46 - Welcome to the showbiz
Previous Session: 45 - Holding Out for a Hero
We do a round-up on how everybody is doing after the fight, and Sabine is really shocked from what happened.
Sabine leaves a sigh, then takes a deep breath
She looks at us, giving a glare in her eyes.
She stands up.
When the group checks Nesvalyn, there's blood streaming from his back, and there are still the lines from where the wings are, along his back exposed.
Persy touches the wing stocks, which Nesvalyn reacts to the pain vividly.
After inspecting a bit more Nesvalyn, there is no other physical change, but there's a kind of strained aura, like some desperation around him, especially with the recent events.
Persy casts [Cure Wounds] on Nesvalyn and regains 12 HP, stopping the bleeding.
Persy casts [Cure Wounds] on Axel and regains 8 HP.
[Identify] We identify the larynx left behind:
We're heading back to the ship to head back to the Freelancers HQ.
They remove their glove and the hand shapes in a different form.
They put back their glove and stretches it until the fingers, and Axel stays quiet.
We arrive back at the safehouse, entering with Sabine. Captain Comrade and Gecko Girl are the only ones here. Black Slime and Captain Comrade nod to each other.
They go into a different room. We all either sit or wait in our own way.
Balnorin attunes with the Golden Voice.
Sabine looks around, and hooks her ribbon in the ceiling, and makes a hammock for herself.
As they seem to take their time, we decide to take the opportunity to rest.
Nesvalyn fells in a faithless sleep. Then Nesvalyn awakes in his dream, and sees a beach.
He's standing a bit far away from the water, noticing close to the water so many wooden crosses, like it's buried people. When getting closer to the water and the crosses, he notices people are nailed to them, but not anybody: it's a line of identical replicas of Nesvalyn.
When getting down the line, there are around 100 versions of Nesvalyn, and finally Paildreo at one, reaching up and about to hammer another copy, and stops and looks at Nesvalyn.
It seems that they don't see him, and yet, it gives the feeling Nesvalyn is standing aside them, as if he was there and present, as a quiet reassuring presence.
The moment is disrupted by a whip cracking.
Then Or turns to where Nesvalyn is standing, making an eye contact with him, and finally winks, acknowledging his presence.
When waking up, Balnorin and Axel mentions they both had the same dream, repeating what Nesvalyn dreamt that night, but from Nesvalyn's point of view.
When talking about it, it seemed familiar to Senri.
↪[(Nesvalyn) Insight - Pass ✔] Taking a deep breath and thinking about it, Nesvalyn realizes that Or gave the dream. He realizes perhaps with the evolution of his psychic abilities, it's possible that he's capable to project his dreams while asleep.
As it was a powerful dream emotionally, perhaps Nesvalyn reached for help unconsciously.
There's a small banter about the dream, as Axel enthusiasts about the progress of Nesvalyn's abilities, which doesn't seem to please the concerned one, as it means less time and not sure about what could happen next. But he brushes it off and refocus on the main objective.
On that note, Captain Comrade enters our room, where we notice that Gecko Girl passed out in the other room.
↪[Insight] Looking around, Nesvalyn realizes that he may be a communist.
Captain Comrade goes by the window, and he flies out when he's done.
We reach the girls, using Gecko Girl's invisible boat after a few hours of travelling.
She slams the door and we wait 25ish minutes, and they're dressed in chic Minavra style, surprising Persy as it seems to be the opposite on how we met them.
They get easily in the invisible boat. After a few more hours of traffic, we reach in the afternoon "Space Square", where Captain Comrade is waiting us.
[Perception - Pass ✔] Balnorin, Nesvalyn and Senri notice that there's no one else except the party, Ana and BIlli, the Gnome and Captain Comrade.
[[Nesvalyn]] enables his [Psychic Whispers] for 6 hours.
Captain Comrade dismiss us and starts to position various people. After a while, Persy goes to reach him.
Within an hour, everything is being set up. The other Freelancers have arrived. We still haven't got any instruction. Gecko Girl arrives last.
After we're being added to the frame. Fling is here, but Black Slime isn't.
Captain Comrade eyes start to glow.
[Perception - Pass ✔] Nesvalyn and Senri hears a weird echoing sound from Captain Comrade, first you thought it was his powers, but when looking around, all the billboards are playing the scene in front of party. The gnome and his crew are gesturing us.
Nesvalyn tries to disarm the situation to catch the attention to point to the Gnome.
[STR Save] In a split second, both Axel and Persy hushes in flying with Captain Comrade.
Axel and Persy keeps screaming. However, when looking at the screens, Nesvalyn and Senri notice they hear Axel and Persy only from where they are, but not from the screens.
At a super speed, he reaches the gnome, and grabs a rod and point it at the girls.
Persy tries to run to yell in the rod...
↪[STR Save - Pass with Prophet's Diadem] Persy manages to stay where he is.
Captain Comrade has moved closer and closes the rod to prevent his next sentence to be heard.
He keeps going his monologue until the Gnome yells "Cut".
We start walking back to the boat with the girls, and we realize we hear a sound, except of the peculiarity, it's like people have come back suddenly in the Space Square. We walk by a woman who is drumming on a bucket as we head back.
Axel stops to look closer, and the drumming stops. She has a hood on, hiding her physical features.
The girls were gone in the meantime.
We're trying to peek more to confirm our theory, but her clothes hides most of her body.
She reaches a hand towards Senri.
She turns back to the rest of us.
A mental banter happens between Axel and Persy about running away or staying for the directory, as it could impact our next move, until Persy realizes...
At that moment, we hear a loud bang and recognize of a familiar long rifle firing, and we hear Ana let out a scream from far away.
We all start to move to that direction, as our instincts kick in.
↪[STR Save - Fail ❌] Persy is being levitated in the air, while Zoku is kicking a rhythm on the bucket.
She drops Persy, and the metal bench nearby becomes her drums' set.
We're distracted from the sound of a battle where the Freelancers were.
[Nesvalyn only]
(With what the news shared, it's better that I write my version here, just in case...)
As Nesvalyn gets out, he sees the Freelancers in a fight with many people.
↪ [Perception - Pass ✔] It's a fight between the Freelancers, Druid Corps and Death Inc.
Ana is fighting back dozens of Death Inc members, standing near Billi's lifeless body, surrounded by them.
Or tries to grab the Heart of Gold when it was used, but Nesvalyn manages to get out of their grasp in time.
[Performance - Pass ✔] Nesvalyn manages to get some attention from the soldiers, giving an opportunity to Ana whip another one.
But she won't move away, as even Nesvalyn would recognize that scenario case, fighting for your loved one until the end, even gone.
As there's nothing much he can do, and from his point of view of Anathema trying and failing to protect Willow, Nesvalyn heads back to the dome.
Nesvalyn reaches the dome again, and a knock is coming from the outside.
Nesvalyn fully regroups with the party to report.
Zoku starts drumming a beat, and the dome wraps into a sphere, becoming a big giant bubble, and we feel we're being lifted into the air. We're travelling for what seems to be one hour.
Finally, she compress the metal sphere, and it rests on a surface. It unfolds the metal down, and we're all on a deck.
We're in a wood covered 3 stories tower on the top of another very tall building. Zoku stands up, and starts walking to that wood building.
We're led into a main entry, and the assistant looks at us, and the door opens. Upon seeing Zoku and the group, the assistant speaks up and points to a direction
We take the lift to the 3rd floor, and we enter a meeting room with a wooden door on the middle. It appears that the manager is fan of wood carving, with so many various wood carved furniture, along some shelves filled with wood carved animals. Only the cushions are not made of wood in this room.
After 30 minutes, walking in is a tall slender man, which we assume undead, with all the groom and cologne, and a slight odor of balm. His face is pristine for an undead, but it has been stoned on to preserve it. He comes in the room.
He sits and gestures us to take a seat too.
Senri reassures her to speak up.
The manager looks at Senri, which enables her [Form of Dread].
He gets up and leaves the room.
We look around the room for a bit, and Persy decides to go directly to the door, trying to opening it, but it's locked. He tries to unlock it on the spot.
[Lockpicking - Fail ❌] Persy jammed his tool inside it.
[Perception - Success ✔] Axel tries to remove the tool, and feels some vibration from the door, and they realize it's not a vibration, but a heartbeat. And when looking down, the lockpick falls and the lock shapes into a mouth, who manages to pull it away in time, as its weird tongue interacts with Axel's goop.
All the nick-nacks along the furniture start to move around and take various shapes, as they display eyes and mouths, revealing that we're surrounded by mimics.
Next Session: 47 - Tough Negotiations