Olympus RPG Blog

Olympus Role Playing Group Blog

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

trav2-piremacolony2

Restricted Space

In the evening of the day the Crew settled the matter with the outlaws at the abandoned mine, they met at dinner with Elijah Patterson to discuss the Black Star and Valerie Vaskor, and what he might have uncovered regarding their comings and goings in the month-or-so they visited here. He explained that the Black Star had been undergoing repairs requiring parts that had to be shipped in, grounding them for an extended period waiting for them to arrive. Afterward, they continued on rimward, their next declared destination, Tureded. Before leaving, they took on a freight consignment on behalf of a local businessman—Elijah provided contact information at the Crew’s request.

On the following day, as Buck drove Abe to the hospital for his day’s volunteer-work, they stopped first at the aforementioned businessman’s residence, and were welcomed. The man had a mining business that had dried up here, and had been in the process of relocating his operation to Tureded, piece by piece, over the last year. He met with Captain Adric Mason at dinner seven months ago to agree on terms of shipment of some mining machinery to Tureded for him. His recollection was that the captain was an odd fellow, never taking off his gloves, it seemed, for fear of local germs or whatnot; and he had a wandering eye, taking a lascivious interest in the waitress. The businessman had 28 tons of gear remaining to be shipped still, and Buck and Abe suggested that the Spinward Star might take it; he gladly agreed to meet with Ella, and sent a gift of a bottle of good wine with them.

That evening, Ella met at dinner with the businessman, along with Haank to work out the details; they all agreed to the standard rate, and shook hands on it. The next day, the freight was loaded aboard the Spinward Star, and payment was made up-front. Meanwhile, the Crew managed to find a buyer for most of their remaining load of surplus military gear salvaged from the Gileden system—mostly the vehicles and parts—for a healthy sum, turning what should have been a loss into a quite profitable stop.

As he had promised when they arrived, Haank took Elijah’s granddaughter, Kaylii, on a comprehensive tour of the ship, answering her many knowledgeable questions. She was disappointed she couldn’t leave with them, but she produced a small soapstone carving of herself, carved by her grandfather, and asked that it be taken aboard, so she could travel with them in spirit; Haank agreed without hesitation, and helped Kaylii hang the carving on the bridge with a nice view through the windscreen. Loaded, fueled, and paid, the Spinward Star took to the black once again, bound for Tureded.

trav2-turededstation

Six days in jumpspace passed without incident, and the ship exited jumpspace, and entered the busy, tightly-controlled traffic pattern approaching the Tureded highport. Sam confidently refused a port-guide and docked manually; he had to jink the ship to avoid some work-craft outside the assigned berth, and scraped the ship against the entry, doing no real damage but to his own pride—though the port authority rep made a bit of obligatory fuss over the mishap. The cargo was then unloaded via the station’s automated handlers—as locally mandated. On completion, Haank took some pictures of the view of the berth with Kaylii’s carving, and planned to do so everywhere they went, sending the pics back to her on Pirema as he found opportunity. Local law aboard the station was as restrictive as orbital control, so shore-leave here would be unarmed and unarmored. Despite the vulnerability, most of the crew went ashore, separating to do whatever business they had in mind.

  • SparrialAbe wandered the station’s halls, exploring. In a crowded market area, he noticed his pocket had been picked, and confronted the thief, politely demanding the return of his property. The thief, of a species Abe had not before encountered, returned Abe’s property without a fuss and cautioned him to be more wary. Intrigued, Abe offered to buy the thief dinner at a place of his choosing; the thief agreed, choosing an establishment with “outdoor” seating. Over the meal, Abe questioned the thief regarding his species: he was a Sparrial, called Rolemnarla, and he answered freely, with strangely accented Galanglic, regarding his people and their culture. Something caught the Sparrial’s attention, and he “spoke into Abe’s mind”; to Abe’s shock, he was able to respond likewise, and immediately recalled his experience aboard the Unconquerable, and his strange reaction to being psychically scanned by an awakening Zhodani officer. Rolemnarla offered to help Abe develop this ability, but had to cut their conversation short, and bolted from the restaurant. Some moments later, as Abe was paying for the meal, a couple of officious-looking “government agents” arrived at the entrance, looking for someone—Abe didn’t remain to find out who or what they might have been searching for, but returned to the ship.
  • Ella also went exploring the station, and eventually found herself at a salon, getting her hair cut and styled, and engaging in small talk with the four-armed female humanoid stylist. During the process, Ella brought up Valerie Vaskor, showing the stylist her picture—she recognized the girl, having also cut her hair when she visited the station some months ago.
  • Buck made a few calls and hit the streets, looking for a potential buyer for the remainder of their salvaged weapons; Tureded Prime, outside the Imperial starport, was a lawless, dangerous backwater, and the locals would surely have a use for some surplus military gear. He worked his way through the less-scrupulous areas of the station and found such a person, and they arranged to meet at the ship later to inspect the cargo.

trav2-spacepub

Haank, Sam and Sae found a mostly-automated, middle-class pub, with available wi-fi connection, and settled into a corner-booth with some drinks. Thereat, Sae found himself being bullied by an alpha Vargr and his fellows, establishing dominance over “their territory”—Sae stood his ground, but took a hard punch that knocked him back, injuring his face and his resolve. The alpha downed Sae’s drink and smugly returned to his table. As Haank promised to back his play, Sae threw the empty glass at the alpha. Haank walked calmly to the other table and explained that a drink was owed his friend; the alpha stood, and the two glowered at each other. Haank reached down and grabbed the alpha’s drink; the alpha grabbed Haank’s hand. As Sam and Sae positioned themselves in opposition to the other Vargr at the table, Haank took the glass in his free hand and drank from it, maintaining eye contact with his opponent—and the fight was on. In moments, two of the Vargr had been wrestled to the ground, and Haank had taken a hard hit to the jaw after struggling to reverse the alpha’s hold, just before the alpha collapsed into an unconscious heap, having been flanked by Sae and injected with a knockout drug via hidden stinger implant. With their leader down, the remaining pack ceased fighting, and carried their unconscious fellow out of the pub. The Crew paid their bills and left shortly thereafter, to return to the ship and see to their injuries.

Some hours later, everyone had returned to the ship. Abe tended the bar-fight injuries, and chastised the participants, but made no mention of his encounter with Rolemnarla. Everyone made inevitable comment regarding the Captain’s new hairdo. Later, on schedule, Buck’s middleman arrived at the berth, and was allowed to inspect the surplus military goods, under Haank’s supervision. Satisfied with the condition of the cargo and its price, the middleman revealed the catch: it would need to be delivered dirtside—at high risk of being swindled, hijacked, or worse.


Notes

  • The search for Valerie Vaskor began here
  • Commerce between Pirema and Tureded, both low-population backwaters, was virtually nil. But between the business being moved and a lucky roll (a “3” on Haank’s part) finding a buyer for the surplus, the trip turned a tidy profit in spite of it. Once again, that “consolation prize” we were left with after our misadventure aboard the Unconquerable saved us
  • Sam’s piloting skill is high enough that he can’t fail but for a crit. How many times can he roll a crit fail on a Piloting check? At least once more. Somehow, the shit-hot pilot always looks like a noob 😛
  • This session followed the release of GURPS Aliens: Sparrials, so the appearance of a Sparrial in the campaign was no surprise, but Abe’s player had been suggesting that his character needed a proper “Yoda” to unlock his latent psi abilities to the point he could excuse improving them—and violá!
  • There was a fair bit of time wasted posting image-suggestions of Ella’s new haircut, all variations on a “mohawk” theme
  • Haank is a fairly competent melée fighter, and had a pretty solid plan for schooling the alpha Vargr, but the dice absolutely abandoned him—could barely roll less than 14-15 the whole time; pretty much everything he tried failed. After going back to the ship, he ended up studying the video of the confrontation over and over trying to figure out where it all went wrong
  • When the GM explained that the Crew would have to go to the surface to deliver the weapon-cargo, where he had already described as the “Wild West,” with people getting robbed/hijacked all the time, he referenced “Patience/Whitefall” (which portends a deal-gone-wrong to anyone who has watched Firefly)—we’ll be expecting trouble

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

trav2-piremamineentry

Miner Infraction

Ella looked over the map of the mine tunnels provided by Ducote, and leveraging her tactical experience, decided which approach the Crew should take when assaulting the outlaw’s enclave within. They discussed up-armoring themselves, but the idea of riot shields or similar portable cover was eventually abandoned as too bulky. They discussed the use of drones to scout ahead, and Ducote offered the use of a microbot swarm canister and associated gear—normally used for locating trapped miners. Not wishing to drag out the affair any further or allow the enemy any more time to dig in, the Crew returned to the Spinward Star to depart.

The ship was landed some distance away, out of sight of the tunnel entrance they intended to use, and the Crew approached on foot. The door was shut, locked down and stuck fast by years of wear and neglect. Buck brought out his tool kit and forced the gate open, though he damaged the mechanism in the process, such that he had to cut through.

As Buck worked on the door, the canister was opened, releasing the hundred or so microbots, which, as directed, squeezed through the tiniest openings and quickly spread throughout the mine complex, reporting sensor returns to Abe via the control computer, which was also configured to feed positional data to Haank’s TacNet software. The microbots indicated 12-15 humanoids were within the complex in various defensive locations around a central hub—presumably their headquarters. As the microbots continued their search, Abe observed that some of them were disappearing, one by one, as it turned out, being smashed by the outlaws—they knew the assault was under way. Once the mine entrance had been forced, the Crew approached the elevator leading down into the tunnels with some concern, as its transit would probably not go unnoticed by the occupants. There was some discussion of a more stealthy option, bypassing the elevator and climbing down, but Ella didn’t trust their luck with a potential hundred-foot drop, and they were a reasonable distance from the hub, so they decided to risk the elevator; she also wouldn’t allow the team to be split up to scout ahead, lest the scouts be caught too far from help. At the bottom, Buck threw the switch to turn the lights on—the microbots sensors suggested the guards were wearing helmets, which meant they probably had some kind of night vision, so darkness wouldn’t be to either side’s advantage. The Crew crept forward down the mine tunnels, using the map to help keep their bearings, while Abe kept an eye on the microbots’ display.

trav2-piremamine

Keeping the group together, they approached a tunnel-corner around which they expected a couple of sentries. Haank peeked his gauss rifle around the corner to spot the enemy on his scope’s video feed, while Sae maneuvered into position to follow him up, but the weapon was spotted by the sentries, who called out an alarm and assumed defensive positions at the other end of the rough-cut hallway. One of the sentries peeked out from cover, and Haank fired a memory-baton shotgun round into his faceplate, knocking him to the ground. The Crew immediately pressed forward, around the corner. Abe tossed a B-cell ahead between the sentries and called, “Frag out!,” hoping to trick them into running away. The sentries were joined by two more from further in, and they all sprayed ineffective gauss fire in the Crew’s general direction, ricocheting off the rock walls, but leaving the Crew untouched. Sae bounded forward of the rest of the group and planted a memory-baton double-tap in the second sentry’s sternum before bearing left at the “T” to pursue a third to cover. Buck trailed close behind Sae and shot down the second. Haank took the right-hand tunnel to pursue the fourth, who was fleeing back the way he came. Seeing the severely injured sentry-two, Abe immediately sprang forward to render medical aid; Ella ordered the Crew to remain in place to cover Abe, as he worked frantically to save the fallen enemy’s life, forcing his fellow sentry-one (who wasn’t able to flee) to help. Sae exchanged fire with sentry-three, dropping him with his UAW, and covered Sam as he slipped forward to drag the now-unconscious enemy back to the medic—as he did, Sam spotted a fifth fighter around the next corner, who hesitated to shoot. To the right, Haank, Buck and Ella engaged the fourth man as he popped in and out around a far corner, eventually resorting to poking his rifle around the corner to spray gauss fire blindly down the tunnel; Buck shot through the rifle and the hand that wielded it. To the left, Sae pursued the new fifth man, who fled before him; he loosed a memory-baton shotgun round into the back of the fleeing enemy’s leg, shattering his femur.

Haank and Buck attempted to convince the wounded sentry-four to surrender, but he stubbornly refused, having slumped seated to the floor. From a chamber beyond him, a young woman, not wearing armor or environment suit, rounded the corner with empty hands raised, saying that one of them needed medical help, before sentry-four angrily pulled her back. As the Crew continued to attempt to talk the sentry down, the girl reappeared and got free of him, and cautiously approached the Crew; Haank waved her forward and handed her off to Ella, who took her back to Abe. She explained that Amelio had been wounded nearly to death in the elevator (Buck’s doing); he had been dragged out and bandaged as well as they could, but his condition continued to worsen beyond their meagre ability to treat him. Abe was focused on his desperate attempt to repair sentry-two’s torn artery, and told the girl that Amelio would have to be brought to him. Buck and Haank pressed forward down the hall and, with no fight left in him, sentry-four finally surrendered where he sat. There were a dozen others in the chamber beyond, of various ages and armament, including the bedridden Amelio; after laying down their arms, Haank ordered a couple of them to take up Amelio’s bed and carry him back down the hall to Abe. Meanwhile, a call was placed back to Ifogi, to fetch medical personnel to the mine to help; Sam was tasked to go take the Spinward Star back and pick them up, along with Ducote and whatever law-enforcement officers he saw fit to bring along. Sam got a bit turned around in the mine tunnels, and ended up back where he started before being directed out properly.

Abe was still working on the sentry when Amelio flatlined; Buck started emergency resuscitation procedures, aided by Haank, and managed to bring him back, just in time for Abe to finish closing up the other one, and switch patients.

Shortly thereafter, Ducote and his people arrived to take custody of the surrendered outlaws. After the wounded had been stabilized enough to move, they were all taken aboard the ship and flown back to Ifogi to be locked up. At town, Abe followed the doctor and his patients into the hospital facility and continued to help out; he was later asked if he could stay on for a while, as they were a bit short-handed at the moment, and he agreed to do so, with the captain’s permission granted. The rest would take the next couple of days to sort out where and how their quarry, Valerie Vaskor, had gone.


Notes

  • Buck’s player rolled a critical failure opening the door; the GM decided it would just take longer—we have no idea whether or not it had any special effect on the situation
  • Sae showed his Overconfidence by splitting off from the group more than once, earning some annoyed looks from Ella
  • In the last session, Buck sprayed automatic fire down the elevator shaft after the escaping Amelio; when the elevator returned, there was blood all over, but no Amelio, presumed to have been dragged out by his comrades
  • When Sam decided to head back to the ship, solo, the GM asked for an IQ roll to navigate the tunnels, and he rolled a “17”
  • Amazingly enough, none of the outlaws were killed in this entire affair, though several would spend a comparatively-long time in the hospital

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)

trav2-piremamine

Lost Boys

Continued… The leader of the outlaws reacted to Sae’s hostile realignment and dropped his PA mike, and briefly ducked out of sight, returning with a ready gauss rifle to spray automatic fire down upon the Crew, before retreating again. Haank was wounded in the process, but stood his ground as his suit’s trauma-maintenance programming kicked in to stop the bleeding. Sam bolted for the ventral hatch of the Spinward Star and made for the cockpit. The gauss rifle of the second man, the sniper that had crept up behind the Crew, was destroyed by a long burst of gauss fire from Abe, some of which penetrated the rifle and struck the sniper, wounding him badly; Abe continued to press his target until he crawled out of sight. Sae engaged the third man, which Haank had spotted earlier at the corner of the main building, and after a few exchanges of ineffective fire, flanking, struck him squarely in the chest with a double-tap from his underbarrel gauss shotgun’s memory-baton rounds, cracking ribs and sending him flying back. Meanwhile, Ella, Buck and Haank rushed forward to the main building’s ground-level entrance; Buck was in first, and spotted the outlaw leader escaping in the open-sided industrial elevator down into the mine, and sprayed gauss fire down the shaft after him. No others were encountered, and the fight was over. They recalled the elevator, which they found empty upon its return, save for a great deal of blood, smeared toward the exit, suggesting the leader had been dragged out. The sniper was found unconscious from his wounds, having crawled a short distance away, and Abe immediately rendered aid, removing the man’s environment suit to patch up his wounds before taking him aboard the ship—he would survive the day, though he would need further hospitalization and treatment for mild radiation exposure.

The corner-man was also brought aboard the ship, hurting but alive. Sae, growling menacingly, backed up Haank as he questioned the man, threatening to toss him out of the airlock without his environment suit if he didn’t cooperate. The corner-man confessed that there were around a dozen more in the mine, well armed and prepared for an assault. He demonstrated great loyalty to his fellows and his leader, and unrepentantly insisted they would never stop raiding the colony. Satisfied they had gotten what information they could from him, both prisoners were remanded to low-berth pods, to be delivered to the colony’s authorities, where they might be more properly interrogated.

Before leaving the mine to return to Ifogi, the Crew gathered up the outlaws’ nearby vehicles—all of them—and drove them back to the colony, escorted by the Spinward Star overhead. If the outlaws were to exact some sort of revenge, they would have to walk.

trav2-piremacity

The ship landed just outside the city of Ifogi, and was met by the colony’s President/Mayor/Minister of Defense/General of the Army/Chief of Police/Lead Detective, Chas Ducote, and some of his men. The vehicles were secured, and the prisoners awakened from stasis. Abe followed the sniper as he was carried on a litter to the hospital facility, gave his report to the doctor there, and left him in their custody, under armed guard. Haank debriefed Ducote on what had occurred, showing him recorded video from his HUD-glasses of the encounter. With help from the colony database, Ducote was able to identify the outlaws in the video: one was an off-worlder; another a third-generation colonist with family still in residence. The leader was also identified as a third-generation colonist, named Amelio, a miner and explosives specialist, a charismatic but ill-tempered fellow that inspired loyalty amongst his followers, with a rap sheet that included numerous violent episodes.

With the mine complex the outlaws were using as a headquarters now identified, Ducote was able to get some maps of the tunnels, such as they were before they had been abandoned—the corner-man had claimed the Crew would never be able to navigate the maze below. The outlaws had been raiding for around six months, and the supplies they had taken were accounted for; they raided every couple of weeks or so, and would not likely last long without making another run—but the Crew didn’t want to take the time away from their search for Valerie Vaskor to wait out the outlaws’ supply. Haank recommended the outlaws be somehow drawn out of the tunnels, not fight them on their very-defensible home ground. Not knowing what innocents might be down there, they were reluctant to pump gas into the mine’s exposed life-support processor, though they were considering shutting it off or disabling it, to force the outlaws to emerge to repair it, where they could be ambushed. After some discussion, though, the Crew decided they would go into the mine after them—with proper caution and preparation, they could bypass, or at least, survive the inevitable boobytraps, expecting that in a direct confrontation, the outlaws’ morale would quickly break, especially if their leader could be taken down.


Notes

  • The search for Valerie Vaskor began here
  • The mercenary contract specified that lethal force was not to be used except in self-defense, which meant the Crew wouldn’t engage until actually attacked—though Sae nearly broke contract, he kept it under control. Haank’s character added an SOP Perk to always record video of hostile encounters, for CYA purposes—we wanted solid evidence we had not broken the terms of our contract. As it stands, we haven’t killed anyone yet, though it looks pretty bad for the leader from our current perspective
  • The outlaws were wearing un-armored environment suits, so they weren’t going to take much punishment; just “glass cannons” here
  • Abe ended up being the combat-monster in this fight, to his surprise—as a self-defense-only pacifist, and mostly-new to the use of lethal weaponry. He was looking to disable the enemy’s weapon, and succeeded, but gauss rifles aren’t good cover
  • Though we did eventually agree that we would be going into the tunnels next session, we haven’t quite decided how we’re going to get around the inevitable explosive boobytraps yet. Our preparations may include riot-shields, and maybe scout-drones, if we can scrape up that sort of thing

Duty Roster:

Ella Stanbridge (Melissa)
Ertrane “Buck” Buckner (Herodian)
Henri Haank Makruus (Gigermann)
Ibrahim “Abe” Nouri-Abbood (Rigil Kent)
Sam Turner (Winston)
Sae Rraetheg (CommJunkee)


Fallout Shelter

There was no freight or passengers bound for their next destination of Pirema—a population of less than a hundred—and no more information to be gathered regarding their quarry, the missing Valerie Vaskor. So, with their business on Kkirka concluded, the Spinward Star broke orbit and headed for Kkirka V, the nearest gas giant, to refuel; a trip of three days, cut down a few hours by some masterful navigation-plotting by Sam. Refueling operation completed, they immediately jumped outbound for Pirema. The week in jumpspace passed without incident, and they used the time to get in some Judo training in the empty hold.

They arrived and entered orbit around Pirema II on schedule. There was a bit of a delay before ground control responded to their request for landing clearance, to no one’s surprise—the pad was just a clear spot on the ground, and monitoring of traffic for a colony this small would not usually be a high priority, for obvious reasons.

As they exited the airlock, the Crew was welcomed at the site by the Port director, Elijah Patterson, accompanied by his two grandchildren, all wearing sealed environment suits to protect them from the heat, and the radioactive dust that clouded the otherwise breathable atmosphere. The older girl, Kaylii, was fascinated by the ship, and asked many questions, hinting at some actual familiarity. The younger boy, Owin, was fascinated with the Vargr, having never met a non-human before—Sae answered his questions matter-of-factly, as if he expected this sort of thing. Elijah was very friendly, and invited the Crew back to their facility, a half-mile drive away, to take their ease and get something to eat—he indicated that the food here was particularly good. Buck and Jones remained behind at the ship to keep watch and do regular ground maintenance, as the others took up their host’s offer.

trav2-piremacolony2

At the colony, their suits had to be decontaminated before entering. Inside, the facility was functional and well-kept, but definitely not designed for aesthetics. They followed their host to the mess hall, and were treated to a fine meal, as advertised; pictures were taken and sent back to the ship to taunt those who remained behind—Jones took off on foot across the half-mile of desert to join them. As they were finishing eating, when shown the last-known image of Valerie Vaskor, said he had indeed encountered her, as she had spent nearly a month at the colony, helping the local doctor and otherwise making herself useful while the Black Star was under repair, but he did not know the current status of the Black Star—though he could find out.

They were interrupted as Elijah received some news that obviously caused him concern. The Crew expressed their willingness to help with whatever-it-was, and he reluctantly admitted that the colony had occasional problems with “outlaws” raiding supplies, sometimes doing damage to the facility or causing minor injuries, though there had been at least one death at their hands, recently. The Crew offered their assistance.

trav2-piremacity

Elijah gathered up the Crew and drove them out to the old “city,” Ifogi, the center of population when they had some to speak of, which remains the center of the colony’s tiny, yet overly-officious government. As they traveled, the Crew called back to the ship to have Buck gather up their combat gear from the arms locker and bring it to the city in the air/raft, in case they needed to get to it in a hurry. At the near “ghost town” of Ifogi, they were escorted to Government Tower, where they were introduced to the colony’s President/Mayor/Minister of Defense/General of the Army/Chief of Police/Lead Detective, Chas Ducote, who went into more detail regarding the raids—perpetrated by a mix of off-worlders and former colonists/employees believed to be hiding out in one of the abandoned mine complexes that littered the nearby environs, the specifics of which the colony had been unable to determine thus far. Ducote then produced a standard Imperial mercenary ticket form—Haank was very familiar with these from his mercenary days, but Buck sorted through it all with ease that suggested some familiarity of his own—and the documents were reviewed, conditions agreed upon (outlaws were to be brought in alive to face local justice, for 150,000 credits), signatures made, and hands shaken. With that settled, the Crew went back to the Spinward Star.

The ship was taken up as high as they could go while still able to see well enough through the dusty atmosphere. They scanned the abandoned facilities indicated by Ducote as possible bases; one mining complex in particular showed hot on thermal scans, indicating it was probably in use—that would be the one. Sam guided the ship in a stealthy approach to the facility, hugging the terrain, and as he crested over the nearby mountain, stuck the landing like a prize-winning Olympic gymnast. Jones remained aboard to man the ship’s laser turret and monitor the security cameras, as the rest exited the ship to approach.

The Crew stood on open desert ground between the ship and the dilapidated structure that presumably housed the mine shaft and observed for a moment. Haank spotted a glint in the shadows under the structure, but couldn’t make out what it was. Ella called out to whomever it was to surrender themselves, as the others flanked her and kept watch on the nearby rocks for an ambush. A voice on a PA system responded that they would not, and had the Crew surrounded, and demanded they lay down their arms. Ella demanded to see with whom it was she was dealing, and the PA-man stepped out of an upper platform door to the structure; he did not appear “military” at all, just a thug to their reckoning. Sam spotted another outlaw behind them, creeping into position. Ella continued to threaten force, but the PA-man continued to refuse to capitulate, offering no excuse or mitigation—he claimed that the reported “murder” was the fault of the victim, who attempted to resist. Ella had mostly run out of solutions and patience, and Sam had started to fall back to the ship’s airlock, when the itch in Sae’s trigger-finger was about to get the better of him, and his muscles tensed in preparation to realign his weapon toward the PA-man. To be continued…


Notes

  • The search for Valerie Vaskor began here
  • Our trip in this case was from a world-population of ~1000 to one of ~80—BTN 2.5—so potential commerce was zero. We did discuss buying a few cases of beer, at least, which we later discussed as a possibility for the future, to keep a few pallets of something like beer/cigarettes for sale on backwaters we might come across
  • Local gravity on Pirema is (according to some online sources) .66G; -2 DX, as appropriate, for most of us. The GM was mostly equating the environment to a “hot” Mars, plus the radiation danger
  • Sae’s player is the father of two (currently) small children, so he was playing out the questioning between his Vargr and the young boy in chat in a very “lifelike” fashion
  • The GM did check the Star Mercs book for details on the mercenary ticket
  • The GM decided the landing spot would be tricky and called for a pilot roll; Sam’s player rolled a 3
  • Sae’s player has been studying up on the Vargr psychology in general, and has been making some adjustments to how he’s played. In this instance, though he’s super loyal to Ella and the rest of the Crew, he won’t hesitate to take charge of a situation. After the mess that was 1Shot.02b, though, he’s trying to hold back a little before going off half-cocked. We wrapped on a cliffhanger just as the player decided to pull the trigger

snarlinggraywolfCold.

Meadhbh huddled over a makeshift fire, her back facing the wind that howled through the forest around her.  The small flame had already been extinguished by the wind and lack of dry wood more than once, and this one threatened to die as well with every frigid gust.  She shivered as the cold had begun settling in her bones, and she knew that she needed to find better shelter, or even better, the rest of her hunting party, or she would not make it home.  The winter had been especially hard on her clan, and a desperate need for food had forced their hunting parties farther and farther away from Bryn Euryn in an effort to hunt game.  Just that morning, they had all given chase to a scrawny looking deer, but in the unfamiliar territory, Meadhbh had lost her way.

A long, low howl sounded through the forest, and Meadhbh’s head snapped up, the lull of the cold temporarily forgotten.  Shortly thereafter, another howl followed, and then another.  Wolves.  She stood slowly and hefted her spear with her stiffened fingers.  Her fire gave one last pitiful flicker, and died at her feet.  Her breath puffed out from grayed, chapped lips in the twilight darkness.  Another howl, this one much closer, echoed across the small clearing.

In the fog of exhaustion, Meadhbh did not realize that she was running for several moments.  A thought drifted upwards, what am I doing?  I don’t even know where I’m going.  But she didn’t stop.

Her panicked flight through the forest was cut short by an errant root that caught her foot, sending her sprawled face down on the ground.  She briefly tested her ankle and found that miraculously, she had not injured herself in the fall.  She started to stand to hunt for her spear, then froze.  Not ten yards away, a pair of glowing, golden eyes shone out from the darkness.  The eyes blinked slowly, then were joined by two more pairs of similarly golden eyes.  The eyes loped closer until the shapes of large gray wolves formed around them.  The largest of the three shadows snarled.

I am dead, Meadhbh thought.  Better to go out in battle, but my spear…I am so tired.  Where are the other nine?  I only see three?

She could not see her lost weapon in the darkness.  Deep in the fog of her thoughts, she wondered how she knew that there were twelve wolves nearby, but instead of dwelling on it, her thoughts turned inward, and images of family came unbidden to her mind.  Father…Bradan….Marcus…

Pack.  ?.

Meadhbh blinked.  The largest wolf had ceased snarling and was regarding her quizzically.

Pack.  ?.

Am I going mad?  She thought, and nearly laughed out loud when the large wolf whuffed impatiently, and once again, her family came to mind.  “Pack,” she creaked out hoarsely.  “Den.”

Meadhbh held her breath as the beast sniffed the air and began circling her slowly.

Den.  !.

The wolf turned, his tail wagging ever so slightly.  He stopped as he nodded once towards a small footpath.

Den.  ..

Meadhbh stood and took several tottering steps down the path.  The wolves left her then; she didn’t even need to see them go.  She knew.  She could feel it.

“Thank you,” she whispered.

A low howl was the only response.

1x07-Title

Act I

  • 25 October, 456
  • Owain, son of Baron Edern, has returned. All eyes are riveted on him and Bradán, fully expecting a fight. Instead, however, Owain initially thinks that his sister, Addiena, has wed Bradán and this is the wedding feast. Once he is corrected, his initial opinion does not change terribly as he knows of Bradán’s reputation and would not be opposed to a man with such a reputation joining with his House.
  • Shifting tacks quickly, Owain reveals that he has been at Duke Cunedda’s court and has returned with a score of men as well as information on the location of a prominent Scoti (Irish) war camp some days away. He – Owain – means to march upon them and drive them from their shores to avenge all of their losses. To that end, he proposes that Bradán accompany, bringing with him his warband.
  • Baron Edern, Owain and Bradán remove themselves from the festivities to further discuss this (although Angus discreetly pursues so as to eavesdrop), and Bradán quickly proves himself to be far more capable in the area of planning a battle and, though it visibly irritates him somewhat, Owain defers to him.
  • While the planning is ongoing, the rest of the feast proceeds, albeit in a far more subdued manner and with all eyes turned toward the closed door where the discussions are ongoing. During this, Heddwyn is informed by Druid Adaryn that they must depart upon the morrow if they intend to reach Ynys Mon before Samhain, which means that Heddwyn will be unable to accompany the warband against the Scoti.
  • Outside, as Angus is eavesdropping, he becomes aware that a woman he does not recognize is watching him. She smiles and fades into the shadows.
  • A battle plan is made and the intent to march north-east at dawn is announced. There is much excitement, although the more experienced warriors present know that there will be casualties.
  • As Paulus is critically injured, he is to remain behind under the watchful eyes of Baron Edern’s household.

Act II

  • The following morning, the warband assembles in Bryn Euryn. It will taken them between four and five days to reach the Scoti, so provisions are taken for the march.
  • Meadhbh observes Owain speaking privately to his sister, Addiena, and, at first, the baron’s daughter seems terrified by her brother’s presence though that fades and is replaced by confusion, especially when Owain bows his head to her and retreats.
  • Baron Edern asks Druid Adaryn to read the omens but the older man hesitates before giving a cryptic (and easily perceived in any number of ways) prophecy: “these men ride to their fates and shall be brave in doing so.” The druid then hurries to get himself and young Heddwyn on the boat they are to take to Ynys Mon; briefly, Heddwyn sees his new mentor speak briefly with a woman he does not recognize. Being curious, the bard eavesdrop and overhears the woman tell Adaryn that the ‘Faceless King is stirring once more.” This greatly troubles the druid.
  • On the road, Bradán learns that Owain has spent the last year or so under the tutelage of The Duke – in fact, he never refers to Duke Cunedda in any other way than “The Duke” – and he (Owain) learned a great deal from the man. The Duke evidently put up with none of his childish antics, which made Owain realize how much of a fool he had been. He further asks Bradán point-blank, man-to-man, asshole-to-asshole, if Bradán means to use his (Owain’s) sister to achieve his goals. Because if that is the case, then they should fight to the death, right here and right now. Addiena has faced too much hardship already in her life and, for whatever reason, she seems to like Bradán. Without pausing, Bradán replies that no, he has no plans to use anyone; he is just looking out for his people.
  • Back in Bryn Euryn, Paulus’ fever dreams are black and terrible. He dreams of lands of shadow and pain, of oceans of blood and fire, and forests of the dead. His wounds pain him terribly and he dreams of walking through the broken land with Brother Maius, now mute and bloody, at his side until he comes to a man crucified upon a tree. That man is Bradán! The chance to abandon his liege lord is there, but Paulus refuses to do so and smites the Tree with his weapon, smashing it apart and freeing Bradán. Now, with two allies, he marches on, falling deeper into the dream.
  • Heddwyn and Druid Adaryn make remarkably good time to Ynys Mon and the bard is actually surprised at how easy it is to gain access to the island. When last he came here, he had to work at avoiding the Scoti pirates using the island as a base. Along the way, Adaryn quizzes him on what has lead to this moment and the many strange occurrences that have transpired only seem to trouble the druid further. Upon the island, Adaryn leads them toward the center of the island, which Heddwyn has never actually visited before because, as far as he knows, there’s nothing there. This time, however, as they descend down the hills and into the mist shrouding the hill bottoms, he senses … something. Or someone. Everything feels different. His skin itches, like it is too small for his body. He suddenly can’t see! Adaryn slams his staff upon the rock and suddenly, the top of glows! ‘Stand aside and allow us to pass, Vermithrax,’ he declares. ‘We are of the Order.’ Heddwyn hears raspy sounds, like snake scales upon the rock only at a much greater volume. His imagination conjures up images of an immense creature that could not possibly be as large as it sounds. He still can’t see anything past the shroud of mist, but he gets the feeling that whatever is out there does not like him. At all. The presence – and sounds – recede slightly and Adaryn shakes his head and continues forward. He then gives Heddwyn a look – suddenly, he seems like a terrifying foe. ‘Say nothing – nothing! – unless spoken to and even then, do your best to keep your teeth together. You walk in a place you should not have seen for another twenty years.’ He says nothing more until they reach a ring of standing stones where several druids are already standing. Heddwyn knows the druids by appearance only. They know him as well – he completed his bard’s ordeal only a year past – but Adaryn advises them all that he comes with news from Bryn Euryn. Spring has spoken to him: the Faceless King stirs in his silent grave. The druids grow worried and then agree that they must use the tools at their disposal. All of them – all of them – suddenly stare hard at Heddwyn. He’s never felt more judged than right now. ‘A Test, then,’ one of the druids says and Heddwyn can hear the Capital Letters. ‘A Test to see if he has the capability to survive what is to come.’ They part, revealing a set of stairs in the middle of the ring that leads down. There are twelve stones and, Heddwyn realizes, twelve druids present. Each man steps back to stand before one of the stones, drawing their hoods up as they do, and each stone sort of lights up. None of them say a word, instead staring at him from under their hoods. The implication is clear: he is to descend the stairs. And so, he does.
  • The warband finds the Scoti encamped and mostly unprepared for their attack. Bradán decides upon a two-pronged assault: he and most of the warband will assault the Scoti from the south, drawing their attention and holding it while Owain leads an amphibious assault using the boats taken from Bryn Euryn so both forces will crush the raiders completely. It is a bold plan but works exceptionally well: the Scoti reel back under the assault as Bradán’s warband surges forward. Victory is within their grasp…
  • Accompanied by a bloodied and maimed retinue, Paulus falls ever deeper into his dream, crossing the breadth of this almost Prydain with a matter of steps until he reaches a Caer Tarian that never existed in the real world. The walls are impossibly high, wrought of gold and smoky dreams, and faceless warriors stand at the ramparts. He proceeds in, entering a Cathedral that does not seem out of place in this dream. A great altar is before him and laid out upon that altar, dressed in Roman finery and wearing a laurel victory wreath is Marcus. His clothes are soaked crimson. Standing watch over her brother’s body is Meadhbh and she is somehow dressed simultaneously as a warrior and a nun. A stark black habit conceals her hair but heavy mail glints brightly. In her hands is an impossibly large sword with a blade wrought of water … or perhaps liquid silver. When she looks at him, her eyes gleam gold, like those of the massive wolf at her side. It is not Marcus’ dog, though Paulus took it to be at first, and this fierce beast watches you with a soundless snarl. “I have taken up my brother’s watch,” Meadhbh announces in a voice not her own. Her expression contorts to one of rage then relaxes to sorrow. Confusion reigns at her next remarks and Paulus receives her sword of water before offering it to Bradán. And then, everything changes…

Act III

  • Heddwyn proceeds down the stairs. It gets darker and darker and darker, and underfoot, the ground begins to feel strange. His head starts to swim, like he’s held his breath for too long. Light suddenly floods the chamber,’ briefly blinding him. When he recovers, he realizes that he’s standing upon … it sincerely looks like he’s standing upon a cloud! Looking down is dizzying but he sees Prydain like he never has before. Birds wheel around his head – crows and eagles and owls – not quite battling but neither are they entirely content with the other’s presence. They all wing-over and dive toward the ground before circling an area along the northern Welsh coast. It occurs to him that this is roughly where the Irish camp is that the warband was intended to hit. His head begins to ache and pound like it never has before, and he feels … something inside … tear. Heddwyn goes to one knee and tastes blood, even as he discovers himself overlooking the battlefield and realizing that another force is advancing! And they’re Roman.
  • The Scoti break before the warband rout. For a moment, there is a great clamor of excitement as the Welsh see their enemy flee like cowards … but with a thunder of hooves, a Roman cavalry force rumbles into the field of battle. At their head is Marcus’ hated enemy, Quintus Severus, and the cavalry surges forward, slamming into the warband with a terrific crash! Marcus, caught off-balance and slightly apart from the rest of the band, is singled out by the Romans and they ride him down, sending him tumbling into the dirt, critically injured. Severus dismounts and drags his foe to a nearby ring of standing stones that are perched on the lip of the cliff. It is a prominent vantage point so all will be able to see Marcus’ inevitable death. His family pushes hard in an attempt to break through the Roman lines and rescue him, but they are repulsed.
  • In Paulus’ dream, he finds himself facing a faceless king upon a throne that looms into the sky. When this Presence demands his obedience, Paulus prostrates himself before what he perceives as the Almighty. He agrees to gladly serve as a Herald for the King to which he feels the King hurl fire toward him. Paulus wakes suddenly, his injuries healed and newfound power coursing through his body. Thinking this a miracle, he prays and in his eagerness, he fails to notice that he now has two shadows…
  • Blood is leaking from Heddwyn’s nose, his eyes, his ears. His heartbeat is thunder in his ears. Staring down from his cloud, he bends his will toward affecting the outcome of the battle. He must save them from the Romans! He feels something … shift around him, tastes the sharpness of the air. Lightning roars down from above him, stabbing through him and onto the ground below. He cries out in pain and darkness swallows him.
  • Quintus Severus holds up his sword, preparing to put Marcus to death, and there is nothing his family can do to stop it, not with the Roman warriors holding the line. Suddenly, stormclouds roll in, instantly turning the day to night. Thunder booms. The battle hits a lull as everyone stares at the sky in surprise and fear. Jagged bolts of lightning streak out of the sky, exploding clusters of Romans. Horses scream in terror and flee. Chaos erupts. More lightning stabs downward, enveloping the standing stones within which Marcus and Quintus Severus kneel. The stones flare brightly … and then explode. The shockwave throws men and beast to the ground and utterly obliterates the outcropping where the two men were. The surviving Romans flee, leaving behind their dead and wounded. The battle is won, but at a terrible cost. The warband searches but can find no trace of Marcus or his enemy – it would seem that the lightning destroyed them both utterly, which grieves Bradán and Meadhbh as now they have lost another member of their family. They spend some time looting the fallen and then set out to return back to Bryn Euryn…
  • Heddwyn wakes in a small camp with Adaryn sitting next to him. The older druid looks troubled again. He is surprised that Heddwyn still breathes and Adaryn tells him that what he did … none of them thought that was possible. The amount of raw power Heddwyn bent to his will is frankly intimidating. He knows of only one other man … if he can be called that … who accomplished this task. Good news: Heddwyn will live. Bad news: Vermithrax was freed. That old beast fled but … Adaryn doubts this is the last they’ve heard of it. When asked what happened, Adaryn sighs and relates that Samhain is when the borders between the Otherworld – what the fae call the Nevernever – and mortal world are at its weakest.  The place Heddwyn went … that was the Otherworld, or the Nevernever. It is a special place that only a small number of people can even access but there, he opened himself up to the energies of the very earth. And somehow, he shaped it to his will. Adaryn offers to instruct him. There are many dangers to being able to do what Heddwyn can right now and now is a dangerous time for him. He is untrained and will be tempted by the Dark Side … wait…He will be tempted by the Left-Hand Path…

DENOUEMENT

  • There is a final, cinematic cutscene for the season. Setting: a rocky coast, an unspecified amount of time later. A battered, burned, barely alive body has washed up to the shore. Overhead, crows circle. As one, they descend, coalesce, melt into a fierce-looking barbarian woman hefting a spear. She toes over the body – we don’t see who it is – and smiles maliciously as her eyes go completely black..

END OF ‘SEASON 1’


GM Notes:

  • Originally, I was going to have Owain be a complete d-bag who promptly challenged Bradán to a duel to the death, but I changed my mind and decided to try something else.
  • Paulus’ player was absent during this session so we did most of his stuff on our boards, although it did not quite turn out as expected. Midway through it, Paulus’ player realized he was thinking like a Gamer and not a 5th Century priest, who would be a great deal more likely to swallow whatever was happening to him.
  • The battle here played out in two distinct ways: against the Irish, the warband kicked ass, but then the Romans got involved and things went to crap in terms of die rolling.
  • All of the players were aware that Marcus didn’t die, but to their credit, the characters acted accordingly.
  • Season 2 will begin after the winter has passed (so, mid-March, 457.)

Due to writer’s burnout on my part, I didn’t get around to doing the write-ups for this campaign run until a couple of months after the fact. As such, my OOC recollection isn’t as clear. I decided to assemble a general list of notes for the whole thing here instead of trying to remember little behind-the-scenes details for the individual sessions of the campaign. And so, here it is:

  • This second run marks the transition from being based on Fallout to Fallout 3. There are some obvious differences in the details from the original—the GM intended this to be the case. One such issue we kept encountering was having to stretch out the actual distances between locations on the map—the computer game has a visible range much lower than real-life—most of the locations we went to during this Run were within a five-mile radius on the game map (especially bad considering the blast radius of a typical nuclear weapon). The population of Tenpenny Tower was increased to around 150 or so, to make more real-world sense. Also, the Tenpenny/Dashwood backstory was tweaked
  • This campaign run features some of the longest periods of in-game downtime, a necessity due to the nature of the latter half; this was before the Casus Belli campaign
  • Oddly enough, a lot of the characters got to shine a little more in this Run, especially once the Tenpenny Tower operation got under way. Lance did a lot of inventing/gadgeteering, and made more than a few messes. Bob (the serial-killer) got to do some murderizing (though he didn’t get to use his dumbwaiter shaft…yet). Sly did a lot of social manipulation; he was definitely in his element for this op. Colt finally got to do some snipering, though not at the super-long distances he’s capable of—it’s a start (better than the first Run, where he never even fired the rifle)
  • The GM was certainly not prepared for the approach we ended up taking for dealing with Tenpenny. We’re actually not sure where to go from here now that it’s done—we had discussed just taking off and leaving someone we trust in charge, but it would be just as easy to re-base ourselves here
  • Bob’s response to Dashwood’s declaration at the end was apparently a totally unplanned, spur-of-the-moment thing, but perfectly timed and executed—even random-rolled the artery hit
  • It was determined as we were wrapping things up that Turk had examined the throats that were slashed and determined them to have been caused by the same blade, and likely the same killer, which in Dashwood’s case, he knew to have been Bob; Turk kept this info to himself, for now
  • For Run 3, we’re expecting to pick up around nine months after the end of Run 2. It will also occur post the release of Fallout 4 which could mean more changes to the lore

Act I

  • 25 October, 456
  • Temperatures have dipped rather sharply and it has been unseasonably wet, with much, much rain that is both a boon (because it will slow any pursuers) and a terrible curse (it slows you too!) Average temperatures are around 6.5°C (44°F) which is, as indicated, unseasonably cool. Winter is coming.
  • With the revelation that a full century (100 soldiers) of highly trained, very motivated bad asses are in the region hunting for them … or at least for Marcus, remaining in the region has become untenable.
  • Rounding up the survivors from Caer Tarian and Vertis, LORD Bradan has led his people north and west, deeper into the mountains and hills of Wales with an eye toward security and safety. His destination is a considerable distance away – Bryn Euryn, 216 miles using roads! – but has several important elements that have led him to this decision.
    • Bryn Euryn is a village that rests in the shadow of an abandoned hillfort known as Caer Dinerth, or Bear Fort, which Bradan takes a good omen. His grandfather was known as The Bear for his prodigious strength and tenacity in battle.
    • Heddwyn is aware of the reputation of the lord of Bryn Euryn: in his youth, he was called The Generous and actually fought alongside Bradan’s grandfather.
    • Aedan also has craftsmen kin who originated in this area. It is known for its limestone.
    • Paulus will recommend this as well each time he is consulted. He opens his mouth and his Split Personality activates. Every. Single. Time.
  • Along the way, they have lost people, whether to accident or raiding or because they simply had no desire to go any further, and they are down to a total of 1,500 farmers and craftsmen, which is not a small number and has led to a great deal of trouble in terms of gaining access to towns and villages. A majority of those with them are women and children as many of the men you brought along have fallen off along the way (see above regarding ‘losing people’). Food is not entirely scarce – they did bring along a lot of chickens and cows and pigs and the like, all nicked from Corinium – but it is still difficult going.
  • All major villages/towns/cities along the wall that have actual walls have closed their gates to them and the larger population centers have actually sent warriors out to … discourage their presence.
  • Signs and indications of strife are everywhere. Unprotected hamlets and villages have been sacked and looted all over. It is an everyday occurrence for them to pass a corpse or even a group of corpses that have been the victim of violence. Wolves, rarely this bold, are seen constantly, sometimes displaying no fear at all of men though thus far, there have been very few attacks (and then, only upon stragglers.)
  • During the trip, rumors have been flying like mad.
    • There were two great battles, first at Stonehenge where the Saecsens murdered many of Prydain’s barons but the King escaped to Corinium where he was defeated and captured after a tremendous battle.
    • The War Duke betrayed the king and nearly killed him, but Vortigern escaped and sought refuge with the Saecsens. It turns out that all of those Saecsen raids? Those were actually the war duke’s men! The king is to marry the Saecsen war host’s daughter, Rowenna, and unite the land
    • King Vortigern sought out and surrendered all of Prydain to the Saecsen war host leader, Hengist!
    • And so on. The different permutations of the rumors all say the same thing: Vortigern survived somehow. Few of these tales paint him in a good light, though, and none thus far have mentioned Artos.
    • The rumors also tend to also agree that the surviving king is enamored with Hengist’s daughter, Rowenna
  • The warband:
    • Bradan and Marcus are still at odds over Marcus’ Enemy and the damage done to their family lands because of this.
    • Bradan is also facing the discomfort of having to pay for forty warriors – figure out how much this costs per month.
    • Upon discovering the extent of the damage caused by his Enemy, Marcus is seriously distressed. While it may not actually be true, he perceives every look he receives from a surviving villager as an accusing one. Let Mark determine how he responds.
    • Meadhbh will note that many, many of the surviving women from Caer Tarian / Vertis area are showing the classic symptoms of having been raped (including Siobhan). This should further encourage her desire to start a fighting school.
    • Heddwyn notes that Siobhan actively avoids both Bradan and Marcus though this is easily understood given the former roughing her up and the latter’s enemy murdering her family. He is also dismayed to realize she is tense around all other men, indicating that she did not escape Marcus’ enemy unscathed.
    • Angus is dismayed that many, many of his little birds have gone silent, far too many of whom having been killed by the madness that has erupted throughout the land.
    • Paulus’ dependent, Brother Maius, was badly injured from the chaos of the previous chapter.
  • Arrive at Caerhun in Wales
    • This is a small village (for about 750 people) but it is utterly abandoned right now. There are signs of conflict everywhere – whatever happened, seems to have happened within the last couple of weeks based on the damage.
    • Needless to say, the fact that there are 2x the number of people present this village is equipped for and the fact that this is technically someone else’s land means this place is temporary right now.

Act II

  • Bradan decides to head to Bryn Euryn itself to discuss their situation with the lord, Baron Edern. He leaves his sister, Meadhbh, in command of their force with Aedan there to advise her. He sends a runner ahead to announce their arrival.
  • Approaching Bryn Euryn causes no small amount of trepidation. It’s a desolate, rundown mess although there are many signs that this was once a more thriving location. As they enter, there are a handful of people who poke their heads out of their homes but do so in a very frightened manner.
  • A pair of warriors emerge to greet them. Both of these men are frankly too old to be particularly effective and they seem frankly afraid of their own shadows. The warriors demand identification, then state that no one can see them or their lord…
  • Adaryn ap Afallon suddenly appears accompanied by the runner that Bradan sent and Heddwyn knows him as a full druid and one of Iwan’s friends. Adaryn greets the bard and instructs the two warriors to inform Lord Edern that they have company. As soon as they are gone, Adaryn eyes Heddwyn and comments that he knew something was up – he saw a murder of crows wing over the abandoned fort this morning, and then, they killed a snake … which should not have happened at all because it is too cold for snakes. Bradan asks what has happened here …
  • And Baron Edern answers: difficult times. The elderly baron is assisted by his daughter, Addiena, who generally tries to stay out of sight. When she does move, she keeps her hair over one side of her face in a failed attempt to hide her terrible scar. From the baron, the warband learns that this village and Caerhun have both been plagued by Irish raiders and honest-to-God giants! The warband listen politely (if with some disbelief) and Bradan begins the initial negotiations about moving into Caerhun. At Addiena’s soft whisper, the baron makes a counter-offer: deal with the giants who have moved into the limestone quarry, and they will discuss the matter further. Bradan eagerly accepts.
  • As the quarry is closer than Caerhun, the band heads there, intending to recon the area before deciding what to do. There, they discover Pictish barbarians who do appear to be giants! There are few enough present that the warband is convinced they can handle them without requiring further support. A tactical plan is laid out: they will ambush the barbarians on a rocky path. One set up, Bradan ‘fails’ his attempt at stealth and then flees, leading the Picts into the trap.
  • A brutal melee ensues with the warband never yielding the initiative. Only Paulus is injured and then through some bad luck on his part, and he topples into unconsciousness. Simultaneously, Marcus fells the Pictish shaman who has been chanting the entire battle. A massive bolt of lightning stabs downward from the sky, incinerating the shaman entirely, which catches them all by surprise.

Act III

  • Back to Bryn Euryn the warband goes after freeing some prisoners held by the Picts. Delighted at their victory, Baron Edern orders a feast (or at least as much of a feast as they can manage.)
  • During that feast, Bradan is sought out by Addiena who has been asked to bring him to her father. The two briefly converse, with Bradan managing to make a good impression on the shy young woman. The fact that he is not repulsed by her scar is perhaps the most important matter to her.
  • He discusses resettlement issues with the baron, neither man aware that Angus has stealthily located an eavesdropping point to listen in. An initial agreement is made: Bradan will assume leadership of Caerhun and aid the baron in maintaining control of the region while the baron will assist him in maintenance of the warband. Briefly hinted at but not actually discussed yet is a possible marriage between Bradan and Addiena which will cement this alliance. The baron’s son, Owain, is mentioned in passing and Edern states only that his son is a ‘difficult man.’
  • As Angus is returning to the feast, he realizes the woman, Argante, has been keeping an eye on him, even when he was eavesdropping.
  • Baron Edern gives a speech to announce their friendship, and then Bradan does as well, and finally, Heddwyn is asked to tell the story of the events that has led them to this place. He do so exceptionally well.
  • And then, silence descends as a new voice calls out: “What’s this then?” Owain has returned.

Act I

    •  4 August 456
    • Lord Caddell has been in an eager mood for weeks. He has vented to Bradan regarding the high king who he considers to be an abject fool. The nobles will no longer sit for Vortigern’s stupidity. They have placed their demands before Vortigern and he has grudgingly agreed to most of them. The might of Prydain is going to assemble and face off against the Saxons at a date very, very soon. It will be a negotiated settlement for the time being, until they can re-organize the warbands into a more cohesive force to push the Saxons back entirely.
    • Lord Caddell has kept both Bradan and Marcus so busy that the young men haven’t had much time to do anything but work. They’ve alternately ran messages back and forth between other barons in between drilling hard with Caer Tarian’s warriors. There is a strong sense that a big battle is coming. These two have had no time for any personal business.
    • In a moment of weakness, Caddell promised both of his sons that he would not leave them behind when the day of the big battle came. He has since regretted making this promise but will not renege on it. Naturally, this has evolved into allowing the other characters to come too.
    • Meadhbh is presumed to have been doing a lot of drilling with the warriors as well.
    • Many have been talking about how frequently Heddwyn has been seen with Siobhan verch Odgar of late. It seems innocent but with her reputation … well. He has also been present during the many meetings that Lord Caddell conducts with his allies and potential allies.
    • Aedan has been as busy as the two brothers, but almost entirely in the forge. Weapons have been forged, armor repaired, etc.
    • Bishop Paulus has alternated his time at Vertis in the church and Caer Tarian as Lord Caddell tends to have him and the druid, Heddwyn, present during his many meetings with his allies and would-be allies.
    • Angus has, in his capacity as spymaster, spent the last twenty-three days trying to track down Aeronwen since he does not believe she is actually dead. He has followed every unearthed lead to where they will abruptly disappear without a trace, which continues to baffle him.
    • War Duke Ambrosius Aurelianus arrives with Pwyll ap Math, lord of Salinae, and the band learn that Aurelianius is marching south, despite the time of year, with the king and all of his warbands to meet with the primary Saxon leader, Hengist, to negotiate a settlement. Ambrosius Aurelianius intends to demand the Saxons to withdraw back to Ceint which Vortigern already ceded to them seven seasons ago. He (Ambrosius) wants a major show of force here and will be heading to Glevum to assemble Niul One-Eye.
    • Caddell speaks with Heddwyn alone, asking him to draw his fortune and what the bard discovers is not good.
    • The following morning, Lord Caddell marches out with most of his warriors.

 

Act II

  • Lord Caddell’s warband hooks up with War Duke Ambrosius but not Artos. The duke reveals that he sent his son off to deal with some damned Irish raiders who have been causing merry hell in Gwynedd and giving Duke Cunedda Wledig fits. The way Ambrosius phrases this gives the impression that Artos did not want to go. He (Ambrosius) is actually surprised if PCs are present, knowing how much Caddell distrusts the Saecsens.
  • It takes 22 days total to reach Stonehenge, which will places the date as around 27 August.
  • Along the way, Caddell is drilling stuff into Bradan (and the Twins) regarding rulership and all that. Again and again, he stands out from the other leaders by insisting that the people are more important than the land.
    • He also chastises Bradan for his temper, reminding him that men will follow a man with a temper but will find it difficult to be loyal to him. In fact, he points out, look at this man, Morgan. He listens more to Marcus than Bradan because Marcus does not show him to the rough side of his tongue when things go poorly or not his way.
    • Marcus does not escape his lectures during the trip. He is chastised for looking down at habits of those he’s sworn to (his Q: detests ‘barbarians’ and ‘barbaric’ behavior.) Caddell also expresses his concern about Marcus’ continued dalliance with ‘Odgar’s girl.’ As the son of a baron, Marcus is expected to marry better and it is folly to toy with the girl’s affections in this way.
    • Meadhbh, being his only daughter, can do no wrong in Caddell’s mind.
    • Caddell spends much time discussing stuffs with Heddwyn and Paulus. By the time they reach the meeting site, both men are well aware that the baron has been evaluating alternate locations to relocate to should this battle go ill.
    • Bradan learns that Caddell is known as ‘the Fox’ for his slyness in battle. He has a reputation for cleverness and has been known to withdraw from a losing fight and tactically maneuver.
  • They arrive at Stonehenge at the head of a massive military force and discover an equivalent Saecsen force waiting.
  • Both forces effectively surround Stonehenge with the Saecsens on the south and the Celts on the north. The leaders (and only the leaders) advance, showing their weapons and leaving them behind (swords & spears thrust into the dirt) and meet at the almost table set up within the standing stones where they will discuss terms. The druids are monitoring this.
  • Caddell explicitly instructs Heddwyn to remain with the warband and to stand alongside Bradan. He (Caddell ) will admit to having a bad feeling about this and wants Heddwyn to stay close to his family to sing them a victory like the druids of old should this play out ill.
  • King Vortigern will initiate the greeting by providing tokens denoting the Celtic intention to resist if necessary but be willing to negotiate. The Saecsens acknowledge this and one of their number reveals their own token in the form of a long pole … with the severed head of a horse atop it!
  • Angus and Heddwyn immediately recognize a Nithing pole and realize that danger is imminent. But it is too late!
  • The Saecsen holding the pole bellows out something and slams said pole into the dirt. There is a massive eruption of light and sound that momentarily blind them! This does not stop Bradan from charging forward the moment he realizes his father is in danger.
  • The instant that the flare happens, the other Saecsen ‘leaders’ draw long knives from where they were secreted at their backs and pounce! At the same time, the Saecsen warbands roar and charge!
  • The band see many men fall immediately because they were blind – the war duke himself, Barons Atticus and Pwyll, Niul One-Eye – but Lord Caddell scrambles back toward his weapon. He seizes the sword that Aedan made for him and cuts down one Saecsen, then another but then, as he tries to parry a third attack. the sword fails him. The Saecsen in question is a big dude and his axe cleaves through the sword and into Caddell’s torso. It is very obviously a killing blow.
  • Mass combat ensues, but the warband immediately recognize they are in an untenable position. Bradan recovers his father’s body as Marcus seeks to hold the warband together, but the younger brother is badly injured in the fight as is Meadhbh. War horns sound, indicating Saecsen reinforcements, and Bradan, taking over for his badly wounded brother as warband commander, orders a retreat.

Act III

  • Retreating to Aquae Sulis, the warband bickers over their next actions. Bradan sends a runner – Coedwig – on to Corinium to report the defeat. They reach Aquae Sulis three days after the battle and spend a day licking their wounds. That evening, Coedwig returns and reveals that Corinium is already in full-scale riot, word of the Saecsen ‘treachery of long knives’ having beaten him to the king’s city.
  • After some consideration, Bradan decides they will march toward Corinium, believing that should it fall, it would be a mortal wound for Prydain as it is the king’s city. He sends Angus and Bishop Paulus ahead to prepare the way.
  • With the bishop conducting a public speaking psy-ops campaign to rally the terrified members of the city and Angus utilizing his ‘little birds’ network to spread this propaganda, the two manage to convince a considerable portion of the city’s lowborn to stand with ‘Lord’ Bradan against the Saecsen horde. By the time that Bradan’s battered warband reaches Corinium, this force is ready for a lengthy siege.
  • A week passes before the Saecsen vanguard arrives and this commander is nowhere near as capable as the man the warband has faced twice before. Hurling his men forward, this commander is utterly crushed and his warband routed.
  • Recognizing that they cannot hold this city against a competent commander and a larger, more effective military force, Bradan orders a full retreat. He passes word that any who wishes to accompany his band may as they intend to leave nothing behind that the Saecsens can use. This  results in them leaving Corinium with more than 1,500 lowborn farmers, craftsmen, and tradesmen.
  • They pause only briefly at Glevum – the gates are closed – but do so just to pass word of the impending Saecsen attacks.
  • Some days later, they begin to encounter refugees and are horrified to discover that Caer Tarian and Vertis alike have been burned to the ground! Siobhan verch Odgar is among the refugees and she is shellshocked. She reveals that warriors came to Vertis and then, after destroying it, marched onto Caer Tarian. They looted and slaughtered and raped and murdered … Marcus is horrified to learn that Siobhan’s sister, Caitlin who he was courting, is dead. When asked about who was responsible for this, she replies: “It was not Saecsens nor Celt nor Scoti,” she says before looking at Marcus. “They were Romans. And they were looking for you.”

GM’s Note: The Corinium siege/battle was unexpected on my part but GURPS: Mass Combat worked even if this Saecsen leader turned out to be an idiot. After losing half his force, I gave him a Bad Temper and Impulsiveness control check – he failed both – which resulted in him choosing All-Out Attack instead of withdrawing and starting a true siege. Surviving the latter would have been very difficult for the characters…

I also did not expect them to leave Corinium with so many people. It changed the next installment slightly (but in a good way!)

We also discovered that the Mass Combat Google Docs I was using was thoroughly screwed up. The PCs probably shouldn’t have lost quite as badly as they had the previous two mass combats.

 

Act I

  •  8 July 456
  • Yesterday morning, Baron Caddell rode out to Glevum to treat with his allies.
  • Bradan – horrifyingly, to him – dreamed of the ocean. He was looking down at a bay where he saw a pair of ships entering a natural harbor and simply knew that these ships carried with them death. Just as he was about to turn away, he realizes he is being watched by a big ass raven with blood-red eyes and that he’s standing in the aftermath of a battle, with corpses littering the ground around him. It was at this point he realized his shirt was soaked in blood. His blood. And the raven laughed at him. When he wakes, he is startled to discover his shirt is covered in blood but there are no wounds or injuries he can find.
  • Marcus – dreamed of being in a small boat on a rough sea. He is utterly alone and his entire body aches, like he is recovering from bad injuries. Behind him, he knows that he’s leaving something important behind but duty requires him to continue forward. When he glances down, he realizes his boat is flooded … with blood. His blood. And he simultaneously realizes he is gripping a broadsword whose blade almost looks like it is wrought of water! A terrible storm rises up around him. When he wakes, his entire body is wet, as if he’d been swimming or in the rain, and the water is salt water…
  • Meadhbh – dreams of rushing through an unfamiliar forest, her brothers at her side. They are hunting someone or something and all that matters is their prey. Faster and faster they run, until the trees are whipping by in a blur. They explode into a clearing and fall upon their prey. Without thinking, Meadhbh strikes first, tearing out the throat of her prey with her teeth … the taste of blood is sharp and bitter in her mouth but she needs more. This desperate desire to kill suddenly pierces through the muddiness of her thoughts and she realizes with horror that she is a beast on all fours! Their prey are people and she’s just killed one! Suddenly, as she battles confusion, one of the prey rears up – it’s Marcus! – and pins her to the ground with a spear. The pain is agonizing and startles her awake. She finds that her wounds (which were almost completely healed yesterday) seem to have broken open – how else to explain all of the blood? – but there are no actual open wounds. And she can taste blood in her mouth as well. She wakes with a scream.
  • Marcus, upon hearing his sister scream, rushes to her room, snatching up a spear. The sight of seeing her brother so armed causes a still not all there Meadhbh to panic even more. Marcus hesitates, confused, and notes that perched on her windowsill is a massive owl.
  • Heddwyn is meeting with his mentor, Iwan the Crow, who is passing word to druids that the Archdruid has passed and the order will be gathering on Samhain (31 October) to elect his replacement. Normally, they would go to Ynys Mon, but Irish pirates have effectively seized that island for their own so they are thinking of relocating. As a bard, Heddwyn’s presence is expected although he will be warned to avoid the Irish pirates who have mostly seized control of that island – they generally leave the druids alone, but not always.
  • The two druids are summoned to Meadhbh’s room where they hear about the dreams and see the aftermath. Both druids are surprised and Heddwyn correctly identifies that Bradan has had a second encounter with the Morrigan and Meadhbh has once more been touched by Flidais, but does not recognize Marcus’ visitation. Later, when he and Iwan are alone, his mentor wonders what is going on with the siblings, as Bradan has been touched by the Autumn Queen, Meadhbh by the Spring Lady, and it sounds as if Marcus dreamed of the immensely powerful sword, Fragarach, also called the Answerer (though why he would dream of stealing away with an Irish treasure does not make sense.)
  • Iwan grudgingly relates information about the ongoing Sidhe War and the faerie courts to his former student, revealing that this information is generally something that a druid is supposed to learn later in his career.
  • Aedan has finished crafting a sword specially commissioned by the baron himself. He is unaware that this sword as a terrible flaw in it…
  • Paulus’ aide, Maius, has completed writing the letter to Rome asking for the appointment of a new archbishop. Satisfied with this letter, Paulus has him begin making multiple copies so they can send them to Rome.
  • Angus gets word from his little birds that there have been numerous strange sightings of unknown individuals throughout the realm, usually at night. Quite frequently, there have been the sounds of battle but no one has ever actually seen these fights. Also, and this just sounds like nonsense to him. There has also been a radical increase in the number of birds in the region, particularly owls and ravens. People are actually getting a little creeped out over these numbers. He interprets this as the population restless and worried.

Act II

  • Word comes to Caer Tarian that a murder has taken place in Vertis! Acting quickly, Bradan commandeers a wagon for transport and the Band race off, Iwan accompanying them.
  • At Vertis, they learn that Father Cai, the village priest, is dead and Siobhan verch Odgar has been apprehended as the chief suspect. Bradan, Heddwyn and Iwan break off to interrogate their suspect while the rest head for the church to investigate the body and the surroundings.
  • Outside the now mostly derelict barracks where the suspect is being housed, a crowd has gathered, calling for Siobhan’s head. Her father, Odgar, bars them all from entry. Bradan gives a quick, impromptu speech, advising this would-be mob that justice will be done as he’s brought two druids with him before leading them into the barracks.
  • Siobhan pleads her innocence which both Bradan and Heddwyn believe, even though she has no real alibi. However, when she is asked whether she knows of anyone who might wish harm against the father, she visibly hesitates which immediately incenses the hotheaded Bradan who slaps her when he demands to know what she is hiding. Heddwyn, recognizing that Bradan is doing more damage than good with his aggressive questioning, slides in and diplomances so successfully that he convinces Siobhan to reveal that she had some suspicions about Father Cai and had observed the priest sneaking about. Convinced that she is telling the truth, the two depart, intent on rejoining the others.
  • At the church, the first thing noted is the weapon of choice: a tanner’s knife. Beyond that, however, very little is truly noted and the band quickly realize they are not sleuths or investigators in this fashion. Bishop Paulus takes the single acolyte aside and grills him, phrasing his line of inquiry as a much needed confession. From Brother Áedh, he learns that the late father was acting rather suspicious but offered no explanation for the priest’s behavior. For that matter, Áedh was too busy concealing his own secret – an affair with a village young woman – to pry into this.
  • Marcus exits the church with Echo and has the dog begin sniffing around for a trail to follow. Eventually, this leads him to the back of the church. He finds indications that there might be something on the roof and sends Echo to return with Meadhbh, but fails to accurately convey this message to the dog who seeks out Marcus’ sister but then opts to accept a belly rub instead of actually bringing her back.
  • Eventually, the entire band assembles at the church – Bradan and Heddwyn journey there while Marcus goes looking for his dog. They discuss findings, then head to the back of the church to investigate once more. Bradan attempts to scale the building, but instead falls on his back, so Meadhbh scrambles up. She finds some burnt rags that have a strange smell to them.
  • Following this smell, Echo leads them to the river where, once again, the trail goes cold, exactly like it did at the farm they discovered in 1×02. Back to the village they go where they quickly discover another crowd has gathered, this time convinced that ‘new evidence’ has been found that confirms Siobhan’s guilt. Heddwyn gives a quick speech that causes the crowd to disperse.
  • Angus utilizes his ‘little birds’ and spends several hours poking around into these events and uncovers circumstantial evidence pointing toward Aeronwen, the adopted daughter of Eus the Silent, the villager weaver. Upon hearing this, Bradan decides to visit the woman early the next morning…
  • However, that evening, a great armcry is raised. A fire has broken out in the village! The band rush to join the fire brigade and are only slightly surprised to discover it is the weaver’s home! Ignoring the danger, Bradan rushes into the burning building where he sees two bodies. Grabbing one – it is Eus, who is deeply unconscious after having been smote in the head – he narrowly escapes before the entire burning roof collapses. A woman’s body will be discovered in the burned ruins once the fire is put out.
  • Unconvinced that this body is Aeronwen, Angus searches and finds unusual tracks. He follows them and they vanish … in mid-step! Even Echo cannot find where they went to! Iwan departs after seeing this with a concerned expression on his face.
  • Later, after the hubbub has died down, Angus is contacted by Siobhan through his ‘little birds.’ Deciding to go ahead and meet her, he is surprised when she reveals that she’s figured out his secret, that he is Baron Caddell’s spymaster, not that blithering fool, Conn. To Angus and Angus alone she will admit that she did kill Father Cai but only because she learned he was an enemy agent who was responsible for helping the would-be assassins in 1×01 to escape. He learned that she was an agent of Caddell and tried to intimidate her but was unaware that she was no coward. She requests permission to adopt a new persona, one that will not drive away any suitors, but assures Angus that she will continue to act as his eyes in Vertis. Angus gives her permission to do so and they part ways…