Olympus RPG Blog

Olympus Role Playing Group Blog

Browsing Posts published by Gigermann

Dramatis Personæ

Brother Mendel (Herodian)
Dane Sardock (Winston)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Feste)
Rainald North-Hammer (Gigermann)


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Of Performances and Revelations

22 Apr 2014

bs-marketsquareAt the approach of the appointed time, as the sun lowered in the West, the Heroes left the Crimson Mug and fetched Gestlin’s wagon once again, and the dragons in their cages, and made their way up the main street to the market square, to prepare for the evening’s show. A space next to the wagon was cleared for the “stage,” with the dragons in their cages to either side of it. Rainald and Radskyrta would take up stations next to the cages to keep the crowd at a proper distance; Dane found a balcony where he could overwatch the crowd for ne’er-do-wells, though he would eventually join the crowd-control team. Gestlin was ready to give his support to the show with magical fireworks, but his reputation for clumsiness gave Magnifico some concern, and it was decided he should sit out the performance to help manage things backstage. Townsfolk began to trickle into the square as the players rehearsed. As the audience grew, Magnifico began to doubt his ability to keep Primus and Secundus under control during their part of the show, and it was decided that the dragons would only be loosed one at a time.

Meanwhile, Gabriel slipped into the shadows of a side alley, and made his way to the guild-hall of the Aldenard Trading Company to observe the goings-on there, and break in when the time was right.

Soon, the spectators filled the square, and Magnifico gave the signal to start the show. Magnifico started off with a light-hearted joke routine that transitioned seamlessly into the main-course, the story of the Heroes’ adventures in the Otherworld against the Vasa, focusing, as it had before, on the role and person of Malcolm Wallace, this time with much embellishment of the Megalan role in the war. Participating due to a last-second capitulation, Gestlin magically levitated Magnifico above and amongst the crowd as he spoke, sang, and played, while Brother Mendel provided illusory illustration of the story, and all seemed well. Both dragons were very clearly unnerved by the large number of humans before them. As the show arrived at the point of the story featuring the dragons’ flyover, Secundus’ cage was opened; Magnifico failed to firmly seize his attention, though, and Secundus hissed and roared at the crowd, flying to rest atop the wagon, beating his wings and baring his teeth menacingly. The onlookers, of course, applauded the magnificent display, being oblivious to the players frantically struggling to get the young dragon under control, and keep Primus from following his example. Then the worst happened—Secundus excitedly bolted down from his perch to attack one of the spectators in the front row; Rainald sprinted to intercept the dragon, and threw his shoulder into the dragon’s ribs, knocking him to the ground at Dane’s feet. The townsfolk in the front row screamed and pressed back into the crowd to get away. Scrambling to help, Gestlin activated his staff with a shout of “Smil-Blam!” and Possessed the creature; his body went limp as his consciousness transferred to the body of the dragon, and he (as the dragon) collected himself and leapt into the air, circling low over the crowd in as close an imitation of Secundus’ intended performance as he could recall, before returning to the cage, entering with a “bow” to the crowd. The onlookers applauded all the more, now convinced by Magnifico that the “attack” was merely part of the show all along. (Primus didn’t get his turn after all, for obvious reasons.) Magnifico continued his performance without missing a beat, and concluded it with the post-Crusade, mysterious disappearance of Lord Wallace, on a trade mission through Megalos.

It seemed the show was very well received by the townsfolk, though none came forward to say they had seen Lord Wallace; in all, monies collected amounted to a little over 22 and a half gold marks, which, after reimbursement of the permit fee, was split up evenly amongst the participants—not a bad profit at all. During the cleanup afterward, the Heroes were approached by a well-dressed Wazifi man who greeted them in the Arab tongue—and was somewhat surprised when Magnifico responded in kind. Speaking Anglish, the man said his name was Aamir Rahmani, of Tredroy, and that he was very interested in sponsoring their show, “unique in all the world,” on a sweeping tour of the great cities of Al-Wazif. Though the Heroes had no time for such distractions from their mission to locate Lord Wallace, Bannock (where Lord Wallace had last been seen) was in Al-Wazif, and such a show there might be a good opportunity to cover their search. The man encouraged them to accept his offer and invited them to meet with him on the morrow before they left downriver; Magnfico promised him that they would do so. He would be found at the home of Proximo, a well-known dealer in slaves all over Megalos, with whom he was staying while in Craine.

Gabriel caught up to the rest as they returned to the Crimson Mug to bed down for the night; he had broken into the Aldenard hall and got away cleanly, but found next-to-nothing there that would shed any light on Lord Wallace’s potential whereabouts or his business with the trade company.

As Brother Mendel woke the following morning, he found a dagger stuck in a post by his bed, anchoring a paper note. Without reading the note, he immediately cast a Seeker spell to divine the location of the one who had left the dagger; he caught a vision of a man dressed in the garb of a Templar brother-knight, in a stone-walled room with a view of the river through a single, narrow window—likely the tower where Gabriel had shadowed the Templar earlier that day. Brother Mendel then carefully opened the note and read: “Give up on your search for Wallace or it will be your deaths.”


Notes

  • Gabriel’s player was called away to work shortly after the session started, and did not return until it was all but over; had that not occurred, more would undoubtedly have been made of his break-in
  • The GM gave Magnifico a -2 to handle the dragons due to the crowd, the size of which they had not yet experienced; then, at the critical moment, he rolled a “17” anyway—the die is a fickle mistress 😛
  • After the near-death of one of the crowd, Magnifico’s player was beginning to wonder, understandably, whether this large-scale production was a wise idea—then the Wazifi guy showed up
  • The discovery of the knife-note inevitably led to a lengthy discussion about how we should answer the deed; a most promising idea we had was to kidnap the Templar from his bed via a portal, created by “Alien Magic” (that is, Ritual Path Magic). As this group is inexperienced with RPM, this resulted in quite a long time spent figuring out what it would take for Brother Mendel, whose skills and abilities in such things are, as it turned out, woefully insufficient for what would turn out to be a rather more powerful effect than we had led ourselves to believe when we were portalling all over the Otherworld in Book I—suffice it to say that the “portal” plan was abandoned. Hopefully, we’ll have a better one ready for next time

Dramatis Personæ

Brother Mendel (Herodian)
Dane Sardock (Winston)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Feste)
Rainald North-Hammer (Gigermann)


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Of Rumours and Questions

22 Apr 2014

In the morning, the Heroes split up.

Rainald went to the docks to help the crew with the ship’s maintenance, and help them get Gestlin’s wagon unloaded and reassembled for Magnifico, along with the flimsy, makeshift cages for Primus and Secundus—designed for onlookers’ peace-of-mind rather than keeping the dragons restrained. Between work shifts, Rainald made his way up and down the river’s docks and spoke with the sailors there about whatever might be of interest, and perhaps any sightings of Lord Wallace or the Merry Weather, the barge that had brought him downriver through Craine. Later in the day at some of the sailors’ suggestion, Rainald visited the office of the port authority. Given the impatient, agitated patrons loitering in the office lobby, he was surprised to be served so quickly—perhaps a perk of his status as Lord of Rainaldsheim? The small, well-mannered clerk led him to the archives and pulled down from the shelves a massive folio containing the port records for the specified period. Rainald realized then that he should have brought along someone who could read, and informed the clerk that he “would have to do the honors” for him; the clerk read aloud the pertinent information: the Merry Weather had indeed stopped in Craine for a couple of days about a year ago, though no accounting of passengers was available, nor its business at port. The clerk politely and professionally refused Rainald’s gift of a silver piece for his aid until it was “carelessly” dropped on the floor; Rainald helped the clerk put the heavy record-book back in its place, thanked the man again, and took his leave.

Gabriel and Gestlin made their way to the city’s market districts to ask after encounters with Lord Wallace when he undoubtedly stopped in Craine. The two both spotted a familiar sigil, that of House Berd, which belonged to the Lord of Fordham in Caithness, above the door of the hall of the Aldenard Trading Company. Thinking Lord Wallace would surely have done business with fellow Caithnessers, they strode up to the door and knocked. They were met at the door by a clerk, who led them into the lavishly-decorated lobby, full of rare curiosities from all over the known world (which Gestlin managed not to knock over). Upon inquiry, the clerk informed the two that this company was owned and run by Hagen Berd, nephew to Lord Fordham, and traded in various goods, but his master was unavailable to meet with them; he instead offered to give his master word of their desire to speak. Gabriel sensed the man was hiding the truth, and taking care that his dragon tattoos were visible to him, forcefully demanded again to see his master; the clerk took umbrage and demanded the two leave the premises. Gestlin made a valiant attempt to defuse the situation, but the clerk would not budge an inch, promising only that the master would be informed of their wishes, and that they would be contacted at their lodging when he became available. Seeing they would learn nothing more from the man, the two left; Gabriel told Gestlin of his suspicions as they returned to the square.

Magnifico, along with Brother Mendel, had borrowed Gestlin’s wagon intending to take the dragons on a street-tour of the city in advertisement of the show he intended to perform that evening, expecting someone would stop him and tell him where he needed to go to obtain proper permission for such an event. The spectacle drew throngs of onlookers immediately—a dragon of any kind was a rare sight indeed—and they were stopped by the city guard, who were rather less informed regarding administrative matters than Magnifico had hoped. They instead turned the wagon about and headed in the direction of the city’s arena, followed all the way by a crowd of the curious. But when they arrived, they saw that the arena was vacant—an off day—and the playbill indicated no shows to be performed therein this day. Then they continued to the town hall, crowds still following, and begged an audience with the city’s masters. The audience was granted, and they discovered that permission to perform at the arena would be ludicrously expensive, especially on such short notice as this, but as the administrators were eager to disperse the crowd, they settled on a permit to perform in the market square in the evening for five gold marks; between the Magnifico and Brother Mendel, they gathered and paid the fee, and went their way, expecting to recover their money and much more.

bs-CrimsonMugDane spent the day relaxing at the Crimson Mug inn, listening, carefully and discreetly, to the conversations amongst the soldiers and mercenaries drinking and eating there throughout the day. As afternoon approached, the rest of the Heroes began to trickle in from their business in the city to join him. Rainald told of his findings at the port authority. Gabriel and Gestlin told of their experience at the guild-hall. Magnifico and Brother Mendel were the last to arrive at the inn, and as they did, they informed the others of “the show”; Rainald volunteered to help manage the crowd, and there was talk of enlisting Gestlin’s magical talents for the performance. (Also, they discussed the need for a collapsible “stage” to be added to the wagon for future occasions such as this.)

Some time later, a well-dressed man claiming to be Hagen Berd arrived at the inn and found the Heroes at their corner. They invited him to their table and asked what business he might have done with Lord Wallace, and when he might have seen him last; he, in return, asked many questions of them, about what they knew or didn’t know, but in turn revealed little, raising much suspicion regarding his motives. Then, a very drunk man at a table across the room spotted the man and waved in a friendly manner, calling out his name as “Valorus”; the man who had claimed to be Hagen Berd quickly excused himself and left the inn in a hurry, ignoring the drunk man’s attempts to get his attention.

Gabriel left immediately after, and discreetly followed behind “Valorus” as he hurried down the street, constantly looking over his shoulder. Gabriel observed as he met with a man garbed in the uniform of a Templar Knight, who then escorted “Valorus” back to the Aldenard guild-hall before leaving him there. Meanwhile, back at the inn, the others bought the drunk man another drink and attempted to coax from him more information about this “Valorus” fellow and what he might have been up to; he didn’t know him well—just drank with him sometimes—but he did confirm that it was not Hagen Berd they had spoken to. This man, a furrier by trade, had been commissioned on a number of occasions to make fur coats for Master Berd’s many mistresses, though he had never met him in person, nor knew any more of his dealings.

Some time later, Gabriel returned and shared his discovery, and Dane began to put the pieces of the puzzle together: Lord Wallace had a long-standing grievance regarding the appointment, against his many objections, of the royalist Lord Fordham as regent of the Caithnesser kingdom on the Huallapan world after the Crusade’s end, and there had been no love lost between them since; also, the Templars had not much of a presence in Caithness until the appointment of the late Bishop Zabka, a Templar agent, to the Archdiocese of Photius, and could gain much standing both in Caithness and the Otherworld through collusion with Lord Fordham, and the rebel Lord Wallace’s popularity could interfere with their backing of the more sympathetic royalist barons. Between the two factions, there was certainly plenty of motivation to do Lord Wallace harm. But “the show must go on,” and so, the Heroes discussed what to do next.


Notes

  • This is the first time Rainald’s illiteracy actually reared its head in-game
  • Brother Mendel’s player was late this session, or he might have gone with Rainald earlier; worked out anyways, since he’s an integral part of the traveling dragon show (that keeps getting bigger every time we stop)

Dramatis Personæ

Brother Mendel (Herodian)
Dane Sardock (Winston)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Herodian, for Feste)
Rainald North-Hammer (Gigermann)


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Of Pirates and Soldiers

14 Apr 2014

bs-64-screen2With little time to think things through before the ambushers repositioned themselves, Gabriel and Rainald got a long running start and launched themselves as far out as they could into the river. Gabriel, the best swimmer among the Heroes, executed a perfect dive and made quickly for the shore, while Rainald entered the water rather clumsily, and had a bit of a hard time getting himself sorted before he finally made progress toward the riverbank. Gestlin, holding an Exploding Fireball, and Dane, his bow, scanned the shoreline for clear targets; they could see little but shadows for the trees and undergrowth that veiled the enemy’s movements. Gabriel reached the shore well before Rainald, and hauled himself into the long grass that dominated the land here, creeping forward as quickly as the terrain would allow, in an attempt to get a view of their attackers; he slid behind a tree and activated his Elvish Hunter’s Cloak, making him practically invisible in the shadows there. He could see the enemy just ahead, moving together as a unit, as a “voice” commanded them to form a shield wall; Gabriel could make out crossbows in the rank behind the shields and spears—these were not mere brigands, but trained soldiers. As the enemy was forming up, Gestlin saw just enough through the trees from his elevated position on the ship, and let fly the Explosive Fireball he had been holding; it landed amidst the formation, but the enemy was undeterred—disciplined; this would be no easy fight. Gabriel attempted to sneak around to the flank of the formation as quickly as he could through the slog of mud and swamp-grass, but was miraculously spotted by the “Voice,” who alerted the formation to his presence. Meanwhile, Gestlin cast Walk on Air upon Rainald, who, as he swam furiously forward, found himself climbing out of the water. Rainald pushed back his initial shock, got to his feet, and charged forward, just above the height of the tall grass. Brother Mendel crafted a Complex Illusion, making himself appear larger and louder, wreathed in flame, swearing Doom upon the ambushers, but the enemy took little notice of the display, being focused on the fighters before them by their commander. The “Voice” alerted his men to the presence of Gestlin, now high in the air and closing, as a result of another Walk on Air spell; another Fireball was loosed down upon the formation, but the soldiers held fast, firing their crossbows as they had opportunity, passing empty weapons to the rear as loaded weapons were passed forward. bs-64-screen1Gabriel, having arrived at the flank of the formation, found himself engaged with enemy spearmen while tangled in a nasty thicket that proved itself the enemy’s ally; Gabriel took a bodkin-point through his cuirasse, but struggled on. Rainald finally joined the fray, and after pausing to take a bolt or two in his shield, charged over the formation, intent on hitting the crossbowmen to the rear. Rainald and Gabriel both spotted the “Voice” emerging from the trees behind the formation, a giant of a man bearing a massive greatsword; the enemy’s captain spotted Rainald flying over his shield-wall and recognized him, calling out his name in surprise. But Gabriel and Rainald did not yet recognize the man in return; Gabriel continued to struggle through the thicket as Rainald spiraled down from above to the rear of the formation. The enemy captain took a receiving stance, demanding the Heroes lay down their weapons or face death. Gabriel attempted to attack the man, but thanks to the enemy thicket, he not only failed to connect, but caught a heavy blow to the ribs that dropped him to the ground. Perhaps it was something in the way the massive soldier swung the greatsword with such grace that caught Rainald’s attention, for he was reminded that this mountain of a man before him was an ally of Wallace from the Huallapan Crusade, Sir Rodham Malfoy. As Gabriel crawled out of the greatsword’s range, bleeding profusely and clinging to consciousness, a very confused Rainald and desperate Sir Rodham continued to posture and threaten one another until Rainald, in a moment of clarity, demanded to know what all this was about before the former-allies ended up killing one another for no good reason. When Sir Rodham declared that he was after the ship’s cargo, Rainald understood the situation, and offered to parley; Sir Rodham agreed, and commanded his men to stand down, then Rainald bellowed, “PARLEY!” for the others’ benefit—Brother Mendel was levitated halfway across the river at that point, and Gestlin was about to cast Walk on Air on Dane, who had yet to even lay eyes on the enemy.

The fight now ceased, Rainald told Sir Rodham that there was no cargo to speak of aboard the ship, but that he could see for himself; Sir Rodham demanded they disarm, but when Rainald swore an oath that the man would not be harmed, he relented and sent his men to fetch a boat, and to bind Gabriel’s wounds—Gabriel would remain ashore as a hostage.

bs-malfoySir Rodham Malfoy was a landed knight of Donlis, and Lord-Commander of the Iron Lancers, who had proven themselves very capable during the Crusade against the Vasa. But he was dishonored after the last battle of the Crusade, when he ordered his men to come to the aid of Lord Wallace as he had promised, in defiance of orders given by Krandall Marsden, Lord of Donlis and Lathan Redbeard, Lord of Redhall, to remain in the village of Tooktook. Afterward, Lord Donlis swore that there would be dire consequences, and upon their return to Caithness, Sir Rodham was stripped of his titles and lands. Destitute, living with his family at a monastery, Sir Rodham returned from a hunt one day to find his wife and young son murdered, hanging from a tree. Sir Boris Marsden, son of Lord Donlis, had hung a distinctive coin ’round Sir Rodham’s wife’s neck as a taunt; Sir Rodham hunted down and killed Sir Boris, stringing him up on a tree by his own entrails. Now an outlaw, Sir Rodham and his Iron Lancers lived on what they could take from the river.

The disgraced knight told his tale of woe as they rowed over to the ship, continuing as Rainald and Captain Finn showed him to the hold. He “claimed” the small amount of trade goods there, and Finn agreed that it wasn’t worth fighting over and allowed Sir Rodham’s men to take it. Their “business” concluded, the Heroes told Sir Rodham of their mission to find Lord Wallace, and he admitted he had not seen him pass through this way, but agreed that if he did encounter him later, he would see him returned home. Rainald then promised Sir Rodham that after they found Lord Wallace, or what had become of him, they would return to help Sir Rodham restore his good name and get his revenge, and if they could not, that Lord Wallace would undoubtedly take him in.

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bs-craineSeven days later, after the ambush in the Donlis swampland, the Gleaming Endeavor arrived at the confluence of the River Smoke and the River Conn, far inside the Megalan border; the next stop in the Heroes’ journey, Craine, the largest city in Western Megalos, lay just ahead. They berthed the ship at the city’s docks, and paid the usual fees; along with taking on fresh provisions, there was regular maintenance that needed doing, which would take a few days. Gabriel had clearly been to Craine before in his travels; he made a few recommendations on which tavern they should hit first—they made for the Crimson Mug, an establishment frequented by soldiers and mercenaries. Gabriel would join them later, as he needed to take Cometes out for a ride, to stretch his legs. (The others were not aware that he intended to ride past the home where he grew up, here in Craine—Gabriel had never spoken of it.)

The Heroes, and the crew of the Gleaming Endeavor, spent the better part of the day drinking and relaxing, listening to rumors and stories told by the other patrons. A Megalan mercenary staggered over to the Heroes’ corner table; the man took issue with Gabriel, obviously Megalan, hanging out with all these backstabbing Caithnessers—he said something about a raid into Caithness, or by Caithness, and someone getting killed by Caithnessers. Brother Mendel began to defuse the situation with drink(s), as usual, but as the inebriated soldier continued to try to pick a fight, Gestlin caused him to Sleep instead. Perhaps feeling somewhat sorry for the man, some silver was passed to one of the nearby prostitutes, and Rainald carried the sleeping fellow upstairs to her room, leaving him there in her (bored, as he was unconscious) company. A bit later, some other Megalan soldiers at a nearby table were talking about a situation brewing in Al-Wazif, and Bannock in particular, that created an undeniable opportunity to retake the city for Megalos; Rainald brought a round of drinks to their table and joined them for a while, coaxing out the details, as he was “looking for mercenary work.” Meanwhile, there had been a couple of minstrels playing on opposite sides of the room, but during a break, Magnifico took advantage of the lull to play and sing himself, a new song he had written about the deeds of Lord Wallace; the song was well-received by the patrons, drawing calls for more, and more than one round of free drinks, but this time, no accounts of encounters with Lord Wallace here. Then, as the day drew down, the Heroes and the crew made arrangements to lodge for the night, eager for a night in a bed that didn’t sway with the waves.


Notes

  • Magnifico’s player was out this week; the character was taken up by Herodian in his stead when called for
  • Rainald was using a default Swimming skill of 8, and I had little confidence that he would make the swim in any reasonable amount of time (if at all), but I was committed to the action already; as it turned out, after swallowing some water and 5 seconds of flailing about, he managed to get moving in spite of it. He will be getting a point in Swimming this time, though—not suffering that again
  • All the party members (except Gestlin, who is new) had received a Hunter’s Cloak, a gift from the Elves of Harkwood in the latter days of Book I; these are not self-powered, so they require FP expenditure on the part of the weilder to activate
  • Gabe’s player had a really bad day at the dice, combined with some regrettable choices in his angle of approach; he was at ½-¼ Move/Dodge for the entire fight, and made a lot of bad rolls on top of that, to add insult to injury. C’est le jeu
  • Once again we really should have backed off and evaluated the tactical situation rather than charge madly and disorderly into the fray—it could easily have gone far worse, and Sir Rodham is no joke with that greatsword. On the other hand, if we had beaten them soundly and/or killed Sir Rodham, it really would have been a shame, in retrospect, given the sympathetic nature of his story. In any case, I still want to know if Rainald could have beaten him in single combat…we may do a test-fight later, just to see

Dramatis Personæ

Brother Mendel (Herodian)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Feste)
Rainald North-Hammer (Gigermann)


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Of Comedies and Tragedies

7 Apr 2014

bs-koggeThe Heroes arose early the next morning, and were treated to a generous breakfast meal by their host. After they had eaten, Master Cray bade them ask of him what they would; the only thing they could think to need beside the ship already provided was a decent map covering the lands they were to journey through. A servant fetched a purse for Master Cray, and they left straightaway for the Simonton docks, to a well-known mapmaker there. Once some suitable maps were procured, Master Cray escorted the Heroes to the Gleaming Endeavor and introduced them to the captain, a gruff, grey-haired man called Finn, with whom they made arrangements for the immediate loading of their things. Most decided to sell their horses, though Gabriel would not part with Cometes (to none’s surprise); Rainald decided to leave his very-strong horse, Greyfell, with Master Cray, to keep until their return. Captain Finn was already informed about Gestlin’s wagon, though it was a bit bigger than he was prepared for; they decided to remove the wheels and axles, and lashed it to the deck. Captain Finn was not informed of the presence of the two dragons before, and balked at the idea of bringing them along; he insisted they be caged, but Magnifico soothed his fears with some circus tricks to prove their discipline, and the Captain relented that they should be kept on a leash instead, sleeping atop the wagon as usual. The Captain introduced his crew, including Shaun, Tully, and two dark-skinned fellows, brothers, named Bombatta and Zuba; he had to let some of his people go to make room for his passengers, and insisted that any among the Heroes who were able should help out—Rainald volunteered without hesitation, having quite a bit of experience with small sailing vessels; the others all followed suit as well, offering whatever service they were good for. They immediately went to work helping with the loading of provisions and such, including a deer or two for the dragons, and were under way before noon.

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That evening, the Captain invited the Heroes to his cabin for supper, and as they ate, he discussed the particulars of the journey: he expected around two weeks before they would reach Craine, in Megalos, where they would take on provisions, though they would stop along the way for fresh water and such. He then inquired about the Heroes’ mission, and what his part was expected to be; they decided they had nothing to hide, and told him of the facts known regarding Lord Wallace’s disappearance. Captain Finn suggested that Lord Wallace might have been taken captive by Wazifi slavers at the Sa’azaraq Straits, though none were aware of any ransom demands, which suggested Wallace might be keeping his identity secret.

Satisfied with what he’d been told, and noting Magnifico’s appearance as an entertainer, Captain Finn suggested he entertain the crew for the evening. Atop the aft-castle, Magnifico played out the story of the Heroes’ adventures together before and during the Huallapan Crusade, greatly embellished for dramatic effect, enhanced as in the old days by Brother Mendel’s magical illusory illustration. The Captain and the crew were greatly impressed, such that they were excited to be a part of this new adventure alongside them.

Several days later the Gleaming Endeavor arrived at the river-town of Donlis toward the evening, and stopped there for the night. The Heroes decided to take their ease at a somewhat-higher class of establishment this time; Magnifico had a plan to do some entertaining there, and win the crew a free round of drinks. He strode brazenly up to the tavern’s proprietor and announced his intentions; though the man was disinclined at first, Magnifico smooth-talked him into allowing him to entertain the patrons. Once again, Magnifico played out the Heroes’ story, with Brother Mendel’s illustration, and now with the crew of the Gleaming Endeavor to cheer him on as well—he even worked the crew into the story, though they were not originally there. But Magnifico had a hidden agenda; he made certain to focus on Lord Wallace’s participation in their adventures, such that someone who might have seen him recently might recognize him—and so it was, that one of the tavern patrons declared that he knew that man, Wallace. Again, at the end, Magnifico’s talents were rewarded with the praise of his audience, and many rounds of drink as he had intended. Rainald took the occasion to speak to the man who had said he had seen Lord Wallace, and extracted his story: this man was among the crew of the barge that Lord Wallace had taken from Simonton, and had been with him for some weeks, before the barge turned back at Bannock, as was their schedule—the barge was not seaworthy, and could not cross Keyhole Bay—he last saw Lord Wallace at Bannock, and had heard nothing more since.

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After a pleasant evening, the Heroes and the crew returned to the ship and set sail once again. Downriver of Donlis was a vast, shallow swampland, treacherous to navigate without a local guide, but the Captain had oft sailed these waters and knew them well. A day or so later, a body was spotted in the reeds near the riverbank, shot in the back with arrows, and not long dead by the look of it. They fished the body out of the river, and Brother Mendel cast a spell to Speak with the Dead, learning only that the dead man’s boat had been attacked from the riverbank by a hail of arrows before he had perished. Though piracy in these parts was not unusual, they normally let go their prey, taking only the cargo—the Captain agreed they should be wary, and all donned their armor. Soon after, they spied a column of smoke in the distance, and as they crept carefully forward down the river, they came upon the burning, half-sunk wreck of a riverboat—it bore a harpoon stuck deep in the rear quarter, the line cut. Seeing no sign of ambush, they continued past the wreck. Ahead, Brother Mendel and Gabriel spied what appeared to be rope below the water’s surface spanning the width of the river—a trap, meant to tear the rudder from the ship’s keel, by Gabriel’s reckoning. Captain Finn acted quickly, commanding the crew to drop the anchor and bring the ship to a full-stop; the ship strained at the line and drifted with the current, swinging ’round astern to rest a few paces before the trap. Gestlin charged up a large Fireball and blasted a log on the bank where the ropes were attached, throwing spray and splinters high into the air. Magnifico commanded Primus and Secundus to fly, and they circled wide overhead. The others scrambled about the deck to face their invisible attackers. Then, as Gestlin charged up another Fireball, someone spotted movement some distance ahead in the trees along the riverbank—men approaching, undoubtedly the pirates—and they all prepared to do battle.


Notes

  • Winston was AWOL this week; fortunately Dane wasn’t truly needed, though he definitely will be next time
  • Cometes is Gabriel’s Animal Ally, an exceptional white horse—obviously he would be going along no matter what; similarly, Gestlin’s wagon is a signature item (literally?), and would not be left behind
  • Magnifico’s player ended up rolling a “5” for both performances, plus assistance bonus from Mendel; needless to say his story was well received. The combination of Magnifico’s storytelling and Mendel’s illusions hails from the Book I adventures; anytime someone needed to be told what happened before, we’d break out the “newsreel footage”
  • There was a bit of discussion at the end about how best to clear 20yds of river to the bank, to get the fighters to land to deal with the enemy; Gabriel is an excellent swimmer, but Rainald is most definitely not (he’s at default), as is Radskyrta. At the end, we were prepared to jump as far as we could to get some distance, but success is far from certain—maybe a better plan will emerge before next session

Dramatis Personæ

Brother Mendel (Herodian)
Dane Sardock (Winston)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Feste)
Rainald North-Hammer (Gigermann)


bs-ferrier

Of Robbers and Businessmen

29 Mar 2014

Magnifico demanded the one captive taken from the fight at the Ferrier bridge give up his employer; being in no condition to fight back or escape, the brigand told the Heroes of “The Seven,” a local robber-gang that operates out of the city. Shortly thereafter, the city watch finally showed up to collect the dead, wounded and incarcerated. Upon the Heroes’ inquiry, the guard-sergeant admitted that the watch here was woefully short-handed and powerless to do anything about the gang’s activities; they controlled several areas in town, one of interest being a tavern down the street a bit. After a brief discussion, the Heroes determined that they should do what they could to stamp out this menace, such that it would trouble the good people of Caithness (themselves, in particular) no more, and made their way over to the indicated tavern to “kick the hornets’ nest” and see what might come out. On the building’s eaves, they spotted a “7” scratched into the wood, and deduced they’d arrived at the right place. Radskyrta stayed outside with Gestlin’s wagon, the horses and the dragons, while the rest dismounted.

Ext. Karlstadt Tavern street set

A couple of ne’er-do-wells loitered outside the door, one of whom asked after the price of one of the dragons; Magnifico insisted they were not for sale at any price, and insulted the man when he continued to press, in disregard of Magnifico’s very serious, and final answer. Then the party pushed past and entered the establishment.

The tavern was packed with patrons—probably half the town’s population—with a number of topless female employees making their way from table to table in search of coin, by one means or another. Dane found an empty chair near a table, while the rest squeezed in at the bar. Magnifico loudly announced their presence to all present, but for lack of anything further to announce, the denizens quickly lost interest in the brightly arrayed, hunchbacked old man. The Heroes ordered drinks, and as they sipped, they scanned the crowd for seedy characters that might have taken notice of their presence, or their purses. One of the wenches identified Gestlin as a potential mark, and sidled up to him to work her magic, flustering him greatly. Magnifico “rescued” him with a song of Enthrallment, and the woman clung to him instead; he began to hint to her at his desire to speak with “The Boss,” offering what would turn out to be too little coin for the information, and she moved on to looser purses elsewhere. The Clown then turned to the bartender toward the same purpose, quoting a line from a famous play. With no knowledge of that play, thus without the proper context, the bartender took it the wrong way (or the right way, really); smiling, he offered the Heroes another round of drinks on the house. After having drunk the second round, Rainald, Gestlin and Magnifico passed out in place, poisoned; Brother Mendel and Gabriel were still nursing their first cup, and Dane wasn’t at the bar to be served the second, so they alone remained conscious, to see the half-dozen or so sword-armed thugs make their way through the crowd toward them. In a flash, Gabriel drew his rapier and assumed a fighting stance, as the bartender demanded the surrender of their weapons on their sleeping friends’ lives, and commanded his men to bar the door. The crowd continued their revelry as if this were a common sight at this establishment. Gabriel was still indignant at the earlier ambush, and seeing his fellows poisoned so, quickly regarded the enemy forces; they were not a match even for the three of them, and after confirming the others’ readiness by subtle nod, declined the bartender’s demand with a flash of steel.

bs-6_2_fight1

Two thugs charged Gabriel, who danced ’round them, killing one. Two thugs charged Brother Mendel and stabbed him twice; he fell seated, back against the bar. One thug found Dane at his table, and managed to cut him down as he fumbled for his bow. One thug charged over to Gestlin and grabbed him by the hair, pulling his head back to slit his throat; out of the corner of his eye, Gabriel spotted Gestlin’s impending doom, and quick-drawing his magical elven throwing-blade, flung it at the would-be murderer, striking him deep between the fourth and fifth ribs. Brother Mendel’s attackers both had him at sword-point, so he feigned compliance; eschewing obvious casting movements or words, he magically healed himself, then Dane, and looked to the others. Dane recovered and drew his shortsword, and after a brief exchange, slashed his attacker near-fatally, as a few more armed thugs pressed through the crowd to join the fray. Gabriel felled another while slipping over to finish off Gestlin’s would-be murderer as he reached for his dropped weapon, then turned to meet two of the newcomers. The bartender, who had not raised a hand thus far, produced a loaded hand-crossbow, and again demanded Gabriel surrender, or Brother Mendel would die. Gabriel glanced back at Mendel, who despite the two sword-points at his chest signaled that he had his situation sorted; again Gabriel refused the bartender’s demand, contorting his body out of the path of the bartender’s crossbow bolt as he turned his blade on the other thugs. As Brother Mendel’s attackers moved on their leader’s command, he Commanded one of his attackers to drop his weapon and swatted the other’s sword away with his quarterstaff, before blasting him in the chest with a Sunbolt, burning him near-through and setting his clothing ablaze. bs-6_2_fight2Meanwhile, Dane exchanged with another foe interposed between himself and his endangered fellows, and was struck again, driven back. At the same time, Gabriel had his two new opponents bleeding and on their backs when the bartender finally screamed, “Enough!” and called out to his men to stand down. As the thugs that were still able backed away at their leader’s command, Gabriel and Dane relaxed a bit, and started to collect their sleeping comrades to leave. Brother Mendel however had not taken the inhospitality well, and darted around the open end of the bar, saying, “God will forgive you. But I will not!” before blasting the bartender with a Sunbolt to the chest, setting him afire like a screaming, flailing man-torch.

The thugs made no attempt at retaliation; the unconscious Rainald, Gestlin and Magnifico were dragged out of the tavern by their fellows, and heaved into Gestlin’s wagon. Still defiant, Brother Mendel used a Scribe spell to deface the “7” on the eaves. Fearing further attempts on their lives if they were to remain in town, they decided instead to immediately leave town, and camp down the road—were they not on a mission, they might have loitered nearby and finished the job more thoroughly. At camp an hour later, Rainald came to. The others took a bit more effort, both being of lesser constitution; Mendel spent some hours to perform a weave to rid them of the poison. By the time they returned to their travels in the morning, all were healed and refreshed.

bs-simonton

6 Apr 2014

bs-alistaircraw

After another week on the road, the Heroes arrived at Simonton, and approached the gates openly, remembering their past exploits in the walled city’s defense from the Vasar advance. At the gate, they saw the memorial statue of Dane watching over the road to the West, and all marveled at what it must be like to have their own town where they were the hero-of-legend. Dane, however, had no interest in the trappings of fame, though he immediately found them thrust upon him as the townsfolk reacted to his presence with excitement, thronging him. A sergeant-of-the-guard, eager to meet the Hero of Simonton, led them to the manor of Alistare Cray, wealthy merchant father of Lady Justalyn, father-in-law of Lord Wallace.

Master Cray welcomed the Heroes at his gate, having received word by Lady Justalyn’s messenger some days ago to arrange for their voyage to find Lord Wallace, though he was very surprised to see a pair of dragons with them. After some deliberation, they all decided to house Primus and Secundus at one of his warehouses at the city’s docks. Afterward, when the Heroes had time to refresh after their long journey, Master Cray returned to see to the Heroes’ needs for the mission ahead. They asked about all the particulars of Lord Wallace’s disappearance, what was known and unknown, and what preparations had been made. Master Cray appeared forthright and open, and gave them all the information he had; he had arranged for Lord Wallace and his Master-of-Coin to travel by ship to Yibyorak a year ago, and had received no word from his contacts there that Lord Wallace had ever arrived; there were a number of places along the journey known for pirate activity, though they usually went only after cargo, tending to let the ships go without further molestation; he had a ship, the Gleaming Endeavor, prepared for the Heroes a couple of days ago, able to take on Gestlin’s wagon and their horses, with no further cargo to be carried save for provisions for the journey, which was expected to take around a month—it was ready to go as soon as they wanted to leave. After some discussion, it was unanimously agreed that they would get right to it, staying the night in Simonton and embarking first thing in the morning.


Notes

  • Lesson Learned: When you kick the hornets’ nest, have a plan, and don’t try to be too clever 😛
  • When Magnifico turned his attention to the bartender, he ended up rolling a Critical Failure on Streetwise
  • When the swords came out, those that were still standing evaluated the situation; the enemy were not armored, and had no shields, and Gabriel figured he could take (enough of) them, but it would be a gamble, especially if the dice decided not to cooperate—could easily have been a TPK, and we very nearly lost Gestlin on his second session, if not for a very lucky, perfect throw by Gabriel
  • The enemy of the previous runs of this campaign were aliens from another world, and used a “new” magic referred to as “weaving” (due to the somatic motions of those using it), represented by Ritual Path Magic; in the course of things, Brother Mendel learned how to do it, though he’s no expert at it
  • Between the time the Heroes returned from the Otherworld and went back to it on Crusade (outside the game), they fought in several sieges against the Vasar, mostly losing ground the whole way; Simonton was such a siege, and the city was ultimately lost, though the Heroes’ efforts, with Dane as general, resulted in much of the population’s escape to the South
  • Magnifico’s dragons, Primus and Secundus, were taken after their mother and father were slain by the Heroes in the Otherworld—these dragons are not native to Yrth—and raised by Magnifico over the last ten years. In the previous run, they were small and mostly just a curiosity, but now they’re big enough that traveling with them is proving…complicated

Dramatis Personæ

Brother Mendel (Herodian)
Dane Sardock (Winston)
Gabriel Auditore (Rigil Kent)
Gestlin the Unpredictable (CommJunkee)
Magnifico the Clown (Feste)
Rainald North-Hammer (Gigermann)
With
Radskyrta (GamingBallistic)


Of Endings and Beginnings

22 Mar 2014

As the cold spring rain poured down, and the sun lowered in the West, the last of the Heroes of Wallace arrived at the Saucy Wench, having been summoned by their fellow, Sir Dane Sardock, commander of Wallace’s guard and general of his army. Brother Mendel had traveled a day and a half from his monastery to the East, where he instructed all who would learn in the Huallapans’ alien magicks; with him, he brought a promising student, Gestlin the Unpredictable, already a well-traveled, powerful and talented—if a bit unpredictable—guild-wizard. Magnifico had come from his holdings to the Northeast and was already entertaining the other patrons; he traveled with his two young dragons, Primus and Secundus, now grown to the size of horses, sleeping in a nearby barn (story). Sir Rainald North-Hammer had returned from his homeland on the coasts of the Nomad Lands a month or two back and settled with his family on his holdings nearby to the West, on the border of the desert (story), and had ridden in with Sir Gabriel Auditore, whom he had fetched from his holdings in the North highlands, having been back from his secret business in Megalos for a month or two as well (story). Sir Dane dispatched Radskyrta, sergeant of the Wallace guard and long-time fellow of the Heroes, to inform Lady Justalyne of Simonton, wife of Malcolm, Lord Wallace, that the Heroes had at last been assembled. He sped back to the keep through the rain and insisted upon delivering the news in person to Her Ladyship before returning to the inn to drink with his friends and hear their stories, informing them that Her Ladyship wished an audience in the morning.

bs-wallace

Having rested and washed away the dust of the road, the Heroes assembled in the morning and entered the keep, where they met in the bailey the children of Lord Wallace, William II and Nyssa, who regarded Sir Dane as an “uncle” (or plaything), and the newcomers as curiosities. Lady Justalyn emerged, collected her children and bade them all come into the hall to speak with her. There she told those that were not already aware that His Lordship had traveled to Yibyorak on a mission of trade, arranged by her merchant father in Simonton, about a year ago, and has not been heard from since. She had sent others to look for him, but none had returned. She pleaded with the Heroes, friends of her husband, to go find him and return him unharmed. The Heroes did not hesitate, but swore to her that they would see it done.

All that day the Heroes made their preparations to leave on the morrow for Simonton, where Lord Wallace had himself departed. Lady Justalyn had placed at their disposal Councillor Truss, Lord Wallace’s administrator, to see to anything they would need or desire for their journey. She also sent the fastest horse to bring word to her father, Alistare Cray in Simonton, to arrange for them a boat to sail upriver to Yibyorak. Rainald met his family at the city gates, and spent the day with them in town before saying his reluctant goodbyes; he left his wife, Hildra, in charge of his affairs at home, with his uncle, Hrothgar, as council. Gestlin’s wagon was filled to capacity with whatever stores they could want for, and all that had none were given a strong horse. Radskyrta, long a loyal friend to Wallace, also volunteered to come along, “having seen a little too much ease since the war was ended.” In the early morning they set out on the South Way to Ferrier, and on to Simonton, which they expected to take a fortnight in all, weather (gods) permitting.

bs-ferrier

Six days on the road the Heroes arrived at Ferrier, looking much as they had left it—ruined by the invasion, though somewhat less abandoned today. As they rode through the gates unhindered, they spotted a sinister fellow brazenly leering at their imagined wealth; Radskyrta rode over to the man and demanded he shove off, so the man bowed and took his leave, but not before cleverly signaling ahead. The Heroes knew they were to be ambushed, and elected to stride boldly into the trap and spring it.

Poor bandits knew not what they had stumbled into.

As they crossed the river bridge that bisected the town, a near-dozen thieves leapt from hiding, some firing crossbows from cover, others charging the bridge at both ends with sword and shield. Gabriel dismounted and fell back to the near-side of the bridge and fended off three sword-wielding foes on his own, out of sight of the others. Gestlin remained atop his wagon and flung fireballs at some crossbow-wielding enemies, lighting more buildings on fire than ruffians, but disrupting their efforts all the same. Magnifico stood nearby, giving the enemy a vicious taunting and siccing his dragons on them; Primus and Secundus leapt from atop the wagon at “Grandfather’s” command and playfully fought over one of the bandits as they fetched him back to their master. Radskyrta impetuously spurred his horse forward and charged across the bridge, cursing his foes as he ran them down, merrily swinging his sword like a farmer reaping a bountiful harvest—it had clearly been too long. On foot, Dane and Brother Mendel advanced across the bridge behind Rainald, under a hail of crossbow bolts; Dane felled his share of enemies across the river with the bow, as did Rainald with spear and shield those that approached the bridge, while Mendel readied himself to heal any wounded. It was over quickly, with all of the thieves fallen save one that Radskyrta led back at sword-point.

Aside from a bit of soreness resulting from a blow or two that failed to penetrate Rainald’s armor, none of the Heroes were injured. Primus and Secundus had gotten a bit confused in the fray, and were hissing menacingly at Gabriel before Magnifico called them back to heel. Then, surrounded by the menacing Knights of Caithness that were his company, Magnifico began to demand of their prisoner what this business was all about…


Notes

  • This Banestorm campaign is probably the second-longest running campaign for this group, and the characters are at a pretty high level—around 300. It actually began under a different GM (Marcus) for a brief run, but was later taken over by Ronnke. The last run ended with the Heroes going back in time to find an artifact to rid the world of alien invaders. After the run was over, ten years passed, that included a return to the alien world to crush the invaders, a great crusade, and the Heroes were rewarded with land and title by their patron, Lord Wallace
  • We were joined this time by Douglas Cole, writer for GURPS, who wanted to observe a Fantasy Grounds game in action; we all enjoyed his participation, and we look forward to a potential later return
  • Radskyrta (“Red-Shirt” in Old English) was an unnamed NPC in Wallace’s employ during the early days of the campaign, expected to die for his master, but failed over time to ever do so, though he did come close a time or two; in the end, we grew to like him enough that, nevermind his name, he’s really been promoted out of the “fodder” role
  • Lord Wallace has been the group’s patron for most of the campaign; they’ve all been through so much crap together that they’re practically family
  • Ferrier is a key place for this group; it was in the sewers of Ferrier that they found and entered the portal to the Otherworld, and it was the first Caithness city they encountered upon their return several months later, found razed and bereft of life as a result of the aliens’ assault

The Volunteers (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Romeo Sylvester (Rigil Kent)


fo-junktown

The One Where They Went Back Home

5 Jan 2161

As the sun went down, and the dust cloud cleared, the damage was surveyed and the dead and/or wounded were collected and tended to. The butcher’s bill: three dead, three in serious condition, and four surrendered—plus Bob and Lenny, who were expected to recover in a couple of days of physician’s care and liberal application of stimpacks. While Turk worked his medical mojo, the other Volunteers collected all the loose guns, ammunition and bottlecaps they could find lying around the scene. Afterward, they went back to Darkwaters to let Killian know the mission had been accomplished; he was certainly happy to hear it was done, and with only a few “friendly” casualties. Meanwhile, Lance remained behind at the casino and turned the place upside down looking for more bottlecaps, and took his findings straight over to the Crash House Hotel to rent rooms for everyone for a few days; then he helped Turk get the wounded set up there.

The following morning, Killian sprang for a big breakfast at the Crash House, to show a little more appreciation for the Volunteers’ assistance in the “Gizmo” matter. In between checking in on the wounded, Turk went to visit Dr. Morbid, the town’s physician, to see if he had some meds available for sale; Dr. Morbid was less than friendly, but did sell Turk enough stimpacks to replenish his supply. Lance started digging around the town’s junk-piles for stuff to make a power-assisted pull-cart for the Brahmin, and managed to find enough parts to make a functional reactor to power it. Later that evening, Killian sent word that he had repaired the hydrocontroller chip; at Sly’s behest, it was securely packed such that Lance couldn’t easily break it again.

The next day, Bob and Lenny were progressing as expected, and Turk declared they should be able to make the journey back to Vault 13 as planned. Sometime during the day, as Lance was tinkering with his reactor and switched it on, it failed badly, ruining the reactor and dosing him with (according to his Pip-Boy) around a hundred Rads. Fortunately Turk knew he was working on a potentially dangerous item, and had him dosed up with Rad-X beforehand, which lessened the effects, but Lance still required emergency care—he was spirited quickly over to Doc Morbid’s shop for treatment, and after some hours, all were satisfied Lance was no longer in danger. Their departure needing not be delayed, they purchased food and water for a week’s march.

They left Junktown in the morning, expecting around a three day journey. Nothing of any interest occurred during their trip back, and they arrived in familiar territory at the expected time, on the evening of the third day, nineteen days since they left.

fo-vaultstart

10 Jan 2161

The Volunteers secured their pack animal at the mouth of the cave, and entered, finding the vault door pretty much as they left it. They pressed the comm button and asked for the Overseer, who emerged from the vault a short time later, beaming at the prospect of their salvation. The Volunteers handed over the chip to the Overseer, and he thanked them for their contribution and sacrifice for the good of the vault. However…

(Nobody killed the Overseer as depicted, though the thought did cross the Volunteers’ minds as they stared at the vault door, now closed forever to them.)


Notes

  • We got a bit of a late start this time, which shortened the session. Lenny’s player was out for a family emergency and missed the session
  • Radiation: we were caught a bit by surprise on this one. We started with 100 Rads and nobody knew what Lance was up to, so he got all of it. Then we started digging for the effects; by the time some rolls were made, Lance was in really bad shape, lost all body hair, and ended up Terminally Ill (one year), and the GM started to back off. He allowed for Turk to have talked Lance into doping up beforehand, but that only brought his dose down to 50 Rads, with similar effects. Turk started administering Radaway, and after rolling it out, ended up lowering his dosage to nil in the space of 12 hours or so, before his symptoms would have started—which may not be correct if the cellular damage is more-or-less instantaneous. In the end, the GM opted for the Fallout game mechanics, that is, to see the “doctor” and 1d6 hours later, you’re good to go—I think we all almost wish he hadn’t, as it certainly would have been a unique situation for us (Lance’s player was perfectly ready to take his medicine, so to speak). Sorting it all out took up quite a bit of real-time—we’ll be better prepared if it happens again, though
  • This was the end of the run for this campaign, so it stopped a bit short on time; we expect it to be picked up again in the near-future

The Volunteers (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


fo-junktown

The One Where They Killed Gizmo

5 Jan 2161

Continued… The would-be assassin’s shots failed to strike their target, Killian, and the Volunteers reacted quickly; Sly tackled Killian to the floor, while Bob and Colt produced their sidearms and returned fire on the unwelcome guest, dropping him quickly. The attacker had not yet fully perished, and Turk demanded to be allowed to bandage his wounds out of “decency,” rather than let him bleed out on the floor as those assaulted would have preferred. After first-aid was administered, Killian’s late-arriving troops removed the man from the area to be held who-knows-where—likely never to be seen again. Thankful for the timely rescue, Killian offered to fix the hydro-controller for free. At the vault-dwellers’ question, he explained that he and the more lawful folk in town have had a long-standing feud with Don Gizmo, proprietor of the local gambling hall that bears his name, for rigging his games, fostering lawlessness and crime, and being a general thug about it all. However, Killian had thus far been unable to run him out of town for lack of direct evidence and enough able manpower.

The Volunteers took their leave and prepared to pass a couple of days in town. Lance, Sly and Turk rounded the corner to the adjoining Crash House, the local hotel/brothel, to secure lodgings and look over the available “furnishings.” Meanwhile, upon hearing about a “casino,” Lenny defied all warnings and made a beeline to go get his gamble on, followed by Bob and Colt—mostly out of morbid curiosity.

fo-gizmo

At Gizmo’s, Bob people-watched and Colt got a drink. Some time later, Bob spotted Lenny cheating, around the same time he spotted Gizmo’s thugs spotting Lenny cheating. Lenny was informed that Gizmo wanted to talk to him, and he was escorted to the proprietor’s office at the back of the establishment. Bob and Colt presumed he was to be taken “out back” and worked over, in typical wize-guy fashion. Bob followed Lenny’s escort to the back area but was stopped there by the door guards; he attempted to play the drunk about to vomit, but they were having none of it, and pointed him to the front door instead—outside, Bob ran around to the back of the building to find the back door, took cover around the corner and pulled his pistol, waiting for the party to emerge. Colt finished his drink and followed Lenny a bit later, unwilling to let his fellow vault-dweller suffer alone, and tried to talk his way past the guards, or at least, get a view of the proceedings. Gizmo, however, saw an opportunity; after having a couple of his guys shove Lenny into a side-room and lock him in, he called for Colt instead. Gizmo told Colt that he should go and kill Killian or he would break all of Lenny’s fingers. Colt played it cool, and agreed to the thug-in-chief’s terms, before being escorted out.

Colt had no intention of doing as bidden, of course. He rounded the building to get Bob, and they went to the Crash House to find the others. Colt explained the situation, and after some discussion of rescue tactics and resources, Colt suggested they go to Killian with the matter, just to let him know, in case he wanted to help. Back at Darkwaters, Killian was almost excited at the chance to go after Gizmo, and offered five of his best to go along. As the day was drawing to a close, they wanted to get it done in a hurry while some daylight remained, before Gizmo had a chance to suspect a double-cross (assuming he didn’t already).

The plan: Sly would lead Killian’s people in an assault on the front doors, to draw Gizmo’s thugs away from the back; the rest would take up positions behind the building, and on the go-signal, detonate one of their pilfered sticks of dynamite at the establishment’s back door—it was believed the blast would be enough to remove the door without killing everyone in the building—and make entry there. Bob and Turk positioned themselves around a corner, while Colt took up an elevated position with a reasonable field-of-view on some containers some 15 yards out. Lance handled the dynamite, to the others’ justifiable concern, as he miscalculated the fuse, such that he was barely able to get clear of the blast before it went off—fortunately he was not injured.

Chaos ensued.

Sly was planning to give the signal to begin, and was a bit surprised at the sudden change of plans; he led Killian’s team against the front door, keeping half of Gizmo’s men pinned down there. Bob charged madly through the wall-breach, caring not for his own safety, amidst the choking cloud of dust and smoke, and started shooting at anything not wearing a vault uniform—he dropped one dead, at least, before taking a round or two himself and diving to the floor, where he remained, clinging to consciousness. Turk was just behind Bob at the former-door and fired into the room in support, dropping one enemy before retreating to reload his PPK—he saw Bob fall, and was trying to find a way to get to him. Lenny was being guarded by two thugs before it started, one of which decided to kill the hostage after the assault started; Lenny wasn’t too keen on dying just yet, and struggled against his captors. From the floor, Bob managed to drop one more going after Turk, then spotted Gizmo hiding crouched behind his desk, firing Lenny’s .44 through the wall in an attempt to hit Turk outside; still struggling to remain conscious, Bob put a few rounds into Gizmo’s sizable frame, killing him. Reloaded, Turk approached the breach and fired in support of Lenny, who took a bullet but managed to keep going and wriggle free of his captors, making a beeline for the outside, only to be shot in the back and fall at Turk’s and Bob’s feet. Around that time, Sly had finally worked his way up from the front and flanked the remaining thugs, at which point the fight was basically over—all of Gizmo’s crew were dead or greatly wounded, totaling ten plus their boss. None of them made it out of the building where Colt could pick them off. As usual, Lance hid behind the corner of an adjacent building for the duration, frozen with fear and indecision. Lenny and Bob were both in really bad shape at the end of it; Turk administered stimpacks and treated them for shock—they would live, anyway, though they would need to take it easy for a while.


Notes

  • The dynamite was found in the first session, in the Brahmin’s pack, four sticks; we (the players) were a bit unsure whether or not it would be too much, and blow up the whole building, not having used it before. Killian offered some grenades instead, but we opted to take the chance. It worked out anyway
  • The GM decided to gloss over the fighting at the front of the casino to concentrate on the action at the back—not big enough to justify using Mass Combat, though
  • Bob ended up staying at 0HP for much of the fight; Lenny ended up at -17HP and managed to not die before the fight was over and Turk could get to him—closest I can recall to a PC death since I started playing with this group
  • Colt still hasn’t fired his rifle >:(

The Volunteers (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Rigil Kent)


The One Where They Traveled To Junktown

30 Dec 2161

The Volunteers from Vault 13 spent the night in Vault 15 in luxury, relative to the preceding week of dusty roadside camping. They awoke early and packed up the Brahmin with everything they thought it could carry, until it could barely move; Bob also carried a few extra cases of MREs in addition. They intended to go straight for the Raiders’ camp, and on to Junktown, rather than stopping again at Shady Sands—Tandi had no real desire to see her father again anytime soon, and was anxious to see her people to (relative) safety. The general expectation was that it would be two or three days to the Raiders’ camp, and maybe three or four days after that to Junktown—slow going thanks to the overburdened pack animal.

fo-roadbrahmin

As they set out on the “path” (loose term) through the mountains toward the Raiders’ camp, they soon began feeling the weight of their commercial success. Thinking of potential remedies, Lance suggested they might instead go back to the ghost-town they had encountered on the way here and hobble together a pull-cart for the Brahmin out of the broken-down cars they had seen—a bit out of the way, but probably a huge time-saver if they succeeded—and they unanimously agreed.

As they stopped for some much-needed rest around midday, they were surprised by the appearance of a trade caravan heading the same direction. The traders, of the upstart Crimson Caravan Company, reacted in a generally-friendly manner to the strangers in their path, and responded to their flurry of questions about the world in-general as best they could, pointing out some new settlements on their Pip-Boy maps, and giving details about Junktown and its denizens. The caravan bore a full load of miscellaneous goods, and the Volunteers pored over it for whatever they might need; they traded a few weapons and fusion power cells they had looted from Vault 15 (both worth quite a lot, as it turned out) for some non-Vault clothing, more medical supplies for the Raiders’ sick, cigarettes for Turk and Colt, and other miscellany, plus a couple-thousand bottlecaps in change. The vault-dwellers considered traveling with the caravan to Junktown, their destination, but decided against it, as the traders planned to take a wider sweep to the West that would not pass anywhere near the Raiders. Instead, the vault-dwellers would continue to the ghost-town as previously discussed, after which they could probably catch up the slow-moving caravan before it reached Junktown.

They arrived at the ghost-town around the middle of the next day, and found it as they left it—empty. Lance set about pulling the old cars apart and putting together a functioning two-wheeled cart out of the bits and pieces, taking the better part of the day; as he called the group together to witness the finished product, he leaned against the end of the cart, accidentally popping the hitch up into Sly’s crotch (causing no permanent damage but some ill-feelings). Their burdens lightened significantly with the addition of the cart, they made good time the next day as they continued on to the Raiders’ camp.

2 Jan 2161

Early on the third day after leaving Vault 15, the group finally arrived at the Raiders’ canyon to find them encamped some distance away (rather than inside the cave as they had been, now known to be irradiated). Carl and Tandi were very glad to see each other again, and to acknowledge mission’s success. The Volunteers assured Carl that all was well at the Vault, ready for them to move in, as promised. Turk went straight about tending the sick, administering the Radaway they had purchased to that purpose—with that, they should all be well enough to make the trip to the Vault, where they could use the still-functioning autodoc. Rather than spend a lot of time with the Raiders, they said their farewells to Tandi and got back on the road to Junktown, now expecting a faster, easier, roughly three-day trek along the path of a pre-war highway.

fo-tardis

Sometime on the next day, they spotted a strange object in the distance, what they would identify as a blue “telephone booth” of some kind, though they weren’t able to get a better look at (or in) it, as it faded from view, with a weird, rhythmic, screeching noise, as Lance tried to approach (stumbling down a slope in the process). As a result, Colt expressed suspicion that his Grandfather may have been telling the truth about alien meddling on Earth. The next two days passed uneventfully, seeing nothing else but a few old ruins along the way.

fo-junktown

5 Jan 2161

Now nearly out of food, they arrived at Junktown around midday—it was pretty obvious they had the right place, as its name was well-earned by its defensive walls of assorted junk (mostly wrecked vehicles). The town’s gate was an old cargo container open to both ends, guarded by a couple of armed fellows; the group approached the gate openly, and were admonished to be on their best behavior inside, and that drawn weapons inside, except for self-defense, would earn an immediate and unceremonious gun-down. Lance really wanted to pilfer the town’s walls for spare parts, but the guards made it clear that it wasn’t intended for distribution. Inside the town, Bob and Lenny broke off to find a place to stable the Brahmin while the others went to Darkwaters General Store, where they had been told they could find Killian, mayor of Junktown and proprietor of the establishment.

fo-killian

And find him they did, behind his desk at the store, so they told him of their need for a hydro-controller chip, and showed him the broken chip looted from Vault 15. He seemed willing and confident in his ability to help, saying he could probably fix the broken chip in a day or two. When pressed for the price of his aid, he suggested 2000 bottlecaps; Lance balked at the seemingly-large price-tag (not really knowing what 2000bc is worth), claiming he could do it himself, before accidentally knocking over some shelves. Sly, knowing the job would cost them most of their bankroll, was about to try to negotiate a lower—or alternative—payment, when a man burst through the door, auto-pistol held in his outstretched hand and pointed at Killian, and shouted, “Gizmo sends his regards!” before pulling the trigger. To be continued…


Notes

  • The randomly-generated gear the PCs pilfered from Vault 15 turned out to be rather lucrative—the GM ended up fudging the prices a bit to keep the group from getting too rich too quickly
  • Lance finally got to build/engineer something, which will, incidentally in this case, be really helpful down the (literal) road
  • Lance’s Klutz Disadvantage really came to the fore in this session, with a string of failures (no fudged die-rolls)
  • The “Phone Booth” encounter should be immediately obvious to most geeks, or at least, players of the original Fallout. Weirdness Magnet strikes again. Alas, but we didn’t get any loot from it. Have to wonder which Doctor/Companion(s) it was?
  • Looks like we may finally see our first combat since the rats outside the vault door (which barely qualified, to be honest)

The Volunteers (AKA The Dirty Half-Dozen, The Six Wanderers)

Bob Perce (Herodian)
Colt Riffle (Gigermann)
Dr. J. Turk (CommJunkee)
Lance Bennett (Ronnke)
Lenny Leonardo (Melissa)
Romeo Sylvester (Herodian, for absent Rigil Kent)


The One Where They Looted Vault 15

It was early when the Volunteers met with the Raiders and Tandi in their cave headquarters. Wasting no time after securing the agreement to take her back to her father so she could nick the Vault 15 keycard, they packed up and headed back North to Shady Sands. They camped off the trail in the evening, and around the fire, they made their plans with Tandi: she would be returned to Aradesh, her father, at which point he would give them the name and whereabouts of his contact in Junktown, as promised; afterward, they would wait around town for a day or two for Tandi to steal the keycard—she already knew the code (her birthday)—and once secured, escort her to Vault 15, where they would check the place for a spare control chip; presuming all is well there, they would then escort Tandi back to the Raiders’ camp, concluding their business as agreed.

fo-shadysands

26 Dec 2161

The group arrived at Shady Sands around midday. Sly and Lenny took Tandi to the town hall and presented her to her father—the reunion was…a bit cold, to no one’s surprise—and told him mostly the truth, that they had reached an agreement with the Raiders. Aradesh was glad to see that the Volunteers had accomplished his mission, and he kept his word, giving the name of the contact in Junktown as Killian, who could be found at the general store there—he would know how to locate a new control chip. Aradesh expected he would accept payment in “services rendered.” Rather than accept as payment the name of someone they might have stumbled across in a location they might have ended up anyway, Sly suggested that Aradesh might grant them a future favor instead; he agreed. As they left, they could faintly hear sounds of a father/daughter argument kicking up.

Meanwhile, the other vault-dwellers had congregated at the town’s trading post. Colt and Lance looked over the available goods and did some trading. After the meeting with Aradesh, Sly showed up and started chatting up the locals there for more info about the outside world, while Bob listened in and people-watched. Turk left to see the town’s doctor, joined by Lenny, to see if he had any meds for sale; he ended up purchasing some Rad-X and Radaway with the extra bottlecaps they got from trading, Lenny having negotiated a lower price for the lot. After they returned to the trading post, Lenny went straight for the gambling tables again, staying late into the night, after the others had gone to bed back at the town hall.

27 Dec 2161

In the morning, at breakfast, Tandi slipped Sly a note that said “Meet outside town after sundown ready to go.” The Volunteers spent the day purchasing food for the trip, packing up the brahmin (now being referred to as “Betsy”), and leaving, making a show of going South before circling around to the East of town, where they waited out the remaining daylight for Tandi to arrive. And arrive she did, solo, as anticipated; she demonstrated no fear of the dark or the wilderness, impressing her escorts. The group decided to move on in the dark for another mile or two to get a little farther from town before settling down for the night. They struck camp in the morning after an uneventful night and continued on into the mountains toward Vault 15, expecting a two-day trek, at least.

fo-ghosttown1

fo-eyebot

Around midday, they spotted what remained of a small town in the distance ahead. They brought forward binoculars and scopes to observe for signs of activity, and seeing none, were about proceed to check it out when a flying, metallic object sped down the town’s cross-street and continued North, out of sight—Colt being familiar with pre-bombs military hardware suspected it to be an eye bot, but since it wasn’t loitering in the area, they figured it wasn’t a threat. Lance headed straight for the rusty, abandoned car in the middle of town to look it over, and found it to have a functioning reactor (that they had nowhere to put), plus some random items in the trunk. Everyone else scouted around the handful of ruined buildings still standing, and found little else of note.

29 Dec 2161

The rest of the journey to Vault 15 passed without incident, and they found the entrance, disguised as an abandoned shack. Tandi swiped the keycard and punched in the code, and the massive vault-door opened. Inside, the power was still warming up as they gazed in wonder upon the near-duplicate of Vault 13, the only home they had known for their entire life.

fo-vault1

fo-hydroprocesor

The Volunteers “forgot” about the Raiders intention to move in to the facility, and started looking to take whatever they might need that wasn’t nailed down. Turk went straight for the med bay and checked out the autodoc—in excellent condition—and started digging through the available meds. Colt headed to level three to the security office to check the CCTV system for signs of life in the complex, and found none. Sly found his way to the Overseer’s offices to look at the vault’s records, and downloaded them to his Pip-Boy. Bob and Lenny entered the living quarters and started going through the apartments, one by one, looking for useful supplies. Lance headed for the maintenance office, and found it locked; he was about to try to run a bypass when Tandi swiped the master keycard to let him in. It had been emptied of supplies, so he turned his attention to the water purification system, to look at their existing control chip, and finding it in good working condition, carefully pulled it out, and wrapped it in a towel. He called everyone together to see their salvation, their mission objective. However, elation turned to horror as Lance unwrapped the chip and clumsily dropped it to the floor, shattering the vacuum-tubes and rendering it useless.


Notes

  • This was the first session to involve a lot of trading/scrounging, and as such, kinda dragged a bit in those places; we’re working on that. Also noteworthy: the GM wasn’t prepared for trading at Shady Sands’ trading post (which doesn’t actually exist in the original), and booted up a saved game of Fallout to find a store to get its available items
  • Players of the original Fallout will notice that Vault 15’s condition is rather different from the game—probably closer to its Fallout 2 condition, minus the occupants
  • Lance’s player had planned all along for him to end up breaking the chip, for story purposes, but when he made his Klutz check, he rolled a 17 anyway—the Universe agreed