Olympus RPG Blog

Olympus Role Playing Group Blog


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

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0x03: Mutiny and the Beast, Part 1

  • Fleeing from the site of zombie attack, the survivors retreat to the relative safety of their inns where they can lick their wounds. Meanwhile, riots engulf Ubersreik and, upon the morning, they learn that the “necromancer” was captured when she tried to flee in her boat. The witch hunters have already taken her into custody and are looking for any others involved.
  • Enfys and Sören visit the temple of Shallya to get some magical healing, while the others start discussing an exit plan to ensure they’re not blamed. Conveniently, Drori Stonebeard approaches them and explains that he’s sending two wagons of goods to Bögenhafen and would like to hire the survivors as guards. They quickly agree.
  • The following day, the two wagons set with Gunnar and Hultz driving the wagons. This is expected to be a six day trip, with stops at the coaching inns along the way.
  • At around noon, Gunnar cries out in alarm: goblins! A large group of them are crossing the road ahead of the wagons, and the survivors leap off the wagons, ready to defend. Christoph looses an arrow that misses, while Coppertong charges forward. A quick skirmish ensues, but it goes ill for the goblins as five of them, including their apparent leader, falls, while the unarmed ones (oddly carrying stacks of wood) continue fleeing to the north. Things do not go entirely the survivors’ way – Jörg’s zweihander breaks in the fight (exactly like Coppertong said it would!) and he takes a spear thrust to the belly.
  • Several hours later, the two wagons reach Geissbach, a small farming village where the coaching inn, The Halfway House, is the largest building present. The caravaners begin making plans for the rest of the night.

GM Notes:

  • The core elements of this session comes from Cubicle 7’s adventure, “Mutiny and the Beast” taken from Ubersreik Adventures III. Amusing, my F2F group passed through this village when I originally ran “The Guilty Party” from Ubersreik Adventures I which takes PCs from Ubersreik into the 1st part of “Enemy in Shadows” (although this adventure wasn’t out yet.) Since Gigermann is part of the F2F group, I had to change it up a bit.
  • No one was expecting Jörg’s sword to break. A critical failure at the worst possible moment for Gigermann. And now comes the monumental task of figuring out how much time and material is required to actually repair it…
  • My brain stopped … braining at the end of the session and I realize how crappy my notes were. Planning on fixing that in the next session.
  • Enfys’ player was out for the session due to other obligations.


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

Live Stream Playlist
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Podcast

0x02: Deadly Dispatch, Part 2

  • Snarling unintelligible Words of Power, the necromancer casts a great spell and zombies begin pulling themselves out of the river.
  • Sören attempts to flee after spearing the still beating heart on his sword, and Enfys follows more slowly which results in the latter almost being swarmed by a large number of the Undead.
  • A stranger carrying the box that was left in Enfys’ room also approaches, but he drops it upon seeing the zombies and charges forward; Jörg will end up engaging this man in a duel and realize that he is facing another of the Undead!
  • Christoph and Coppertong engage as well, and the skirmish is right hot, with both Enfys and Sören grievously wounded. Enfys ends up plunging into the dirty river, overcome by his wounds and deeply unconscious, but the others begin converging upon the foul necromancer pursuing him.
  • After narrowly evading Jörg’s swing, the necromancer flees via Magick, snarling out another Word of Power and vanishing. His wight bodyguard, badly injured from his duel and Christoph’s arrows, throws himself into the river as well.
  • Christoph and Sören leap into the water, intent on rescuing Enfys, and together, they pull the wizard’s apprentice out.
  • And throughout Ubersreik, riots erupt as the dead walk once more…

GM Notes:

  • The core elements of this session comes from Cubicle 7’s adventure, Deadly Dispatch. Apart from Elke’s name, it was mostly used as-is though as I said last time, I wasn’t expecting the PCs to end up triggering the fight right there. Luckily for me, the necromancer – named Rule Leidtragende in the adventure, though Gigerman joked that he should have been named Romero and I’m super tempted to rename him as Georg Rosmarin as a result – managed to escape so I can use him later when I want to attack.
  • As I feared, the entire session was eaten up by the big fight. Alas…
  • Enfys’ player will be out for the next session due to other obligations.


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Enfys Loom (Nosh)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

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Podcast

0x02: Deadly Dispatch, Part 1

  • The survivors recover: Queen Coppertong is retrieved from the place where she fell and treated; the two hostages are discovered to be Sister Brigitte Traue of the Cult of Shallya, taken when the bandits first went on their rampage that caused this, and Lord Rickard Aschaffenberg, taken from the massacre three days earlier; the long abandoned tower chosen by the bandits is explored and a way out of the mountains is discovered; the two surviving bandits are interrogated; Fat Farlsbag is decapitated and his head put in a box filled with ice and snow.
  • They set out upon the morrow, using a wagon and donkey discovered in the camp, and head on toward civilization. Sören feigns friendship toward the bandits to learn more, but he cares little for them upon learning that they did in fact assault the beautiful Sister. From them, he learns that Farlsbag was obeying a nameless wizardess who filled him fear; her description sounds to Enfys as that of his brother’s mistress which troubles him.
  • At Ubersreik, they are lauded for their actions and awarded the bounty. The two captured bandits are tried, sentenced and executed. Time flashes by as the survivors celebrate their victory and obtain replacement gear. Nearly a month passes.
  • A courier finds them in Ubersreik’s Artisan’s Quarter. He is seeking Enfys Loom with a package. This package eventually turns out to be filled with necromantic paraphernalia and Enfys decides to seek out the true addressee, someone named Elke Loom. Sören knows a guy and leads the entire group to meet him. This fellow is a panhandler who points them toward Mistress Elke’s boat, The Deft Dancer.
  • And then, in a sudden fit, he grabs Sören’s hand and exclaims in a voice not his own:

    ‘I see Darkness Gathering as the Last House of Joy Falls – beware, for Shadows Over Bögenhafen stir and the face of the enemy is your face! Then Beloved Morr, resplendent in Vestments of Green, stands astride Sigmar’s Great River. Yea, I see Death on the Reik and I despair! For then the Stained Hand guides the Once Mighty Lord, and this Power Behind the Throne curses us all. Lo, the Horned Rat then claims the Broken King atop is Throne of Lies, and the White Walls Fall, leaving our Empire in Ruins! Tremble in fear, ye mighty, for the End Times have come.’

  • Disturbed, the survivors reach the docks where Enfys and Sören advance forward to speak with Mistress Elke while the others loiter behind. The riverwoman is visibly disturbed, moreso when Enfys reviews an urn he took from the box. A struggle ensues over the urn, but this causes it to be dropped where it shatters and reveals … a still beating heart.
  • Mistress Elke lets out a horrified gasp, then turns and dives into the river, just as a wizened figure wearing dark clothes and a strange glowing eye piece emerges from her boat. He is visibly enraged and snarls something terrible at them.
  • Violence ensues.

GM Notes:

  • Second part of the session is from Cubicle 7’s adventure, Deadly Dispatch. Apart from Elke’s name, it was mostly used as-is. The panhandler’s prophecy comes directly from Enemy in Shadows, though, so we’re finally getting into that.
  • I originally expected to be done with this entire adventure in one session, but we spent more time on the “Wal-Mart d6” than I expected/wanted to. I also ended up super frustrated with myself because I completely dropped the ball with the hostage NPCs or even Drori.
  • Grognards will recognize Enfys’ brother’s wizard mistress from Death on the Reik which is intentional as I wanted her to have a presence from the get-go.
  • Unfortunately, Enfys’ player will be out for the next two sessions, so … guess I need to incapacitate him at the get-go.


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Enfys Loom (Nosh)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

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0x01: The Cold Bounty, Part 3

  • The following morning, after a long, cold night, the PCs turn their attention toward exiting the mountains and returning to civilization. They angle toward the elevated watchtower observed the previous day.
  • As they approach, Christoph and Sören sneak forward as scouts, noting the sounds of a woman in pain. Christoph identifies a guard and this watchman immediately calls out the alarm when the other PCs approach less than stealthily. This poor unfortunate fellow promptly gets an arrow for his troubles.
  • With the armcry raised, a fierce fight ensues with more bandits rushing out, led by the original target of this expedition, Fat Farlsbag himself! In the ensuing melee, Queen Coppertong is grievously injured and falls from the side of the mountain, seemingly to her doom though Christoph and Jörg will later find that she is a mere 10 yards down, unconscious and bleeding. Farlsbag himself is felled, as are most of his bandits, and it is little surprise that the two who surrender are already bearing the brands of cowards on their faces.
  • There are two hostages in the camp, a beautiful young woman wearing the (now dirty) habit of a Shallyan nun and a nobleman the PCs vaguely recall seeing in the bounty expedition. Both are badly beaten, with the nobleman so grievously injured that it is a wonder he is still alive. The Sister recoils away from all of the men and glares hotly at the bandit who was standing watch over her and the nobleman before Sören captured him.

GM Notes:

  • As expected, this session was just one long fight. Not sure why it dragged as long as it did although to be fair, there were a lot of hostiles (8) and five PCs. Plus, it lasted 12 rounds or so. Almost got my first GURPSHammer fatality! Alas…
  • There was some brief offline discussion of trying to stabilize Fat Farlsbag, but with the Bleeding rules in effect and him having taking a vitals strike, I think he’ll probably bleed out before anyone even tries to save him.
  • The “Coward” or “Deserter” brands I stole from the Codex Alera books by Jim Butcher. I liked the idea and it fits the Empire here.
  • Some of the aftermath stuff is information I intended to relate following the end of the fight, but we were running late so instead I’m putting that here for proper flow.


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Enfys Loom (Nosh)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

Live Stream Playlist
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Podcast

0x01: The Cold Bounty, Part 2

  • After several hours of rest, the PCs descend down the ramp into a long abandoned Dwarf complex. The destruction they find is widespread.
  • Inside a great chamber, they discover the fractured remains of an Anvil of Doom and Coppertong gathers up many of the larger fragments, intent on using them to forge her own personal anvil.
  • Beyond a great door, they find the shattered remains of an orc camp, with many such greenskins smashed or burned or even melted. Among the bodies, they also discover Beastmen who appear to have been fighting the orcs.
  • Two surviving orcs try to flee past them, but one is incinerated by a great Dwarfish automaton that has a cannon for an arm, though it spews molten magma instead of balls. Coppertong realizes that the runes animating the automaton are corrupted, and one of the orcs is struck by the cannon. It dies almost instantly.
  • After a dangerous game of cat-and-mouse, the PCs manage to evade the automaton and escape from the complex where they spend the rest of the day (and into the early evening) slowly descending to the mountain pass where they settle in to create a rudimentary camp for the long, cold night…

GM Notes:

  • This was one of those encounters that looked better on (digital) paper than it actually played out. I got too focused on the round-by-round minutiae which reminds me once again: GURPS needs an intermediary time. A “Quick time” or something that isn’t quite combat rounds, but is Action time.
  • I did manage to remember to show that the automaton was probably too dangerous to fight head-on with it blasting one of the orcs in the beginning so the PCs got to see how much damage the arm cannon thing did.
  • My expectation was to complete “The Cold Bounty” with this session but the above-mentioned “too focused on…” prevented that from happening. Ideally, we’ll finish it next week.


The Survivors
  • GM: Rigil Kent
  • Christoph Jäger (FX Engineer)
  • Enfys Loom (Nosh)
  • Jörg Lange (Gigermann)
  • Queen Coppertong (Mel)
  • Sören Roth (Ronnke)

Live Stream Playlist
YouTube
Podcast

The vile bandit known as Fat Farlsbag, already notorious for the kidnapping and murder of dozens of good folk over many years, has struck again, but this time, he’s gone too far. He abducted Lady Adelheid von Tussen-Hochen mere days before her wedding to Graf Konrad of Hopfberg. The Graf placed a massive bounty on the bandit’s head but that only caused Fat Farlsbag to murder the poor girl and flee south into the Grey Mountains, laughing that he would never be caught. A hundred Men and Dwarfs marched into the mountains to bring him to justice …

The PCs were among them, hungry for justice, vengeance, or just their part of the bounty.

But things went ill.

The PCs consists of:
  • Christoph Jäger : A dark-eyed tracker and ranger (and secret hedge-wizard) who prefers cities and easy jobs (legal or not).
  • Enfys Loom Good-natured pyromancer apprentice, loves laughing, mixed company, and inappropriate jokes.
  • Jörg Lange : A tireless and grim veteran; known for his days as a war hero but now disgraced and currently looking for a new purpose in life.
  • Queen Coppertong A mildly delusional Dwarf merchant who has lost everything thanks to that foul bandit and now wants blood-soaked revenge.
  • Sören Roth Friendly rogue originally from Bögenhafen with sticky fingers and a fast mouth.

0x01: The Cold Bounty, Part 1

  • The PCs appear to be among the sole survivors of a terrible battle that just transpired, where greenskins – orcs, goblins, snotlings – swarmed down out of the mountains and attacked.
  • Picking through the carnage, they discover a Dwarf named Drori Stonebeard who is lightly wounded and somewhat dazed. More importantly, they note the approach of a terrible storm and seek shelter, locating a cave that will serve.
  • Inside this cave are three dire wolves and they attack. Two of the wolves are slain and a third flees.
  • Deeper in the cave, they discover an ancient Dwarf doorway, long since frozen over, and Enfys spends some time melting the ice so they can open it. Beyond the door is a spiral ramp that leads down into the darkness…

GM Notes:

  • Major elements of The Cold Bounty adventure written by J.C. Connors and found on 1shotadventures.com are used for this opening adventure. The characters are based on the pregens found there, tweaked and adjusted to fit the campaign and the setting.
  • At least one of the players has run the above adventure, so the ramp leading downward should have caught him by surprise.
  • I expected to get slightly further along and I don’t know why, particularly since there was a fight. This is the very first session so most of the players still haven’t gotten a feel for their characters yet. And I had to relearn the “don’t ask the group what it’s doing; ask individuals” lesson all over again.
  • My intent is to do a couple of sort of mini-adventures that leads into “The Enemy Within” proper, although I’m making a bunch of fairly major tweaks to that campaign for the Grognards out there who have run/played it in WFRP.


The Operators
  • GM: Gigermann
  • The Baroness (Mel)
  • Mayhem (FX Engineer)
  • Shredder (Ronnke)
  • Zoltar (Rigil Kent)

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The Team™ are former members of a “kill team” assembled by The Company™ to conduct The Operation™ wherein they killed a bunch of people for…reasons. After the last mission together, The Operation™ was completed (successfully or otherwise), and The Team™ was disbanded, and everyone then went their separate ways. The recent report of the death of Dungeonmaster brings the Team™ together once more. It was decided they would take a cruise-vacation to the Bahamas, during which they would see DM properly put to rest, as he wished, by spreading his ashes at sea.

The Team™ of assassins consists of:
  • The Baroness (“Ness”): A female sword specialist, and recently-jilted bride. (Kill Bill “The Bride” ripoff.)
  • Mayhem (“May”): A company-engineered guns specialist. (Hitman “Agent-47” ripoff.)
  • Shredder : A long-retired empty-hand specialist, here with his family .
  • Zoltar (“Zed”): A Middle-Eastern Ḥashshāshīyīn, and de facto team leader. (Assassins’ Creed-inspired.)

They are completely unarmed.

Part 1

  • The ship, Mardis Gras Cruise Line’s Ocean’s Escape, departs Port of Miami for Nassau, Bahamas, at 17:00. (Day 1.) The Team™ settle in to their vacations separately, but are seated at the same table for dinner, at which, they are informed by the ship’s 2nd Officer Kenneth Graves that conditions will be favorable for the memorial ceremony tomorrow at 10:00, to be conducted on the Deck 4 promenade at the ship’s stern, with privacy provided.
  • At 10:00 (Day 2), the Team performs the memorial service for Dungeonmaster.
  • As the Team is returning, they round the corner to find five, armed, Middle-Eastern men, dressed in rough crews’ uniforms, in the process of tipping the 2nd Officer overboard and cleaning up blood from the deck. Shredder bids his family to go back the other way, to find help.
  • The Team immediately engages the obvious-terrorists in combat, lightning-quick, too late to save the 2nd Officer, but too fast for the terrorists to reach their duffel full of weapons. One is kicked overboard. Two are shot dead with their own silenced pistol. In the middle of the fight, a sixth emerges from one of the lifeboats overhead, and is pulled down hard to the deck, and choked-out.

See the Daniverse Blog for the GM’s post-game debrief.

Part 2

Note: Mayhem’s player was absent for this session

  • The Team collects the terrorists’ weapons and gear, including some master-keys to the ship, unsuccessfully attempts to interrogate the living, fanatical terrorists, and dumps the lot of them overboard. They take the gear with them in the duffel.
  • An announcement is heard over the ship’s PA system: “Attention, ladies and gentlemen. We regret to inform you that a contagion has been discovered aboard this vessel. To avoid unnecessary health risk, the captain has ordered that all guests and non-essential crew are to return immediately to their cabins, and remain until the all-clear is given. Please comply quickly, and in an orderly fashion. Medical crew will be visiting shortly to account for all guests and perform a brief medical examination. The sooner all are accounted for, and cleared to return, the sooner you can get back to your Fun Day at Sea activities. Mardis Gras Cruise Lines sincerely apologizes for the inconvenience.” As some of the terrorists they just encountered were attired as “medical personnel,” the Team suspects this is part of their plan.
  • Shredder takes off around the promenade after his family, but fails to locate them quickly. The Team follows, and decides they will all go inside, and keep an eye out for the family while they look for the authorities.
  • A call is heard on one of the terrorists’ captured radios, translated by Zed: “Target has been located. At the Bolero’s bar, Deck 4 aft. Sweep teams secure the family and start locking guests in their cabins as soon as they start to settle in.” The Team decides to try to reach the “target” first. Mayhem suddenly decides to “do a Bogotá,” appropriates some of the weapons from the duffel, and takes off on his own.
  • Inside on Deck 4 aft, they find an explosives/weapons engineer, Dr. David Dalavi , hiding behind the abandoned bar, in the early stages of drinking to their inevitable destruction; he is responsible for the terrorists’ capabilities, and is the reason for the attack, in order to extract him and force him to continue making weapons for them—a fate he is on the ship to escape. The Team intercepts and kills a handful of terrorists when they arrive to capture Dr. Dalavi, and afterward, escorts Dalavi up to Deck 10 to gather his wife and daughter and find somewhere “safe” for them to hide.
  • On the way up, again, the terrorists’ radio reveals: “We have the family. 1298, Deck 10.” “Hold them there while we secure the Target.”
  • At the Deck 10 hallway, the Team observes that the passengers appear to have all been locked in their cabins from the outside.
  • Outside the Dalavis’ cabin, the Team takes up defensive, flanking positions: Shredder goes through a neighboring cabin to their balcony and scales across, while Zed enters through the front door, obscured by his “not-ninja” invisibility, and Ness waits in ambush just beside the door, propping it open. When the terrorists within, holding Dalavi’s family hostage, respond to the open door, the Team assaults, taking them all out in mere seconds.
  • As they regroup, the Team hears the approach of an inbound helicopter.

See the Daniverse Blog for the GM’s post-game debrief.

Part 3

  • The Team discusses next steps with Dr. Dalavi, present with his wife and young daughter, and also the man from the neighboring cabin, Bob Janikowski . They are interrupted by the room’s TV, when the ship’s 1st Officer informs all passengers that medical personnel will be coming by to clear and release them. It is decided to stash the Dalavis’ and the neighbors in the Team’s own cabins nearby, hoping they won’t be expected there. Bob mentions having seen some “recording equipment” being moved into the theater on Deck 3 by some shady individuals, and the Team decides to check it out.
  • At the elevator block on the way down, the Team is surprised by the emergence of a pair of terrorists half-carrying/dragging an unresponsive Mayhem, who sports a bag-over-the-head. The Team attacks quickly and rescues Mayhem, who is only a little injured, with no real memory of how he found himself in such a state.
  • On the way down to Deck 3 forward, the Team overhears a Russian-accented-Arabic speaker on the terrorists’ radio (translated, again, by Zed) saying the helicopter has been unloaded, and has departed, and that the “boss” will be coming on the next one.
  • The Team approaches the Deck 3 theater entrance, taking a brief respite to discuss tactics and arm-up. Zed sneaks in first, followed by Mayhem. They spot eight terrorists rambling around “looking for something” and complaining (in Arabic) about the “magician.” (This cruise featured a semi-famous magician act, the star of which is presumed to be the subject of the terrorists’ search.) Using a side-channel on the captured terrorists’ radio to communicate, Shredder and Ness sneak in to join the others, as they all circle into better ambush positions.
  • Due to a miscommunication, Mayhem “goes loud” with a captured submachine gun, and a brief, bloody fracas ensues, resulting in all eight terrorists dead or dying, and no Team injuries.
  • The magician comes out of hiding, clapping in celebration, before spotting a bloody corpse and fainting.
  • A voice crackles over the terrorist radio addressing the Team directly, and says: “You lot have been very unhelpful to the cause. I have no doubt that threatening to kill you will do much good, considering the situation. But perhaps someone here can persuade you to desist? As it happens, some nice people came to warn the Captain there were terrorists aboard. One of them would like to speak to you…Say hello, dear.” Janet, Shredder’s teenage daughter, responds: “Umm…Hello, whoever-you-are. Please don’t make them kill me…”

See the Daniverse Blog for the GM’s post-game debrief.

Part 4

  • Still in the theater, nearby video screens flicker to life, showing the scene on the bridge and revealing the speaker to be the ship’s 1st Officer John El-Saleem . He continues: “Now, as I see it, you have a few choices: You can throw yourselves into the sea—that would be most convenient, though unlikely. You could surrender yourselves—also unlikely—but maybe in exchange for buying these hostages a little more time. Such a waste…” *jams the gun a bit* “You could attempt a daring rescue—that seems the most likely scenario, though unlikely to succeed. Anyway, I suppose we should demonstrate our resolve…here” The camera pans to other nearby hostages (including Shredder’s wife and son) before settling on one of the security officers, as he is shot in the head. After some background screaming, El-Saleem continues, “We look forward to seeing what you choose,” before cutting off the feed.
  • The Team decides to head for the bridge, which is back up on Deck 10 forward, not far from their cabins. It is decided to reconnoiter the bridge from outside; while the others wait in Shredder’s cabin with the Dalavis, Zed will climb out on the balcony and cross forward to the bridge.
  • Aside from a number of dead, the only occupant Zed finds on the bridge is the 3rd Officer, now “acting-captain,” Bradley Ocean , having survived in the toilet during the takeover. The bridge has been smashed up, presumably to prevent anyone from regaining control. The rest of the Team joins Zed and Brad on the bridge, and manages to find a working-enough screen to see a security camera view of the Pool Deck, where Brad thinks the bad guys went. They see that the hostages are tied, seated, in the center of the pool area, around a “device”—an obvious ambush.
  • Brad leads the Team through the back-areas to the nearest exit on Deck 11, just forward of the pool area.
  • The Team observes from what cover they can find, attempting to determine the nature of the device: it does appear to be a bomb, and the hostages are all wired to it. A couple of drones are spotted orbiting the area at a distance. Zed uses his “not-ninja” powers to reach the hostages unseen, for a closer look at the device, and decides it is beyond his meagre technical ability.
  • The Team begins to converge, to go back and fetch the bomb-expert, Dr. Dalavi, when a handful of terrorists emerge from the room behind the stage on the other side of the pool area. They immediately open up with automatic rifles, and an RPG, which detonates at the feet of 3rd Officer Brad. At the same time, a pair of them also emerge from atop the bar behind the Team, almost catching Mayhem by surprise, before being immediately gunned down by him. The Team dodges fire, trying to close the distance, when Mayhem squarely shoots the new rocket the RPG-gunner is in the process of loading, detonating it, killing the remaining fighters nearby.
  • Many of the hostages were thrown to the ground as a result of the blast, one fleeing in a blind panic , revealing the bomb to have been a fake. As the Team converges on the center-pool area, the movie-screen above them shows a disturbing scene: a number of heavily-armed, well-disciplined terrorists, forcing their way into Shredder’s cabin, dragging out Dr. Dalavi and his family.

See the Daniverse Blog for Part 4a/Part 4b of the GM’s post-game debrief.

Part 5

  • Shredder has had barely enough time to reunite with his now-released family, when one of the former-hostage security officers is instantly killed by a hidden sniper. The sniper nearly takes out Ness as well before they all scramble to cover. Mayhem, believing he hasn’t been spotted, observes carefully the sniper’s probable location, and with one well-aimed shot, eliminates the threat. Moments later, one of the drones sweeps in toward the Team’s position, but is shot down before detonating.
  • Another helicopter is heard on approach to the ship. Presuming this to be “the boss,” the Team takes up the remaining RPG and heads forward, hoping to catch it as it settles onto the landing pad at the bow.
  • At the Sun Deck, as far forward as they could get, the Team is met by a handful of veteran terrorist troops, wearing ship’s security body-armor, and tending to the dead sniper, El-Saleem. A brief but furious firefight erupts around the min-golf course, with showers of broken glass. Mayhem is injured by fragmentation from a hand grenade; not dire, but he will need medical attention.
  • As Mayhem takes aim at the incoming helicopter with the RPG, the Team can see Bassil Malik al-Ghazal (The Boss) hanging off the side. Mayhem fires. As the warhead explodes the helicopter, the boss is seen being thrown away into the sea, before the flaming hulk of the aircraft smashes into the landing pad.

See the Daniverse Blog for the GM’s post-game debrief.

Part 6

  • Having spotted Dr. Dalavi and his family escaping his captors when the helicopter crashed, the Team immediately head down toward Deck 4 to intercept them before they can be reacquired by the enemy. Mayhem has secured the sniper’s rifle. Meanwhile, the acting-captain, Brad, takes the others with him, to start letting the passengers out of their cabins and begin evacuation procedures. But the ship can’t launch the lifeboats until it has come to a stop, so the engines will have to be shut down somehow.
  • Around the Deck 7 stairwell, the Team spots a squad-sized element of terrorists sweeping the Royal Promenade, clearing the storefronts and working their way aft. Deciding they must be hunting the Dalavis, the Team decides to move quickly: Mayhem will remain to provide cover-fire with the sniper rifle, while the others make haste to reach the hopefully-unaware squad, before giving the signal to attack. Shredder and Ness take the stairs, Shredder going down to Deck 3, to emerge from the casino below, into their blind-spot. Zed cuts a cable and swings down to the Promenade floor, arriving as a model aircraft display crashes behind him. The terrorists react to the commotion by opening fire, and taking cover in the nearby shops, but are picked off by Mayhem as the others close the gap to finish them off. Meanwhile, another squad emerges at the far end of the Promenade. The Team leaps into the vintage car on display outside a nearby bar, and slams it into the group of terrorists, catching them all unprepared.
  • As the grateful Dalavi family emerges from their hiding place, another group is just appearing from the back-rooms nearby: a team of a few of the ship’s security personnel, led by Security Officer Richard Strong . They had been fighting back as they could from the lower decks, and had heard someone was above, making trouble for the enemy. Mr. Strong confirms the terrorists have control of the engine room, and also have a huge bomb set up in the engine room on Deck 1. He offers to lead the Team below-decks: The Team will go after the bomb, while Mr. Strong’s security team retakes the engine control room. Dr. Dalavi goes along with the Team, to defuse the bomb, once secured.

  • The Team carefully makes their way through the maze of pipes and machinery in the engine compartments, and manages to catch the terrorists unaware in the noise and confusion below, dispatching them quickly from the shadows. They take up ambush positions above the guards left behind to watch over the bomb, including Dzhamal , their Chechen-born lieutenant. In a coordinated surprise-attack from above, the enemy is eliminated. Dr. Dalavi, after a tense mistake or two, manages to defuse the bomb, and the ordeal is finally ended.
  • The ship is evacuated as Coast Guard vessels arrive to collect everyone. The Team knows they can’t take public credit for the defense, but Mr. Strong and the Acting-Captain promise them a lifetime free-pass aboard any future Mardis Gras cruise, under-the-table.
  • Later news reports reveal that around a dozen civilians were killed, along with around two-dozen crew, with more than 50 terrorists killed or captured. And (almost) without exception, close witnesses to the Team’s efforts, obviously coached/rehearsed, declared, “Off-duty cruise-line security personnel helped fight off the attack.”
  • Dr. Dalavi and his family are not seen or heard from again, but through channels, it is suggested they were taken into Witness Protection, where Dr. Dalavi will undoubtedly end up doing the same work as before, this time, instead, for the government.
  • The body of Bassil Malik al-Ghazal is never recovered.

See the Daniverse Blog for the GM’s post-game debrief.

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Episode 4: Twilight Hunters, Part 4

  • The moderately fast chase ensues, with Darrrill and Nim driving, while Bostco, Luck and Tina shoot at their pursuers. Between a mixture of luck and skill, the Team manage to escape, causing both pursuing speeders to crash and/or explode.
  • The team gets to the hangar bay without further incident, although a lot of people are confused as to what was going on. They begin to load up the weapons on a YT-2400 conveniently parked here while Darrrill heads to their already captured ship and begins to prep.
  • Over the station loudspeaker, a grievously injured Ral’Torak reveals their actions and puts a bounty on their heads … which naturally prompts a number of the ne’er-do-wells in the hangar bay to draw weapons and engage. A fierce skirmish ensues that leaves a lot of dead pirates on the deck.
  • And without further ado, both of the captured pirate ships roar out of the hangar and flee the Twilight Vale before making the jump to lightspeed. They leave behind them an enraged pirate captain …

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

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Episode 4: Twilight Hunters, Part 3

  • Upon meeting with Saw Guerra, the Team grudgingly agree to assist him in liberating a large cache of stolen weapons from the pirates.
  • The team’s plan has them hitting the armory from below, cutting through the floor, then absconding with the weapons on some load lifters.
  • Things naturally get a bit hectic as security tries to stop them, but the Team persevere and escape on the lifters … just in time to see the chief pirate, Ral’Torak, leading his own team of speeders after them!

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

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Episode 4: Twilight Hunters, Part 2

  • Having obtained access information to the Twilight Veil, the Team plan their approach, fully expecting severe difficulty in gaining access. Apart from some manuever difficulty, however, none of the pirates seem to care.
  • The secret pirate base is revealed to be a mismash of old starships, welded together to create a single, bizarre entity.
  • Aboard the base, the Team spend some time seeking out their target, Dexar Tao’ni, culminating in a meeting in the cantina. Dexar is more than interested in getting away, but he needs the Team to help him get someone else out as well. That someone? Saw Guerra.

Player Notes:

  • Full house again.
  • This recap is very late. I took a break from working on them for NaNoWriMo 2023 and then inertia just took over…
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!