IKRPG,  RPG

I've Seen a Ghost!

IKRPG was last night, and Jerek of Jord Finally got his murder on.

Last night started, as it does so often recently, with our characters in cages. Ivan, our friendly neighborhood Doomreaver and I ringed together, with the others nearby in separate cages. Visitors come to Von, and Sev before coming over to me. Nicoli, our gobber employer, lets me in on some information. There is going to be a time when I am asked to present information on Sodaving, and I have some dirt I can throw in. Good. Being in these cages and fighting until we die seems like a poor out for Jerek, er, Hogan.

The crowd, over the days we are in captivity and not fighting, take less and less of an interest in us, and the enthusiastic recruits and the staunch supporters both vanish. Sodavings guard also diminish, to the point where its significantly noticeable. One of the set of patrons that doesn’t disappear though, is a pair of women who have been lurking around. It turns out that these two are the resident Koldun Lords right and left hand, respectively.
Interesting.

Sodaving, after days of imprisoning us, finally decided to do something about the accusations that he wished to bring against us. He calls out Sev, our poor, broken Gunmage ally. They will settle things the old Llaelese way: A duel.
I make sure to whisper conspicuously that Sevs good shooting arm is completely broken, while Sodavings is good as new. This is put down with cries of Sev being ambidextrous. A likely story!

As any proper duel does, this one calls for a second for each duelist. I try and volunteer to be Sodavings second, but Tom’s son, a prickly brat, is way ahead of me. Its sad I don’t get to try and jam Sodavings gun.

The duel is a quick affair, with both contestants beings shot in the face. Well, both were flesh wounded on the face, with each taking significant damage.
Sev, however, suspects Sodaving of cheating, and calls him out.
In front of everyone.
Sevs Luck is about to run out.

He gets tied up, and told that his fate is up to his companions, now, as he has dared to judge the fairness of his host. He is then tossed into a deep, dark, dank pit.

We are given our gear and told. Go, rescue him, if you can.
We swiftly don our gear, strap on Harnesses and drop down the pit to rescue our longtime ally from whatever is down there.

Its a dark, dank closed off culvert with a trio of bodies on the ground as well as gunpowder barrels, which is strange. There are also piles of refuse. Then, as we all start to get our bearing, Three eerie glowing spirits emerge from the darkness, pistols pointed at us.

The Pistol Wraiths get the jump on us, and each one fires away. They manage to miss a lucky few times, and we get to start our turns. While everyone fought the wraiths, I finally got to get my alchemist on. Fire in the hole drops a grenade on one of the wraiths, and then I spend my quick action to grab a grenade from my belt, my free to pull the pin, and then toss again as my action, hitting him again. I don’t do enough damage to drop it, but I’m pretty confident. I spend my extra bandoleer action to ready another grenade, and as soon as my next companion goes, I start off spending a feat point to toss another grenade. It costs a lot of money to go through 3 grenades a round, but man is it worth it! I missed at the start of Sors turn, but it was all worth it, as the next turn rats pop out from the gunpowder barrels, and we have more targets, and I toss three grenades again. The pistol wraiths managed to get me again, and I was down to 0 feat points with a broken agility, but -2 to hit doesn’t care when the dude tossing POW 12 AOE’s is within 4″. I take out a pair of rats, gaining a feat point, and once again tossed a pair of grenades at the second pistol wraith to come my way. Thankfully the other was taken care of between me going, and them going again.

Fun was had by all, and next week we get to see what the consequences of our actions are.

And the encounter put us at 30xp, so I finally get to be a spy. I really wish, as my cover so far has been Hogan, Freedom Fighter of Laele, that there was a Freedom Fighter career, or something that I could at least use as my cover identity. Alas, I just have to use another one, my Searforge Trader cover I have also used in game before.

While I was looking at the book for my cover identity, I cam across a couple more career pairs I’d like to try out, and I really think the design space in Warmachine could really support one of them.

Daravitch, Menite Priest/Duelist from Skirov
Hylissan, Iosan Gunmage/Magehunter
Crander, Ordic Alchemist/Warcaster
Komar, Trollkin Fellcaller/Storm Sorcerer.