresh character. It is a sequel campaign. Likely set years and years later. You've been brought back together by Dr. Klein, who is conducting research into WHY the earthshattering Upheaval occurred, as she believes her research points to another one happening soon. She wants to prevent that. So, your group is charged with exploring the world and trying to find out the root cause of the first Upheaval in order to prevent the second one. The campaign would likely involve a lot of travel; going from country to country to give you a taste of unexplored regions in Terra Nullius. Less of a focus on Babylon, more of an open world involving the other campaign elements.

-DM Note: Terra Nullius is a custom, homebrewed setting I've made up. It is sort of Science Fantasty, plenty of elements borrowed from Shadowrun as well. Guns, tech, etc. are involved. For my previous PCs, this is a chance for you get to explore your characters further if you played in my Terra Nullius campaign. It would not be so much about your character's backgrounds, but rather, what they've done with their lives since, and giving them the chance to uncover more about the world and get involved in it. Most of your background information was resolved in heroic tier, after all.

-DM's Opinion: I'm including this option because some PCs expressed interest in it, but I'm telling you now I have zero interest in running an epic tier 4e game again and only a slight interest in paragon tier. I'd likely only take it to level 16 or something like that. However, I don't mind exploring the characters and world more, so I'm open to it. It'd probably be as long as the first Terra Nullius campaign (roughly a year).

-TL;DR Pitch: "Explore ancient mysteries to prevent a worldwide tragedy in a homebrewed campaign setting with a mix of combat, delving, and intrigue."

*******ZEITGEIST: The Gears of Revolution*******
-System: Pathfinder or 4th Edition D&D
__Supposedly there is a D&D 5e version in the works as well, I could do a 'rough' conversion of it myself__

-Premise: ZEITGEIST is an adventure path for D&D 4th Edition and PATHFINDER RPG, taking a party of heroes from Level 1 to Level 30 (D&D 4E) or 1st-20th Level (PATHFINDER). In the ZEITGEIST campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur’s borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.

-DM Note: Zeitgeist is a module made by the team at Enworld. I think they're working on converting it to 5e, but that would be a long ways off. Additionally, the module isn't finished, I think about half of it is, which would be enough to get started in hopes of it catching up to the rest by the time we got to that point in the story. I supported it via Kickstarter.

-DM's Opinion: I'm really interested in running this one and I will at some point. I'd almost prefer to try it in Pathfinder, though, just to change it up from 4e. I can go either way though. Its probably the only time I would be opening to taking a 4e campaign to Epic Tier again. This one would be a long haul campaign.

-TL;DR Pitch: "Be a team of elite spies and soldiers who get to unravel a far reaching conspiracy in a steampunk / fantasy setting."

*******Lazy DM Presents: Primeval Thule.*******
-System: Pathfinder, 4th Edition D&D, or 13th Age

-Premise:
Inspired by the literary traditions of sword-and-sorcery adventure, lost worlds, and fantastic horror, the land of Primeval Thule is a savage, intense campaign setting. This is a world of barbarian freebooters and dark magic, star-spawned monstrosities and elder gods, fabulous treasures and mind-blasting terror. Hunt saber-tooth tigers in steaming jungles, explore ancient cities buried in the relentless ice, battle dark cults and bloody-handed tyrants in decadent city-states. A world of glory and riches is yours to seize! Thule’s influences are classic pulp fantasy stories such as Robert E. Howard’s Conan stories, H.P. Lovecraft’s Cthulhu mythos, and Edgar Rice Burrough’s tales of savage worlds. These lurid stories and images of brawling action and cosmic horror are the bones, blood, and sinews of the Primeval Thule campaign. It's fantasy adventure the way it was meant to be played.

-DM Note: So, in past campaigns, I've taken existing settings (Ravenloft, Eberron, etc) and run a "Lazy DM Presents" campaign within it. More or less, we play the setting straight, and I weave my own story in that existing world based off of what player characters I'm presented with and what inspiration I have. I couldn't tell you exactly what the theme of the campaign would be without first having that information. Maybe do something with pirates or a tribal setting?

-DM's Opinion: If we went with this one, I would prefer to use 13th Age for the system, but again, open to Pathfinder and 4e D&D. It looks like an interesting setting, but it is a vast departure from anything else we've played in before (or at least that I've played in before). I'm down for it if you guys are.

-TL;DR Pitch: "Run around in a Conan the Barbarian type setting fighting off fantastical monsters and dark old ones / cultists."

*******Lazy DM Presents: Numenera.*******
-System: Numenera

-Premise:
Numenera is a science fantasy roleplaying game set in the far distant future. Humanity lives amid the remnants of eight great civilizations that have risen and fallen on Earth. These are the people of the Ninth World. This new world is filled with remnants of all the former worlds: bits of nanotechnology, the dataweb threaded among still-orbiting satellites,  bio-engineered creatures, and myriad strange and wondrous devices. These remnants have become known as the numenera. Player characters explore this world of mystery and danger to find these leftover artifacts of the past, not to dwell upon the old ways, but to help forge their new destinies, utilizing the so-called “magic” of the past to create a promising future.

-DM Note:
So, in past campaigns, I've taken existing settings (Ravenloft, Eberron, etc) and run a "Lazy DM Presents" campaign within it. More or less, we play the setting straight, and I weave my own story in that existing world based off of what player characters I'm presented with and what inspiration I have. I couldn't tell you exactly what the theme of the campaign would be without first having that information. Maybe something inspired by Guardians of the Galaxy or Firefly.

-DM's Opinion:
So, I don't know much about the Numenera game system, but it was designed by Monte Cook and it has gotten great reviews. Really, I'm drawn to the fluff and flavor of it more than I am the mechanics which I haven't looked over too close... but I am down for this because I'm interested in trying out new systems.

-TL;DR Pitch: "Earth set approximately one billion years in the future where magic is tech and you hope to great a better tomorrow through the leftover wreckage of the past."

*******Lazy DM Presents: ... *******
-System: Pathfinder, D&D 5e, or D&D 4e

-Premise:
Rather than write up a separate entry, here are other "Lazy DM Presents..." D&D campaign settings that I haven't covered in my past campaigns and would be willing to do with a little research. The settings include:

-Greyhawk
-Forgotten Realms
-Dark Sun
-Dragonlance
-Rokugan
-Planescape
-Birthright

-DM Note:
So, in past campaigns, I've taken existing settings (Ravenloft, Eberron, etc) and run a "Lazy DM Presents" campaign within it. More or less, we play the setting straight, and I weave my own story in that existing world based off of what player characters I'm presented with and what inspiration I have. I couldn't tell you exactly what the theme of the campaign would be without first having that information.

-DM's Opinion:
So, the good thing about this option, is that we're not limited to what system we use. I could technically run any of these with any setting as long as we captured the flavor of the setting. Some systems would likely be easier to run than others. In all honesty, I'd lean towards 5e with this option. If you'd like to see my take on one of these settings, I'm game. Looking at the options I presented, I'd probably be most interested in Dragonlance or Birthright with Dark Sun and Planescape being my runners up.

-TL;DR Pitch: "Pick out one of those settings and I'll figure out a story."

*******World's Largest Dungeon.*******
-System
: Pathfinder or D&D 5e

-Premise:
The World's Largest Dungeon is a Dungeons & Dragons adventure set entirely in an enormous dungeon. It is over 800 pages long and was produced by Alderac Entertainment Group in 2004. It also includes 16 full-color poster maps, making its single tome one of the largest campaign settings in one product.The players can't leave the dungeon the way they entered because the entrance uses a one way wall of force effect. This means that all supplies must be taken into the dungeon with them. The campaign is designed to take four to six characters from first level to 20th or above over the course of two real-time years and at least a year of game time.

-DM Note:
You want to dungeon crawl, eh? THEN CRAWL ALL THE DUNGEONS IN THE WORLD! I've ran World's Largest Dungeon twice before and both groups loved it. It has been long enough that I'd love to run it again. Think of a huge, expansive dungeon, and your goal is to get out of it. The World's Largest Dungeon exists in Terra Nullius, so I could even tie it into the last campaign.

-DM's Opinion:
I love this module. I have no problem using it as is and allowing for you guys to use Pathfinder (WLD was originally a 3.5 module) or just winging it and using 5e to figure out how to accommodate for it all.

-TL;DR Pitch: "Super fun, hardcore dungeon delving."

*******MODULES!!!!!!!!!!!*******
-System
: Varies.

-Premise:
We pick from one of the modules I'll list here and we play in it. Just as a note, I'm pretty sure I could convert any 3.5 D&D or Pathfinder module to 5e pretty easily. 4e would be a little harder to convert, but not entirely out of the realm of possibility...

-DM Note:
I've ran some of these modules; others I haven't. I own some of them; I don't own a lot of them. However, I have no issue purchasing or otherwise acquiring these modules. Keep in mind with a module, I have to take some time to read it over, digest it, and thoroughly understand it to accurately run it.

-DM's Opinion:
As each module widely differs, you'd have to ask me my opinion regarding each one, which I don't want to type out right now. However, I wouldn't put a module on this list if I didn't think it was interesting...

-TL;DR Pitch: "Let's run a module, yaaaaaaaaaaaay!"

The Long List of Modules, And What They're About...

Rise of the Runelords [PATHFINDER]: "Goblin raids on the coastal town of Sandpoint presage a growing danger in the ruin-choked wilderness of Varisia. An ancient evil stirs to waking life in the distant mountains, drawing crazed murderers, inbred ogres, warlike stone giants, and creatures fueled by the power of sin into an epic conflict destined to create a new generation of heroes!"

Curse of the Crimson Throne [PATHFINDER]: "The city of Korvosa is perched on the edge of anarchy--the king is dead, and rumors whisper that his young queen might be responsible! This urban campaign of decadence and dark dealings casts the heroes against plagues, barbarians, riots, and worse!"

Second Darkness [PATHFINDER]: "A strange shadow lurks in the sky above the city of Riddleport, and the doomsayers take it as a sign of the approaching end of the world! The true menace comes not from the skies above but the benighted passages of the subterranean Darklands, leading the heroes on a sweeping quest that begins in a star-struck city, weaves through ancient elven ruins, and unmasks the terrible secret of the dark elves!"

Legacy of Fire [PATHFINDER]: "Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft. Today, the armies are wakening, and one potent efreeti warlord is ready to pick up where he left off! This outrageous, inventive campaign takes the heroes to all corners of the desert land of Katapesh and beyond, with journeys to strange demi-planes and even the fabled City of Brass!"

Council of Thieves [PATHFINDER]: "Once the seat of mighty Imperial Cheliax, the decaying metropolis of Westcrown now stands wrecked and ruined, haunted by mysterious shadow beasts and besieged by the agents of the nation's new diabolical rulers. Amid this chaos, a growing schism in the city's influential Council of Thieves threatens to tear Westcrown apart unless a new group of heroes rises from the ashes of empire to chart a new destiny for the lost souls of the city."

Kingmaker [PATHFINDER]: "The wild and dangerous Stolen Lands lie in the northern reaches of the River Kingdoms, realms ripe for the taking! Yet those who would become rulers of these new lands will soon learn that claiming a kingdom and keeping it are two different beasts. Can the heroes protect their lands from jealous and deadly enemies?"

Serpent's Skull [PATHFINDER]: "A chance shipwreck in pirate-infested waters sets the heroes on a chase to discover a lost city in the jungles of the treacherous Mwangi Expanse! Factions like the Pathfinder Society and the Red Mantis assassin league are also on the hunt to discover the city's forgotten secrets, terrible revelations that could awaken a sleeping god and bring doom to the world of Golarion!"

Carrion Crown [PATHFINDER]: "The Cult of the Whispering Way weaves a wide-ranging conspiracy throughout the horror-tinged lands of Ustalav aimed at freeing the Lich King Tar-Baphon, better known as the Whispering Tyrant, from his eternal prison in the dungeon of Gallowspire. Their debased rites and malicious schemes set werewolf against vampire, ghost against terror from beyond time and space in a thrilling campaign that touches upon themes of classic horror and dark swords and sorcery!"

Jade Regent [PATHFINDER]: "When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia--the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy."

Skull & Shackles [PATHFINDER]: "There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?"

Shattered Star [PATHFINDER]: "The seven-pointed star known as the Sihedron is well known to scholars of ancient Thassilon, yet few know that the original Sihedron was itself a powerful artifact once owned by Emperor Xin himself. When the Emperor was betrayed by the Runelords, they shattered his Sihedron and hid the fragments in holdings throughout the land, where they would remain hidden for more than ten thousand years. But today, these fragments are surfacing, and it falls to Varisia's newest crop of heroes to gather the shards of the Shattered Star if they hope to be able to protect Varisia from a dangerous threat from the ancient past!"

Reign of Winter [PATHFINDER]: "It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?"

Wrath of the Righteous [PATHFINDER]: "The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?"

Mummy's Mask [PATHFINDER]: "The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging--some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?"

Iron Gods [PATHFINDER]: "Numeria has a long history of mystery and wonder buried under its rugged landscape, for on that one fateful night thousands of years ago, the Rain of Stars scarred the land. The fragmented remnants of a ship from beyond the stars fell from the sky, scattering strange technological ruins and deadly perils across the land. Today, these sites are feared by the barbaric tribes and coveted by the sinister spellcasters of the Technic League. Yet something worse than brutish berserker or super-science wizard has risen to power in these hidden technological halls. The Iron Gods are ready to make their presence known, and if they are not opposed by the region’s newest heroes, a scourge unlike any the Inner Sea has seen will arise!"

The Red Hand of Doom [D&D 3.5]: "The plot of Red Hand of Doom follows a group of adventurers who have entered the Elsir Vale, a thinly populated frontier region. The party discovers a massive hobgoblin horde that is fanatically devoted to the dark goddess Tiamat and led by the charismatic half-dragon warlord Azarr Kul. To stop the horde, the players have to muster the inhabitants of the Vale, battle hobgoblins, giants, and dragons, and defeat an overwhelming enemy."

Expedition to Castle Ravenloft [D&D 3.5]: "The story involves a party of player characters (PCs) who travel to the land of Barovia, a small nation surrounded by a deadly magical fog. The master of nearby Castle Ravenloft, Count Strahd von Zarovich, tyrannically rules the country, and a prologue explains that the residents must barricade their doors each night to avoid attacks by Strahd and his minions. The Burgomaster's mansion is the focus of these attacks, and, for reasons that are not initially explained, Strahd is after the Burgomaster's adopted daughter, Ireena Kolyana."

War of the Burning Sky [D&D 3.5 or 4e]: "As the new year turns, the weather takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, traveling by foot and horse and word of mouth -- rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world. Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule the world? Who has the Torch of the Burning Sky?"

Thursday, August 21, 2014

Session 40 - Battle at the Treant Theater

Key Points:
  • The group arrived at the theater has night began to fall...
    • Paranoid of the front door, the group decides to find another entrance...
      • Kembu tries to cut down the back door after Otter takes care of the camera, but finds it difficult, what is worse, is that Setter finds the trap and the lock on the back door to be...rough to say the least.
      • Managirl went to the roof by herself, ultimately decided to disable a trap, and went into the theater by herself...
  • As a note, the Theater was protected by a Faraday Cage, preventing outside sources from accessing their network... which Otter found to be annoying.
  •  So, the group headed in through the front entrance...
    • Meanwhile, Managirl encountered an illusion of a hulking, green monster that tried hunting her down. While she was initially unaware that it was an illusion, it was mostly a distraction on Athena's part for her to accomplish something with Managirl's mind...
    • Upon arriving in the lobby, the group was confronted by the half-elven twins: Artemis and Apollo; the youngest of the Olympians.
    • With them were creatures that they had acquired through Genesis... packs of vicious guard dogs, hell hounds, hounds of ill omen, and dread hounds.
  • Artemis and Apollo opened up a dialog with the party...
    • Artemis and Apollo revealed that they brought the party's ideas to the Olympians as a whole. However, when a disagreement broke out, Athena made a move against the rest of the group, and enslaved those who didn't agree with her via a suicide chip.
    • Not wanting to DIE, the Olympians served Athena's plan in hiring Prometheus to retrieve Pandora's Box from Genesis.
    • On Athena's behalf, the twins offered the group a deal: stop killing Olympians, and the Olympians will leave them alone and never seek revenge.
    • Roan declined, on behalf of the group... after some debate back and forth between the party and the twins.
    • After the offer was declined, Athena (remotely) ordered the hounds to attack...
  • ROUND ONE began...
    • Kembu slayed a dread hound.
    • Apollo wounded Kembu with an arcane missile, then launched an explosive fire spell in the middle of the ground.
    • Roan weakened Artemis with a sniper shot.
    • Otter went crazy and threw two grenades in the middle of the dogs.
    • Artemis shoots Otter with an arrow, then turns invisible.
    • Managirl wounded Apollo with a staff strike, which in reaction, he turned invisible. She also conjured an illusion of a t-rex...
    • The hounds of ill omen wracked the group with their concussive, wailing breath weapon. Kembu is a dick and stuns one of the hounds; preventing it from hurting the group.
    • The pack of hounds attacked Aria and Kembu.
    • Setter finished off the rest of the dread hounds with his assault rifle (many of which had died to Otter's grenades.)
    • The hell hounds rushed the group; breathing fire on them. Otter and Aria drop.
    • Aria was dying, so she did not act.
    • Angel spread some healing around, then blasted a hellhound with her shotgun.
  • ROUND TWO time...
    • Kembu kills a hell hound.
    • Apollo is ineffective against Managirl.
    • Roan got a wicked shot off against Apollo.
    • Otter was dying, so she did not act.
    • Artemis fires at Managirl's illusion, then fires on Roan.
    • Aria and Kembu had to deal with the attacks of the hound packs and the hounds of ill omen.
    • Setter healed some people, then began firing on the pack of hounds.
    • Apollo fended off Managirl's attack.
    • The remaining hell hound went after Angel.
    • Aria tried to take on the pack of the hounds and a hound of ill omen at the same time.
    • Angel heals more of the group, then blasts the hell hound attacking her with her shotgun.
  • ROUND THREE time...
    • Kembu finishes off an entire pack of hounds.
    • Apollo smacks Managirl with his lyre.
    • Roan stuns Artemis with a gunshot.
    • Otter controls Kembu and forces him to bloody a hound of ill omen.
    • Artemis does nothing because stunned.
    • Managirl misses Apollo with her attack.
    • The remaining pack of hounds and hounds of ill omen attack Kembu and Aria. Aria is actually brought back into dying by her attackers...
    • Setter empowers Roan's gun, heals Aria, and kills off a pack of hounds.
    • The hell hound spits hot fire. DYLAN, DYLAN, DYLAN. (Dave Chappele reference)
    • Aria heals herself with a potion.
    • Angel bloodies a hellhound with her shoutgun, then sets about more healing.
  • ROUND FOUR, ITS THE BIG TIME JACK-O...
    • Kembu wounds the last hell hound.
    • Apollo throws Managirl off of the balcony with a spell, then tries to blast Roan with arcane missiles, to which the cat does a sweet back flip and evades them.
    • Roan then fires upon Artemis and hits her.
    • Otter kills the hell hound with an itch dive.
    • Managirl uses her KNIGHT armor to fly back up to Apollo and shroyukens him with a flaming uppercut.
    • Setter severely wounds one of the remaining hounds of ill omen by attacking its mind with his SEED, but not before they took down Aria with their attacks.
    • Aria rolls amazing on her death saving throw, regains consciousness, and beats the last of the dogs to death.
    • Angel runs up to Artemis and disables her with a shotgun blast.
    • Kembu runs up to Apollo and disables him with a sword strike.
  • And so, with combat ended, the group takes a moment to recover from nearly dying. They have two unconscious Olympians, and two new artifacts go with that...
    • The group next time delves into the secret passages under the Theater to the Olympian's lair proper...
Loot:
Current Objectives:
  • Complete Gwen Morrison's Deal: The group's innocence in the parade's assassination in exchange for defeating the Olympians (8/12).
  • Complete the Middleman's Third Job: Recover Pandora's Box for Rickenato.
  • Receive the Middleman's Answers.
  • Pursue Personal Goals.
    • Roan: Defeat Nacht.
    • Setter: Revenge.
    • Kembu: Save the girl.
    • Managirl: Find yourself.
    • Aria: Reunite your family.
    • Del: Save the world.
    • Angel: Start a family.
    • Death Otter: Defeat Athena.

Saturday, August 16, 2014

File #R9528: Managirl. [Terra Nullius Lore]

... Middleman Database.
...
... Log In: Watchdog
... Password: ************
...
... Password Accepted.
...
... Query: File #R9528.
...
... File #R9528 Loaded.
...

Subject's Name: Heather Morrison.
Subject's Alias: Managirl.
Sex: Female.
Race: Tiefling.
Age: 14.
Height: 5'2.
Weight: 100 lbs.
Hair: Fuchsia, long.
Eyes: Green.
Special Characteristics: Red skin; displays signs of abnormal amounts of mana radiation.
Typical Garb: Reinforced leather and kevlar in the design of a superhero costume.
Status: Alive.

Combat Assessment:
Highly dangerous. Capable of using magic since birth, Managirl has recently hit her stride and developed her skills tremendously while conducting herself as a Runner. While fire seems to be her primary element, Managirl is capable of channeling air, water, and earth. She should be considered highly dangerous as a ranged combatant and more than capable of holding her own in melee as well with her quarterstaff. Single target or multiple targets; Managirl is easily capable of turning the tides of any battle in her favor with just a few powerful blasts. She recently has adapted several pieces of technology provided to her by Dr. Vesper Klein as conduits for her ability.

Skill Assessment:
Living in the lower city of Babylon has afforded Managirl with several skills typically reserved for scoundrels; she is capable of picking locks, pick pocketing, and disabling traps. She is an adept liar; a defensive mechanism that she had to acquire. Her athletics and endurance skills are through the roof as well; likely as a result of the magic in her soul. Managirl has picked up other little tricks here and there; she also has a keen mind to take any advantage she can get whether that is through a magical item, a piece of technology, or just about anything else.

Background:
Before getting involved in the history of Managirl, one must first look at the history of the Morrison family. During the foundation of Genesis, the Klein family focused on new developments and research while the Morrison family focused on the testing and applications of the Klein's works. The Morrison's were generally considered to be 'lesser' scientists than the Klein's, but they made up for it with their ass kissing and charisma. For that reason, the Morrison's are generally well liked and hold a lot of clout within the Genesis corporation.

While the Morrison family is diverse at this point thanks to hundreds and hundreds of years passing since the foundation, the current living relatives that are relevant to Managirl include James Morrison and Liz Morrison. James was the head of a division at Genesis called "Applied Mana Exploration Sciences" while Liz was his assistant. It was one of those mentor falls in love with their student type things; though the age difference is not enough that it would make one sick to think about.

The couple's first child was Gwen Morrison. Gwen was ambitious even as a child; receiving the highest passing grades in all of her classes (through a combination of her own smarts, but from 'playing the game' with her teachers as well). Gwen's ambition and ruthlessness is not to be understated because it was what directly impacted the life of Managirl the most.

Born Heather Morrison, Managirl was a tiefling. The Morrisons were entrenched deep into the social stigma of Ezra; a tiefling was a bad omen for their house and it would bring shame to the entire family. Despite this, James and Liz seemed willing to raise Heather as they kept the girl for several years by using a discrete babysitter. However, this was not to last, as Gwen would not allow it. Early on, Heather displayed that she had an affinity and innate ability for sorcery which resulted in several rooms of their home being caught on fire. Through various manipulations and machinations, Gwen used this event as a catalyst to remove Heather from the Morrison household. Her mother ensured that Heather would have a golden signet ring with her; a wolf that represented her status as Ezran nobility.

Gwen arranged for Heather, a mere toddler at this point, to be dropped off in the slums and left to die. It was then by the grace of the Gods that a man named Syler found her. Syler was once a famous comic book artist, but he fell into the wrong crowd, so to say, and it resulted in him losing his job, falling out of favor in the industry, and ending up in the slums of the lower city. He had invented the comic book hero known as the Knight, though his company retained the rights and properties to it.

Syler, having no family of his own (well, his family was alive, but after falling into the wrong crowd, he had a falling out with them), decided to take Heather in and raise her as a daughter. As Managirl's manifestations and magical outbursts became more prominent with age, Syler attempted to help her control them, though he himself has no magical background. Rather, he focused on helping her control her emotions, as her feelings seemed to be triggers for her powers.

Managirl was unfortunately forced to grow up in a hurry. Even as early as ten, she was running around the slums performing various odd jobs. She primarily worked as a delivery girl, but she was known to run con games and run with gangs. The gang that she ran with was busted for narcotics, though Managirl luckily avoided being there when their hideout was raided. Since then, she has tried to avoid being involved in the criminal element.

Rather, I believe that event encouraged her to follow her passions. Syler had a lot of comic books around their meager domicile and so that was one of Managirl's only forms of entertainment. Through those comic books, Managirl began thinking of ideas on how she could become a superhero, and thus, is how her alias of 'Managirl' came to be.

I have found that her sister, Gwen, keeps tabs on her. Perhaps Gwen isn't as cold of a bitch as she pretends to be, because she has yet to kill her sister off. It is clear that if Heather was revealed to be a Morrison, that she would have some claim and in to her family unless James and Liz were willing to denounce her in front of the world. That would require acknowledging her as their child, though. It is more likely that the Morrisons would deny that Managirl is a relative of theirs as there is no birth certificate thanks to a clever Gwen.

At the very least, Managirl identifying herself as a Morrison would be big trouble for Gwen. It would hurt her public image a lot. If there is one thing important to Gwen, it is her public image. After all, that is everything in her line of work as a ROGUE agent.

Prior to becoming a Runner with the Middleman, Managirl was primarily focusing on her job as a delivery girl and her attempts at becoming a superhero. Despite her background, she seemed to be generally happy with her life and held a great affection for Syler. She had little to no other friends, in fact being a target for ridicule amongst the community she lived in... kids can be cruel.

Runner History:
Managirl did not seek me out; rather I went after her. My eyes and ears around the city suggested that if she had proper training or was placed into dangerous situation, that her abilities would grow. It was my hope to get her to stop 'playing' hero and to actually be one. As such, I arranged for her to be the delivery girl to Leonhardt Nacht, a client and former Runner of mine. Seeing that she could keep a cool head in a suspenseful situation when delivering Nacht a rail pistol, I decided to extend her an offer with the Middleman. It was easy to attract her to the life with some monetary incentive given her and Syler's... lack of funding.

Though it went against my code of not wanting to involve or use child soldiers, I felt it necessary in this case; especially with Gwen Morrison keeping tabs on Managirl. I decided that she would be an excellent Striker for a new team that I was putting together with Kembu, Trajan, Roan, and Del. I figured that Del would be capable of reeling Managirl in and that Roan might be able to instill some of his professionalism in her.

In their first mission, the training facility gave me an idea of the potential Managirl could unlock. From there, the Quiet Mountain mission would test Managirl; giving her a real taste of life and death. She took a shine to Dr. Klein; enough to get the good doctor to outfit her with some real equipment for the superhero that she wanted to be. The Quiet Mountain Mana Reactor intrigued Managirl given her own nature. Too bad the girl didn't know that she was more or less sitting on top of the truth of her past there. Ah, well, how was she to know?

Managirl has had complex relationships with her teammates. Del was something like a sister to her and when Del was forced to leave their company, Managirl took it particularly hard; shutting down. Perhaps it was that pain that caused her to seek out the affection of Kembu further, but that is a stint of looking for love in the wrong place. There is a clear issue here; Managirl fearing abandonment on many levels.

She stuck it out on her third mission regarding Rickenato and Pandora's Box. Her journey as a runner has taken her from a girl frightened of her own powers to a young woman who might just find enough self confidence to truly be great. She certainly has the attitude when she wants it, but I fear that she is still an insecure teenager, as we all were at that age, and that will continue to hold her back until she becomes more mature. I fear that Death_Otter may be stunting that progress in a way... but, alas, it is something I should stay out of it. In the end, though, I prefer being an observer... with just a side of meddling from time to time. Opportunities, that's what I offer...

Rather than ask the Middleman real questions, Managirl instead played a practical joke from a movie. I'm unsure whether to answer them and let it be a lesson in humility for her, or to offer her a chance to ask me real questions. A dangerous prospect; given that I'd have to answer on the fly rather than coach myself as I normally do in the Middleman's answering sessions.

Motivations:
Initially, Managirl was primarily motivated by money. She wanted to give back to her foster father as well as afford the things that she never had. Well, after working as a Runner, she'll more or less have enough money for her and Syler to live comfortably. Beyond that initial motivation, I would say that what truly drives her is a desire to be accepted. I believe that she thinks that by being a superhero, that by saving people, that everyone will come to love her. That she will have the friends that she didn't really have growing up. That she won't have to deal with the factor that her real family abandoned her because they didn't want her. A psychological issue, to be sure, but I think we all crave acceptance... Managirl, well, just craves it a little more than everyone else.

END REPORT
WD

Wednesday, August 13, 2014

Session 39 - Jumping the Shark

Key Points:
  • Aria and Managirl shared a motorcycle while Death Otter rode her own. The rest of the party got into the armored truck. Their little caravan of three then proceeded through the streets of the city in hopes of finding the Olympians at Treant Theater...
    • Along the way, the group began to notice a SUV following them for several blocks.
    • The group began thinking of counters, but didn't have much room as two other SUVs came out at an intersection to pincer the group into a kill zone. With that, combat started...
  • Round one!...
    • Aria and Managirl manage to evade being run over by the SUV. However, the SUV crashes into the truck; rocking everyone inside of it.
    • Setter leans out of the window and fires upon the two SUVs ahead of them.
    • Death Otter cleared the group a path by hacking into one of the SUVs and throwing it into reverse.
    • Kembu opened up the back of the truck and jumped out of it; stabbing his sword through the windshield of the SUV and killing the driver. With some unknown assistance from Angel, he was able to recover and make it back into the truck.
    • Roan began speeding ahead in the truck; clipping a van in the process but maintaining control of the vehicle.
    • The guards in the SUVs began to unload on the armored truck; using assault rifles. The truck and those inside of it took some meager damage.
    • The attackers seemed to be a mix bag; most of them wore flak vests and hid their identities with ski masks. The others wore something more befitting of a SWAT team and hid their identities with gas masks.
    • Aria and Managirl rode ahead now to catch up with the truck; slicing out one of the SUV's tires along the way.
    • Managirl tried to blow up one of the SUV's but found it too difficult to attack from a moving motorcycle.
    • Angel bides her time, since no one is injured.
  • Round two!...
    • The Olympian known as Poseidon was revealed to be behind the ambush as he arrived on the battlefield with a fierce looking SHARK TANK mech.
    • Raiders (drivers) tried firing upon the group, but with no luck.
    • Setter used one of his tricks to attack Poseidon's mind; making Roan invisible to him.
    • Otter tried to hack into the SHARK's CPU, but found the firewall resisting her.
    • Poseidon used his command over water to unleash a blast of sewage water from the sewers at the majority of the group; wounding a good amount of them. The strike is enough to take out Aria's back which sent her and Managirl to the streets.
    • Roan proved to be an apt driver as he managed to avoid hitting Aria and Managirl while skidding the car to a halt. Once stopped, he started firing upon the SHARK with his sniper rifle.
    • The various men in ski masks began firing up the truck and the denizens inside of it again.
    • Aria went after one of the raiders driving the SUV; sticking him with her katana.
    • Managirl began causing destruction with her magic and gadgets; killing several of the baddies, nearly blowing up an SUV, and wounding the SHARK.
    • Angel gave Kembu an adrenaline shot to help him with the combat while she administered some first aid to Roan.
    • Kembu, in the mean time, tried to go up against the SHARK, but couldn't find an opening to capitalize on.
  • Round three!...
    • Kembu managed to fend off the SHARK TANK for the time being.
    • The raiders left their vehicles and attempted to engage Managirl and Aria, but failed miserably.
    • Setter, in the mean time, got his vengeance against Poseidon for ruining his fur. After firing a transit bullet to teleport him next to the Olympian, he then used Hephaestus' Hammer to lay into Poseidon with several powerful strikes; bloodying the Olympian as the two battled on top of the mech.
    • Otter managed to pierce the defenses of the SHARK and turn its automated systems against Poseidon briefly. She then swapped from messing with SHARK to Poseidon; firing off PAIN in his mind.
    • Poseidon began to build up momentum; wounding Setter with a powerful roundhouse kick and following it up with impaling the hengeyokai on his trident. It left the skald dying...
    • A few of the minions traded blows with the party members while Roan fired off two highly effective shots on Poseidon.
    • Aria takes out one of the minions while keeping the raider tied up and busy.
    • Managirl blows up an SUV; killing the raider Aria was holding.
    • Angel managed to take care of her own wounds while rushing out to help Setter recover.
    • Kembu launched two powerful strikes against Poseidon; nearly finishing him off.
  • Round four!...
    • Athena took control over the SHARK TANK remotely and tried to go on a rampage with it. She would have succeeded too, had Kembu not intervened with a hard strike that temporarily shut down the CPU and forced it into a reboot.
    • Otter forced Poseidon to strike the SHARK with his powerful trident before taking down the Olympian with a quick hack to his brain; knocking him unconscious.
    • Setter takes control of the SHARK through a spell delivered by his SEED, then forces it to attack the nearby raider who came to Poseidon's aid by firing upon Kembu and Setter.
    • Roan fired off another solid shot against the SHARK.
    • The remaining SUV with Guards came barreling down towards Aria and Managirl. Aria managed to pull Managirl out of harm's way, but took the brunt of the blow as the SUV hit her. She countered, however, by slicing up the SUV so bad that it flipped from the momentum and crushed everyone inside of it.
    • At this point, the group was able to dispatch the SHARK TANK with two turns worth of attacks, not counting OAs from Setter's dominate, resulting in the elite not really getting to use its action point or cool tricks... harsh, yo.
  • Aftermath...
    • Angel tended to Poseidon to make sure that the Olympian wouldn't bleed out from his wounds. She also tended to the rest of the party as they took a short rest.
    • The group claimed Poseidon's trident as their prize.
    • Unable to wait any longer due to the incoming Genesis Security, most of the group loaded up in the truck with Otter and Managirl on the bike.
    • The group left Poseidon their for Genesis security with a rather unflattering note attached to him...
    • The group decided to go to a bath house to clean up while also ensuring that their truck could be washed inside and out...
  • Next time...
    • The group will arrive at the Treant Theater in the early afternoon after having cleaned themselves up (short rest only, no extended) and proceed in trying to take down the six remaining Olympians...
Loot:
Current Objectives:
  • Complete Gwen Morrison's Deal: The group's innocence in the parade's assassination in exchange for defeating the Olympians (6/12).
  • Complete the Middleman's Third Job: Recover Pandora's Box for Rickenato.
  • Receive the Middleman's Answers.
  • Pursue Personal Goals.
    • Roan: Defeat Nacht.
    • Setter: Revenge.
    • Kembu: Save the girl.
    • Managirl: Find yourself.
    • Aria: Reunite your family.
    • Del: Save the world.
    • Angel: Start a family.
    • Death Otter: Defeat Athena.

File #S27327: Manu-Nui [Terra Nullius Lore]

... Middleman Database.
...
... Log In: Watchdog
... Password: ************
...
... Password Accepted.
...
... Query: File #S27327.
...
... File #S27327 Loaded.
...

Subject's Name: Unknown
Subject's Alias: Manu-Nui
Sex: Hermaphroditic
Race: Elemental Automaton
Age: Unknown
Height: 7'0
Weight: 200 lbs
Hair: N/A
Eyes: Cyan
Special Characteristics: Capable of manipulating and changing his form.
Typical Garb: Manu-Nui is naked when not adopting a disguise.
Status: Unknown (believed to be deceased).

Combat Assessment:
Manu-Nui is primarily a ranged combatant; focusing on control. He manipulates either the terrain around him or his own form to launch powerful attacks. Examples of this include turning into a swarm of insects, using the steam and water from drainage pipes, creating roots to entangle his foes to the earth, and even eroding living flesh. His talents seems to be originated from ancient primal magic; closely resembling druid magic. He was adaptive if nothing else.

Skill Assessment:
Manu-Nui had an instinctive knowledge for subjects pertaining to arcana and nature. Dr. Vesper Klein hypothesized that the basis of Manu-Nui's knowledge came from a combination of sources. She believed that because of what he was, there was some innate understanding of the topics. Additionally, Manu-Nui claimed that he had studied information (files, videos, etc.) left behind in the Quiet Mountain Reactor. Furthermore, regarding the speculation of his origins (see: background), Manu-Nui might've retained some knowledge from a past life. Beyond that, Manu-Nui was not particularly skilled in much beyond his keen perception skills and his physiology's capability of shrugging off extended damage and hazards.

Background:
Manu-Nui's origins are entirely speculation as he himself did not know how he came to be. I am basing my speculations off of the following:
-Dr. Klein's first hand interactions with Manu-Nui along with her own thoughts regarding him.
-The memories of the Runners who interacted with Manu-Nui.
-Video footage of Manu-Nui.

While the Quiet Mountain Reactor was running at full operations, there are no hints or signs that suggest Manu-Nui exists. That is not to say that he does not exist at this time. The run-offs and sewers below the facility did not have adequate camera coverage to review for signs of Manu-Nui. It is believed that Manu-Nui spent the majority of his time down there in order to escape the hostilities of Genesis security at first, then later the escaped experiments.

Manu-Nui himself could have been an experiment at the facility, but I found no records suggesting that he was. If he was, he was entirely off of the books. Interviews with Genesis employees who were involved at the Quiet Mountain Reactor (Dr. Vesper Klein, Wisk, Kazz) have no information regarding any experiments involving Manu-Nui. Dr. Abel might've known, but he died before he could be questioned. I have thought of seeking out Leonhardt Nacht given his background in the matter, but it is unlikely that Nacht would remember (let alone care enough to talk with me).

Moving onto another theory proposed by Dr. Klein: Manu-Nui was formerly an employee at Quiet Mountain who mutated and changed into a mana elemental after the events of Dr. Abel's project SHADOWFELL. Klein proposed this in regards to Manu-Nui's occasional behavior of remembering something; as if recalling a past life. Furthermore, Manu-Nui seemed to possess a great deal of knowledge that he should not have been capable of knowing on his own. However, any attempt to track down who he might've been is impossible given the fallout of SHADOWFELL.

Finally, the third and most likely origin, is that Manu-Nui was a dormant spirit or elemental core that resided in the area of Quiet Mountain. With the run-off and radiation from the reactor, he developed and became what he ultimately was: an elemental creature composed of mana.

Manu-Nui seems primarily active after Dr. Abel activated project SHADOWFELL. By that time, the majority of the employees had been killed by either escaped experiments or monsters brought in from the Oni that was released. Kazz and Wisk were the only two survivors from the facility that I have managed to track down and neither of them encountered Manu-Nui. Their PTSD also made it difficult to get information about the facility in general.

You begin to see footage of Manu-Nui slinking around near the sewer entrances and on various floors in the reactor after SHADOWFELL. He explored quite a bit, and I can attest that he seemed to take an interest in videos and files that he found; explaining some of where his knowledge comes from. He appeared quick to absorb it all; learning how to talk based off of the videos. He also attempted to imitate other creatures he saw; possessing the ability to manipulate his mana into different forms. In his resting state, he appeared as a strange 'human' often with nerves and bones exposed.

Manu-Nui formed little to no bonds with other creatures in the reactor due to the dog-eat-dog environment. Eventually, Manu-Nui stopped exploring other floors due to the dangers and risks involved. He, however, appeared to keep practicing and growing his skills until the day my Runners encountered him...

Professional History:
Manu-Nui was not employed as a runner under the Middleman nor did I have the pleasure of ever meeting him first hand. Manu-Nui was first encountered by one of my Runner groups (Roan, Managirl, Del, Kembu) on their second mission at the Quiet Mountain Mana Reactor. Manu-Nui expressed an interest of leaving the facility with the Runners and agreed to help them find what they were looking for.

Upon returning to Babylon after the difficulties faced at Quiet Mountain, Manu-Nui was starstrucked by everything that he saw; though he felt how 'poisoned' the city and the earth became. He accompanied the Runners to drop off Dr. Klein which officially marked the completion of their second mission. However, immediately following the completion of the mission, the group attempted to track down and eliminate the subject known as Leonhardt Nacht. While at the Eight Ball Bar where Nacht had been cornered by Roan, Manu-Nui was wounded severely by Nacht's rail pistol and finished off by a grenade from the dwarven cartel hit squad after Nacht.

Manu-Nui was last seen as a pile of goo sprayed across the walls and floors of the Eight Ball Bar. The Runners could not acquire anything resembling a 'body' of Manu-Nui due to the franticness of their escape. Nacht, upon escaping his restraints, killed the remaining dwarves and pinned the attack on Felicia (a gnome associate of his). Felicia was put into custody by Genesis and Nacht had escaped prior to the arrival of corporation security.

It is believed that one of Nacht's contacts was able to cover up his involvement in the Eight Ball Bar. The battle at the bar was written off as gang related activity. Upon my arrival at the bar, I could not locate any residue from Manu-Nui. Hacking into Genesis files, the report mentions that some strange, unknown residue was collected and is being studied at an unnamed facility. However, my own examination at the bar leads me to believe that some of Manu-Nui's residue escaped like a bolt of lightning and into the surrounding environment.

It is my belief that Manu-Nui has joined the 'ghosts' in the city, though perhaps a part of him might reside in a Genesis facility somewhere... back right where he started.

Motivations:
Manu-Nui possessed a childlike sense of wonderment. He, above all else, was interested in the 'experience'. He wanted to experience things, learn things, and be out their in the world. It seemed he possessed an innate sense of good; preferring to help others rather than to hinder them. Indeed, he seemed to mourn the 'death' of the Quiet Mountain Reactor as if it was his own mother dying. This ties into his desire to protect the earth and spirits. I believe he would've pursued his interests in learning and helping others to their fullest extent had he survived and continued on with my group of runners. Scholarly, in a way...

My final thoughts regarding Manu-Nui is that his elimination was a tragedy to the scientific community and to the world at large. Manu-Nui possessed a good heart; alien as it may be. We may never see such a unique creature again. My hope is that a part of him still exists somewhere and that we'll see him again someday. However, I am not getting my hopes up, as I am a realist...

END REPORT
WD

Friday, August 8, 2014

File #R9529: Dolores Meegan. [Terra Nullius Lore]

... Middleman Database.
...
... Log In: Watchdog
... Password: ************
...
... Password Accepted.
...
... Query: File #R9529.
...
... File #R9529 Loaded.
...

Subject's Name: Dolores Meegan
Subject's Alias: Del
Sex: Female
Race: Human
Age: 19
Height: 5'6
Weight: 125 lbs.
Hair: Blonde, short.
Eyes: Blue.
Special Characteristics: Accompanied by three creatures... Graal (spirit), Kiki (bear), and Jergo (blink dog).
Typical Garb: Heavy and sturdy leathers and furs; explorer's outfit.
Status: Alive.

Combat Assessment:
Del's wisdom and constitution is exceptional, though she is lacking in other areas. She is capable of fighting in melee combat with her darkwood staff; able to modify it in different ways through her primal magic. Her ranged combat capabilities reside entirely in her magic. I have seen her summon tides of water as well as birds of fire to harry her foes. Beyond that, she possesses healing magic through her druidic training. Del has the added benefit of never being alone on the battlefield either; capable of using Graal (a primal spirit), Kiki (a bear), and Jergo (a blink dog) to great effectively. A literal wall of fur. The creatures seemed bonded to her; often being whisked away before being killed permanently.

Skill Assessment:
Through training rather than raw strength, Del has above average capabilities in jumping, climbing, and swimming. Her rural upbringing has provided her with a tough fortitude and endurance; capable of carrying on for extended periods of time, well after others have grown tired. She possesses particularly keen eyes and ears; a greater perception to her than most. Her tutelage under Goodwife Maggie has afforded her a thorough understanding of nature; animals, herbs, terrain, and primal magic. She knows an equal amount of first aid, though lacks a medical education. Most of her knowledge of the healing arts comes from herbs and home remedies.

Background:
Dolores Meegan, nicknamed Del by her friends, was born and raised in the rural framing and logging community of Potom Falls. The area is primarily a wetland and it has escaped development from Genesis so far due to the cost involved with draining the area. Where machines can't go, humans still make a meager living through logging. The Mitran Forest nearby, however, had been cleared out long ago to make room for farming.

Her parents are simple and unremarkable. Good people, but... ultimately unremarkable. Farmers and ranchers by trade. Dolores spent most of her life on the prairie hills looking out to Babylon as many rural folk do. Sources tell me that Del liked to keep busy; running errands for people around the village to the remote little pockets nearby that were otherwise hard or time-consuming to reach.

Her main contact seems to be a crone of a woman referred to as Goodwife Maggie. Despite being associated with Potom Falls, her hut was quite far from it, deep within the heart of the wetlands. Maggie lived in the area where the sea mixed with the fresh riverwater; creating a unique swamp. Maggie was known for keeping to herself, though she earned a living by selling charms or spells to the farmers. She partook in a yearly ritual to bless the soil for the coming harvests. I would suggest that this is all superstition, but... that would be false. Goodwife Maggie does possess primal magic; a rarity in Ezra these days.

Del happened to be delivering a bag of herbs to Maggie when the young girl came across the witch performing a magical ritual. Most of my knowledge of this event is bled off of the memories of Del; as I have not sought out Maggie due to her location. However, based off of Del's memories of the event and my own knowledge, I hypothesized that Del came across a spirit summoning ritual. Del, in awe of the event, disrupted it by mistake. Through instinct and innate talent, Del managed to tame the spirit that Maggie was attempting to summon. Referred to as Graal, the spirit seems to just be the suggestion of... the wild. Animal teeths, claws, hair, red and yellow eyes, something simply... angry. Not a true animal by any means.

Del's apprenticeship under Maggie began then. Del's hardworking and earnest background served her well in developing an affinity with spirits and nature. During her training, she came across another companion: Kiki. Only a bear cub when Del found her, Kiki was found near the corpse of her mother. Under Del's tutelage, Kiki grew into a powerful ursine and serves the druid well to this day.

Then, she had a run in with Genesis, it seems. I knew the moment I observed her group of animal companions. A spirit? Rare. A bear? Not impossible. A blink dog? Now, that was impossible. Del's third companion, Jergo, is a young blink dog. Records indicate that the creatures are primarily extinct with potential pockets of them in remote regions. However, I am well aware of Genesis' Project Rebirth.

I looked up the incident through a report by ROGUE Agent Lukas Baer. Seems he was a part of a transportation team delivering what is simply referred to as 'cargo' from the Quiet Mountain facility to the Babylon facility. Either an accident or sabotage occurred, and the truck lost control and flipped on a road near... you guessed it... Potom Falls.

Del had happened to be watching the road near that time. She went to the crash site and removed the driver and the passenger from danger, but the truck was on fire and in danger of explosion. Del used her druidic magic to rip off the truck's back door and began removing strange animals from their cages. I don't think she really knew what they were, why would she? Mostly things lost to time; rarities to be sure. To think most of them are now surviving out in the wilds of Potom Falls is amusing, though I imagine Genesis may have sent a team of taggers to try and retrieve what they could.

Eventually, the driver and passenger regained consciousness and then began threatening Del since she was letting all the animals go. It was only due to Jergo, a blink dog amongst the experiments, that Del was able to avoid being shot and killed by the Genesis men. Using the powers it was named for, Jergo blinked Del away from harm. When she tried to return later to the scene of the truck with some help, the truck was already long gone.

Genesis would've given priority to a Project Rebirth truck; likely cleaning up the mess as quickly as it was caused. No doubt Baer was reprimanded for his failure since he is one of the main ROGUE Agents involved with Rebirth; charged with the acquirement of subjects and specimens.

A few months later from this incident, Maggie released Del from her apprenticeship. Del had passed all of her initiation tests and it was time to cut her loose. The darkwood staff that Del carries is likely a gift from teacher. The looks about it is ancient, an older, dormant type of magic within it. Darkwood is difficult to find these days; likely as extinct as many of the animals and monsters Genesis is trying to revive.

Feeling that there was something waiting for her in the city, Del left Potom Falls for Babylon with her three amigos: Graal, Kiki, and Jergo. And that is when I crossed paths with her...

Runner History:
One of the Grell Street Urchins sweet talked Del into buying him a soda. Rover, I think it was. The boy pointed her towards the Middleman after she started inquiring about Genesis and the president. When I first sized her up, I was unsure. I don't like hiring runners that aren't adults. Too much of that child soldier vibe. I know what that's like. Some people don't take no for an answer. Del's spirit is much older than her actual age, however.

After assessing her combat and skills, I figured she would make a decent enough Leader for a group of Runners. Her healing abilities and motherly demeanor would be welcomed amongst Runners. I assigned her to the team of Trajan, Roan, Kembu, and Managirl. She has demonstrated remarkable survival skills and for the most part has kept her team alive; barring tragic incidents like Trajan's death. She provides a good balance to the team; keeping Managirl in line while offering wisdom to the others.

The training facility in her first mission didn't hinder her much, though she seemed to take a personal interest in the Quiet Mountain mission with Dr. Klein. Perhaps it tied into her motivations of discovering what Genesis is doing to the world. Regardless, she has had to take a hiatus from working with the Middleman due to pressing matters at Potom Falls with Goodwife Maggie... despite her promises to return, I'm uncertain if she will. Babylon might be a cancer that can't be healed. Better to stay far from it.

Her trio of questions ranged in difficulty. Through some workarounds, I could have it arranged for her to sit down with the leaders of the Genesis Corporation and attempt to share her advice with them. Getting them to listen to what she has to say wouldn't be hard. Getting them to do it? Certainly much harder. The second question was easy enough; why do they keep those animals in cages? Ties into Project Rebirth, really. I'll wait to elaborate on it with her. Finally, she seems to be as clever as some of the other Runners; asking what the Middleman is after. The same thing we're all after, I suppose...

Motivations:
Del's motivations primarily tie into "saving" the world, as silly as that is to say. She has seen what Genesis is doing to the earth and she wants to stop the world from coming to further harm; perhaps even heal the world. The rest of her motivations is tied into her family, friendships, and a general desire to do good deeds. Dolores has a good heart, and its those hearts that often find themselves getting stomped on in Babylon. Time will tell if Dolores is successful in her goals. I can't decide if I want to admire her or pity her for her idealism. Do all witches start out this bright-eyed and bushy-tailed before the world turns them into miserable crones?

END REPORT
WD