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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.

Date Course Knots NM Notes
31 Dec 1724 Ashore
Refit complete; ship christened Graceful Dame, launched, anchored in Kingston Bay
1 Jan 1725 Ashore
Ventured inland to query Old Tom regarding Morgan’s Coin
2 Jan 1725 Ashore
Dove in Port Royal for Morgan’s Coin; began provisioning for voyage
3 Jan 1725 Ashore
Provisioning, continued
4 Jan 1725 SE 4 72
Cleared Kingston and put to sea in AM
5 Jan 1725 SE-NE 4-2½ 84 At sea
6 Jan 1725 NE 62
Arrived at île-à-Vache before noon; entered Ferret Bay and went ashore
Ashore
Rumjack entered port after noon; Mr. Ned Long threatened company with death.
Rescued Ms. “Dora,” fled bay during confusion
SE 4 35½
Departed Île-à-Vache in PM
7 Jan 1725 SE 83½
Hove-to for guardacosta inspection
8 Jan 1725 SE-NE 4 94
Favorable weather. Passed S of Isle de la Beata in AM
9 Jan 1725 NE 89
Passed French schooner in PM, headed W. Shifted torn sail for spare.
10 Jan 1725 Ashore
Arrived at Santo Domingo around midnight
11 Jan 1725 Ashore
Shifty hanged in AM.
12 Jan 1725 Ashore
Took on provisions; cleared port after noon
EbSE 63
Mr. Moggridge on light duty due to illness
13 Jan 1725 EbSE 132
Sail sighted ahead at noon, Princess Mary, hailed for news.
Mr. Moggridge on light duty due to illness
14 Jan 1725 EbSE 150
Performed divine service. Mr. Moggridge on light duty due to illness.
Strange man from the sea leapt aboard, and leapt away
15 Jan 1725 EbSE 150
Mr. Bold employed fixing hull leak.
Mr. Moggridge on light duty due to illness
16 Jan 1725 EbSE 6 144
Favorable wind shift.
Mr. Moggridge on light duty due to illness
17 Jan 1725 EbSE-NNE 6-4½ 89
Tacked NNE in AM. Winds shifting unfavorably.
Mr. Moggridge on light duty due to illness
18 Jan 1725 Ashore
Arrived at Barbados very early AM; waited for sunrise to enter port. Rumjack entered port in PM.
19 Jan 1725 Ashore
Purchased 2 tuns cotton for sale at St. Kitts, 1 tun spiced rum.
A shore expedition (Sir Randel, Dr. Spenser, Mr. Palange, and Mr. Lucroy – visit the ‘devil’s house’ where they have a strange encounter
Cpt. Hayden & LT Rogers meet with Cpt. Lockhart
20 Jan 1725 Ashore
Departed Bridgetown in convoy with Princess Mary afternoon
NbNW 62¼
21 Jan 1725 NbNW-W 116½
Rescued Cpt. Dufresne & Crew in a.m.
in p.m., encounter Charon (?), observe Pelican take Rumjack (now dead ship)
22 Jan 1725 NbNW 142
Arrived at Saint Kitts very early in a.m
23 Jan 1725 Ashore
Sold 2 tuns cotton; purchased 2 tuns goods for sale at Port-de-Paix
24 Jan 1725 Ashore
Took aboard passenger, Geoffrey de Saloman
25 Jan 1725 WNW 10½ 177½
Departed St. Kitts in AM. Light rain AM, and Evening.
Passed S of St. Thomas, N coast Puerto Rico
Dutch flute sighted heading SW
26 Jan 1725 WNW 182¾
27 Jan 1725 W/WNW 146½
On middle watch, narrowly avoided uncharted reef
28 Jan 1725 W/WNW 196¼
Arrived at Port-de-Paix after midnight, anchored until AM
29 Jan 1725 Ashore
Accompanied Mr. de Saloman to duel Dutchman (?), Falko Rijnders, at nearby island; Dr. Spenser meets Mdme Cassandra
30 Jan 1725 Ashore
31 Jan 1725 Ashore
Sir Randel, Dr Spenser, Lt. Rogers and Cpt. Hayden attend a party
1 Feb 1725 WbNW 72½
2 Feb 1725 WbNW 4 94½
3 Feb 1725
WbNW-NNW
6 148½
Encountered British schooner under-manned due to impressment by Navy vessel; Geoffrey de Saloman agreed to captain for them, departed company
4 Feb 1725 NNW 210¾
Arrived at Nassau just before midnight
5 Feb 1725 Ashore
Delivered message to Raynard Adler, who paid agreed-upon 1s
Rescued merchant’s daughter, Rogers and Bold injured
Discovered Cpt. Doyle as behind the attack
6 Feb 1725 Ashore
La Dame Blanche at port; Sir Randel joins Mr. Boissonade at meeting with Captain Morgan expert, discovered to be “Handsome Ned” Long, who is apparently not dead
7 Feb 1725 Ashore
8 Feb 1725 Ashore
9 Feb 1725 Ashore
Ms. Dora recovered her former captain’s pocketwatch from a local sailor
10 Feb 1725 Ashore
11 Feb 1725 Ashore
La Dame Blanche departed in AM
12 Feb 1725 NW
Departed Nassau in AM; winds increasingly gusty
Ashore
Arrived at Harbour Island in PM; secured for bad weather
Dora kidnapped, rescued
13 Feb 1725 Ashore
Detained for questioning by Lt. Brace of the Hazard, and released
SWbW 52¼
Put to sea in PM
14 Feb 1725 SWbW
WNW 10½
Entered Gt. Bahama Bank
SWbW 175¾
Evaded pursuit by unknown vessel in eve
15 Feb 1725 WbSW 5-8 107
In Florida Channel current. Nearly becalmed around midday
16 Feb 1725 WbSW 31½
Ashore
Arrived at Havana late AM
17 Feb 1725 Ashore
18 Feb 1725 Ashore
19 Feb 1725 Ashore
20 Feb 1725
Cleared port before noon, with passenger, Amira Inara Muñoz
Stranded Spanish sloop sighted. Did not assist-appeared capable
21 Feb 1725
22 Feb 1725
23 Feb 1725
24 Feb 1725
Arrived at Campeche before sundown
25 Feb 1725 Ashore
Dinner with Gordon Reade, Maurice Boissonade, and company

Man Down

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It is with great sadness that we announce that, today, we lost a former Olympus member, Herodian, who has succumbed to lung cancer at the early age of 51. He was one of the earliest members of the group, from long before we streamed our sessions. You might remember him as:

You will be missed, brother. o7

Company of the Bere

Invitations to Court

By the end of Latewinter, 1000 AE, a couple of months after the “Harmin/portal incident” at the Capital, Ser Kenrick has received the following messages at the Stagwood House in the Capital:

Ser Kenrick has sought out advice from those he deems in-the-know about such things, including meeting with Grand Master Válaris at the Heroes’ Guild, and correspondence with his uncle, Duc Rikard, among others. The invitation letters did not give any specifics as to the intentions of his potential patrons, but there are a few well-understood reasons known for such an invitation, and he is reminded that he will have to swear the oath of fealty to that lord that grants him land, so he must choose wisely.

Arl Gudrik Bredwelle of Northelderland is known to be an upright, resolute, reasonable ruler, struggling under a heavy burden. He is not considered to be particularly powerful, and certainly not wealthy (for now). His lands on the coast of the Imperial Sea—a long-standing hub of foreign trade—are experiencing hard times, but are on the way to recovering their former prosperity. His direct liege is Duc Jakeb, who mostly stays out of his business. His enemies are mostly “internal,” robbers and bandits of various power-levels, and the occasional pissed-off nobleman, against whom he has been prevailing, little by little. Ser Kenrick has worked directly for him in the past, and could expect to be put to work fighting banditry and recruiting/training with the meagre levy, with plenty of room for advancement. Prosecution of corruption has led to some lands being lost to the Arl, who will be looking to hand those titles out to trustworthy servants.

Arl Thurston Highhorse III of Banner Hall is known for his wealth and prestige, though this may be the result of a good political advisor(s). He is a laid-back ruler—perhaps a bit of a pushover at times, but certainly no fool. He is loyal to his people and his house, down to the lowliest servants (see the Pirate Ransom Job). He is considered to be reasonably powerful, with some famous knights in his retinue. His lands are rich in history, the center of Generic chivalry and horse-breeding (home of the Valemont breed, of whom Ser Magnus is descended), but are regularly under threat of Antagonese chevauchée. His direct liege is the King, as Duc of the Crownlands, who stays far too busy with affairs of the kingdom to be a bother. He has many political rivalries amongst the other Houses, some more devious/depraved than others, and is always on the lookout for an opportunity to improve his station. Ser Kenrick has done work for him—the rescue of his spymaster, Garak Highhorse—and can expect a position of some prominence in his court, with rich reward for his efforts. It has also been noted that, in the recent past, a prominent knight died, leaving a rather grand estate to his only daughter, who is, as yet, young and unmarried.

Markis Egowe Maguttin of Westmark has a reputation for shrewd politics and intrigue—some even call him a “vile gangster”—but he’s also known for keeping his word, and paying his (considerable) debts. As chancellor to the Duc of the Highlands, his direct liege, he lives at Crowningstone and spends most of his time at the Duc’s business, leaving the management of local affairs to his appointed councillors. His lands are neither prosperous nor destitute, and not known for anything in particular (except wool trade, and a local breed of hardy sheep). He has plenty of rivals and enemies, including Antagonese rulers and nobles across the border—he is a villain to some, and to others he isn’t villainous enough. Ser Kenrick has no direct experience working for him, though he has visited his court once (during the Guffin Hall Job), and can likely expect to do some “dirty jobs” from time to time; his half-sister, Rayna certainly doesn’t have a high opinion of him. That said, the Westmark is home to the Starkweathers, and would place him in proximity to Rayna, and allow him the opportunity to learn more about his roots. Also, Ser Kenrick would undoubtedly be a beacon to those seeking justice in the Mark. It has also been noted that a prominent barony within Westmark has recently gone into escheat back to the Markis, and he may be looking to pass that on to a trustworthy individual, though there will inevitably be some manner of “strings attached.”

Player Response

Ser Kenrick accepts the Highhorse invitation and prepares to visit Banner Hall. Presuming the expectations that Arl Thurston has for him are not mad – “You need to marry my 80-year old grand-aunt who is senile and lustful. Also, I need you to eat this baby.” – then he will swear fealty to him and regretfully decline (politely!) the invitations from the other two, sending the money back to the Markis (to ensure no expectations of “I sent you this money so you need to do this one thing for me”) and advising Arl Gudrik that he hopes they can remain allies at the very least.

The thinking behind this decision is wide-ranging. He flat-out distrusts Markis Maguttin and, despite knowing that accepting his offer could likely lead to a promotion to baron, suspects that the Markis would use him in a way that offended his moral stances. On the flip side, he rather liked Arl Bredwelle and would have been quite happy to accept him as lord if Highhorse was not an option because Bredwelle struck him as an honorable and upright man. Ultimately, he chose Highhorse because that region is considered the original of chivalry and very horse-centric; further, I (Rigil) expect that Kenrick will totally be a “fish out of water” around the more established nobles so I’m expecting him to get caught up in ‘the game of houses’ and be forced to find a way to navigate them without losing sight of who he is.

Kenrick will likely head to Banner Hall as soon as spring arrives. Luckily, he owns the pack horse so he can load all of his personal belongings upon it (how sad!) and head out. If there happens to be a convenient caravan heading in that direction, say with Barlowe or one of his associates, he’ll link up with it. And if any of the other PCs want to go with, he’ll gladly bring them along and spend the trip telling them the dos and do-nots about interacting with the Highhorses.

Notes:

  • This is the basic “setup” for the “Diversion” PbP stuff, where Ser Kenrick will be given lands by his choice of liege.

Dramatis Personæ

Live Stream
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Wherein the company battles a djinn…

  • At the Cave of Winds, the djinn-lord Atah Keth, now possessing the body of Sheik Rashid, commands the nearby Fa’iel to stand and defend him from the Company. Ismir succumbs to the djinn’s magic and does as bidden, attacking the others.
  • Meanwhile, a group of Atah Keth’s centaur soldiers attack the remaining refugees as they continue to crowd through the portal. Haruki and the free cat-people defend Finn and the refugees. Haruki is wounded, but fells two of the centaurs on his own.
  • At the cave, the Company fights through the mind-controlled Fa’iel warriors to attack the djinn-possessed-sheik, who, after Brum manages to finally land a blow, turns Aramis to stone, followed by Brum. Desperate, Thorondil uses Smil-Blam (Gestlin’s unpredictable Rod of Wonder artifact) to banish the djinn, who immediately flees, taking Rashid’s body with him.
  • With the fight done and all arrived through the portal, Finn creates another portal direct to Castle Defiant, home at last. As they all begin to cross over, they see that the banner of the “rightful heir” to Defiant, as well as that of the King of Caithness, indicating they are in residence.

Dramatis Personæ

Live Stream
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Wherein the company flees the destruction of their patron…

  • The Company, including the 43 locals from the otherworld, arrives on the other side of the portal to find Zat Al-Dawahi being torn apart by the other djinn lords, while their forces battle each other throughout the Citadel of Ten Thousand Pearls. The Company flees the palace into the streets, fighting their way out of the city.
    • Finn Sardock remains unconscious from the effort at creating the portal, and is carried along
    • Haruki uses his tetsubo to bar a gate, leaving it behind.
    • Ismir finds his former wife and her new husband dead, and takes up their two-year-old son (also named Ismir)
    • Aramis is seen “casting spells,” and at one point, Thorondil hears him speak with the voice of Arn Rainaldson
    • Zyanra and her felinoid kin flee with the group, now free of their mistress
  • The city is destroyed just as the Company gets clear of the border of (formerly) ZAD’s domain
  • Other survivors are gathered while Finn recovers
  • Finn creates a portal to the Cave of Winds, where the Company is meant to rejoin Sheik Rashid and the other Fa’iel, taking the hundred-or-so survivors with them; Haruki stays behind to guard Finn who is to cross over last
  • As the group is still crossing over, Ismir leads the company into the cave to find Sheik Rashid being held aloft by the neck by a much-weakened and damaged Atah Keth, completing possession of his body…

Dramatis Personæ

Live Stream
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Wherein the company helps Finn Sardock return to Yrth…

  • Finn Sardock gates in to meet the Company as they arrive in this strange world, and explains his situation—he has been hiding here for (probably) seven years—before gating them back to his adopted home, an otherwise-abandoned, walled town, on a hard-to-reach hill.
    • Ammerah is at the town, with their two young children.
    • With them in the town are forty-or-so refugees, total-pacifists who will not touch weapons at all.
  • Finn cloaks the beacon to suppress its magical signature, lest it draw too much hostile attention. Later he uncloaks it to study it, to discover how to use it to guide him in creating a portal back to Yrth, knowing that the local enemies, “Nightmares” and their “beast-man” army, will notice it and attack.
  • In the night, an eyeless “Nightmare,” armored and bearing a strange sword, appears in the courtyard and attacks Finn, but is repelled by Thorondil and Ismir, as the rest arrive to see it disappear into the shadows.
  • The next day, the Company looks to shore up the town’s defenses against the inevitable assault, supervised by Brumrumli, while Finn’s family and the refugees prepare to evacuate.
  • The beast-man army attacks the town gates and breaks through, just as the Company, Finn, and the rest of the town’s occupants flee through Finn’s portal.

Dramatis Personæ

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Wherein the company battles ghouls and snatches an artifact…

  • At Iram dhāt al-ʿimād, the Company finds itself surrounded by ghouls, and fights them back-to-back, until they finally break.
    • Brumrumli wields “Klang” for the first time.
    • Haruki is cut a time or two but shrugs it off.
    • Ismir’s arm is severely crippled.
    • Thorondil wields “Grimslaughter” for the first time.
    • The fight is joined by some sort of “carnivorous mist” that devours the surviving ghouls as they run away.
  • They quickly grab the altar and flee the ruined city, staying just out of reach of the mist.
  • After some days, they return to the Citadel of Ten Thousand Pearls, and present the altar to Zat Al-Dawahi. She needs a few days to prepare for the next task.
  • After preparing, ZAD summons the Company. She presents them with an “anchor” to take through a portal to the world where Finn Sardock is lost. There he can use it as a guide to create his own portal to return.
  • ZAD creates the portal, and the Company enters, arriving in another world. They are met by a years-older Finn Sardock, who asks, “What took you so long?…”

Dramatis Personæ

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Wherein the company journeys to the City of Ten Thousand Pillars…

  • Rewind: The Company spends some of their off-time gearing up for the next mission.
    • Aramis finds a strange ring
    • Ismir hires a local sage to identify the magical properties of the ornate bowl he found hidden in Farouk Ibn Said’s palace, and the strange “pendant” he found in the dragon’s hoard.
  • The Company sets out for Iram dhāt al-ʿimād.
  • A couple of days on, they encounter the scene of a massacre of a colony of Dragon-Sworn who had occupied an abandoned city.
  • Entering the Great Desert, they encounter a nearly-dead man in the desert, apparently fleeing Iram dhāt al-ʿimād. As the Company carries him with them in a cart, he dies, and is later buried when the Company makes camp.
  • A week on, the Company arrives at the lost city of Iram dhāt al-ʿimād.
  • As they reach their objective, the altar Zat Al-Dawahi had sent them to retrieve, they are confronted by a band of ghouls, led by a spellcaster, who orders them to attack…

Dramatis Personæ

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Wherein the company returns to the Citadel of Ten Thousand Pearls…

  • Continued from last session
  • Farouk Ibn Said is cast down to the arena floor, where Zyanra is allowed to end him finally to her satisfaction with Ismir’s meteoric knife.
  • Thorondil, Haruki, and Ismir go to the palace to join Zat Al-Dawahi’s triumphant forces in the looting. Ismir finds a secret stash containing an item of great value in the palace.
  • The company joins ZAT’s forces as they return to the Citadel of Ten Thousand Pearls, sped along by ZAT’s magic.
  • At the Citadel:
    • Aramis rests, to recover from his injuries.
    • Brumrumli is summoned to a meeting with the visiting merchant, Thráin Ironfist, who attempts to extort him into aiding his business.
    • Haruki interacts with a gaggle of oprhans/urchins, to their great amusement.
    • Thorondil meets Zyanra’s litter-mates.
    • Ismir encounters his former wife, whom he thought dead, finding her happily married to another, with a young son.
  • Waiting for five days:
    • Brum is magically transported to another plane, where he lives a lifetime, is married, widowed, and lives as an airship captain, before returning suddenly, mere seconds after he had gone.
    • Haruki encounters a slave ring and destroys it utterly, during which his lack of restraint causes him some concern.
    • Thorondil encounters a pair of dragons (he did not know at the time were Primus and Secundus) and releases them.
    • Ismir, depressed about his wife, asks ZAT for a mission; she sends him to kill a dragon, and he returns with a unique item from its hoard.
  • The company is briefed on their next task, to go to the “lost” City of Ten Thousand Pillars to retrieve a golden altar.