Olympus RPG Blog

Olympus Role Playing Group Blog

Digloiotti says soldiers killed in border skirmish with Stepozhevac

GIOMAE, Democratic Republic of Digloiotti (Traveller News Service) – Digloiotti soldiers were killed and wounded in a cross-border skirmish with Stepozhevac troops this week, Democratic Republic of Digloiotti’s military said on Tuday.

Each side accused the other of violating the poorly-demarcated border, the scene of periodic clashes in recent years. During the recently ended world war, millions of people were killed in wars in the region.

Donovon Ndjike, a spokesman for Digloiotti’s army in East Kiivo province, said he did not yet have exact figures but that Wonday’s fighting broke out when an army patrol came under fire from Stepozhevac troops 200 meters into Digloiotti territory.

“According to our information, there were deaths and injuries during the exchange of fire, which took place several hours before the two countries declared a ceasefire,” Ndjike said.

Stepozhevac’s army denied it had crossed the border in response to Count Anjiliac’s demand for a report stating instead that Digloiotti troops “violated our territorial border and subsequently attacked our defensive position”.

Both sides asked the count to dispatch a team to investigate the incident.

Since the end of two major wars in eastern Digloiotti between 1100-1107, Stepozhevac has backed a series of insurrections in the region, saying its actions were necessary to neutralize perpetrators of Stepozhevac’s 1098 genocide who fled to eastern Digloiotti.

Reporting By Fiston Ross

Spinward Star, LLP

Corporate Retreat, Part Two

  • Dirtside on Porozlo, Buck arrives in time to see Ella and Haank being led out of the mall toward waiting ground-skimmers. Suddenly, an unseen sniper engages the group, killing two and sending the rest scattering. The crew manage to retrieve their weapons as the team led by “Roxy” are either reduced or flee.
  • On the highport, Eddy and Sae are cornered by a trio of addicts; when Sae kills one and grievously injures a second, they order their makeshift drone to engage. It does but uses riot gas, which blocks line-of-sight by the survivors (who are calling up the ‘rest of da boyz’) but forces Eddy and Sae to retreat and find an alternate escape plan.
  • The crew dirtside are interviewed by responding police but are released, thanks in part to Haank having vid of the encounter. The lead cop – Detective Kennix – especially takes a liking to Ella and provides her his contact info. In case she needs … anything.
  • Eddy and Sae meet Aris (who has temporarily damaged Jim’s weapon systems), then head dirtside upon receiving Haank’s summons. They arrive just as the police are letting the other members of the crew go.
  • The Crew then decide to investigate Sam’s place which they locate easily enough. While Aris and Sae wait downstairs (particularly for the pizza that Eddy just ordered), the others head up and break into Sam’s apartment, hoping to find some sign of him.
  • Eddy begins canvassing the other apartments, introducing himself as a ‘friend of Sam’s’ but this proves to be problematic when he tries to smooth talk a young lady only to discover she has a musclebound boyfriend on a hair trigger. He also gathers (from certain familiar clues) that Sam might have been a little too friendly with this lady. A fight ensues that Haank intervenes in so he can take down the tankhead.
  • Outside, Sae hears a familiar sound and observes the approach of two unmarked dropships. While one provides overwatch, the other deploys some of its armed personnel…

GM Notes:

  • A bit more disjointed than I would have liked. I should have run the two ‘combats’ simultaneously instead of splitting them up like I did so as to avoid having so much dead-time for fully half the party.
  • I’m still getting a handle on certain parts of the Traveller universe – the ‘highport,’ for example … I only just realized that all ‘official’ starports are run by the Imperium (though a planet might have lesser spaceports. As a result, the CR was retconned a bit. Not that it mattered to Sae who has that stealth attache case thing…
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Spinward Star, LLP

Corporate Retreat, Part One

  • Seven days after reuniting with Admiral Gloval, the crew departs 627-301 and head for Porozlo. Ninety-six days pass.
  • Upon arrival at Porozlo, the crew split to their own interests.
  • Buck encounters Ulysses Pitt, his commercial enemy, and the two end up getting drunk together which patches up their relationship.
  • Sae is summoned to his Imperial Intelligence contacts where he discovers that his operation in the Aramis sub-sector was wholly unsanctioned!
  • Eddy is mugged on the station and attempts to pursue the thief but the man escapes. Furious, he reaches out to Sae for help in hunting this guy down.
  • Ella and Haank go dirtside for the court date with Monsaanti-Neogene Corporation where they get hints that MNC was not expecting any members of the crew to show up. Afterward, Haank is contacted by “Roxy” who he believes is Sam’s latest girlfriend; she arranges to meet him and Ella at a nearby (familiar) mall food court.
  • Meanwhile, Eddy and Sae have tracked down the former’s mugger in a run-down hostel where they discover him dead, evidently of an overdose. They search the body and room but do not find the stolen monies. Sae, however, discovers a concealed camera observing the room and, as he attempts to get it, armored men kick in some doors…
  • At the food court, Ella and Haank meet with Roxy with the former quickly becoming suspicious. Her deception revealed, Roxy makes a signal and suddenly, the two are surrounded by armed personnel…

GM Notes:

  • Andricus was out for this session.
  • Spent a little more time than I would have liked trying to figure out how much each PC was paid.
  • We skipped the 96-day trip to Porozlo because it wasn’t all that relevant.
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Spinward Star, LLP

Crucible, Part Five

  • Flashback: Ten minutes earlier, on the engineering deck, Rolemnarla sneaks around like a gobliny Obi-Wan Kenobi. He remains undetected and appears to cause a massive cascade failure. Alarms shriek, warning of imminent core containment failure. All hands are warned to evacuate.
  • The ‘exfiltration’ team made up of Ella, Buck and Aris ‘borrow’ the system defense boat and launch, hoping to hook up with the ‘rescue’ team on the medical deck; simultaneously, the ‘rescue’ team (Haank, Eddy & Sae … plus the unconscious Ibrahim) opt to get off the station via an escape pod. The two groups reunite soon after.
  • A fast gig is observed leaving the station, protected by six fighters. Three of these fighters angle sharply toward the system defense boat, las-guns flashing. A fierce lightfight ensues, leaving the three fighters destroyed and the SDB lightly damaged.
  • The crew are able to deduce the destination of the gig: a jump system grav-anchored alongside an icy planetesimal. Recognizing their only way out of system, Ella aims toward it as well and a race is on! The three fighters then move to engage the SDB while the gig continues to burn hard toward the jump shuttle.
  • Two of the fighters are destroyed and, when Eddy’s attempts to talk the gig into surrendering fails, it too is shot down.
  • A strike carrier arrives in-system during the fight, commanded by Admiral Gloval, much to everyone’s surprise. The crew then realize that far more time has passed than the two or so days they’ve experienced. They’ve lost more than 188 days…

GM Notes:

  • We used GURPS: Spaceships for the lightfight and it worked fairly well. I made a couple of mistakes along the way, but that’s par for the course. I also introduced a spaceships range band chart that was heavily influenced by the starship range chart thing in the first d20 Star Wars RPG (which, ironically, I hated at the time because I was so accustomed to actually using miniatures for everything.) We then used some modified Chase rules that I sort of hashed out before the case for the race. I’m thinking of  trying to rewrite them and maybe submit them to Pyramid magazine…
  • This completes Season 4, Adventure 1: Crucible.
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Spinward Star, LLP

Crucible, Part Four

  • Flashback: Ten minutes earlier, in the medical, the three rescued spacers from the INS Drake wake from low berth, begin screaming, and then start killing everyone present. Alarms sound.
  • The crew are reunited and, with LT Thanisson’s aid, formulate a plan that requires them to split up. Haank will take Eddie and Sae (acting as a prisoner) to rescue Abe, while Ella will lead Aris and Buck to the flight deck to “liberate” the system defense boat.
  • Both groups are forced to go through security checkpoints but encounter no real difficulty thanks to Thanisson’s remote assistance.
  • In surgical area, the rescue team discover that Abe has been implanted with some sort of implant by a sociopathic doctor who is very pleased that this subject survived. Sae has had enough and shoots the man in the head. While escaping, the crew are set upon by security personnel and must defend themselves.
  • At the same time, Ella’s time encounters resistance in the form of the system defense boat’s crew but handily cut them down in a short but fierce firefight.
  • Suddenly, the entire station trembles. Alarms begin sounding: ‘Core breach detected. You now have ten minutes to reach minimum safe distance…”

GM Notes:

  • The simultaneous firefights on two different maps was an experiment that worked out nicely, though in the future, I will need to name some of the bad guys differently so as to better differentiate between them.
  • No one was really surprised that Sae shot the doctor after the state they found Abe in.
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Spinward Star, LLP

Crucible, Part Three

  • Flashback: Sae is interrogated by Imperial Intelligence types.
  • Crew is in the fighters, thrusting away from the INS Drake and are intercepted by a systems defense boat that provides them oxygen and coordinates.
  • Coordinates lead them to a space station. On the station, crew meet LT Thanisson who Sae realizes is an Imperial Intelligence agent.
    Crew forced to go through decon but are gassed instead.
  • Wake up in cells. Abe is missing. Sae is escorted to interrogation by Thanisson, discovers that not only is Abe a psi but he’s being experimented on! Sae’s cybernetics are reactivated by Thanisson and he attacks.
  • In cells, a new alien the crew do not know is brought into the cellblocks by more guards who begin to beat it. The crew are enraged (thanks to subtle psionics by the alien) and, when the cells open, attack the guards.
  • As the last of the guards collapse … alarms begin sounding.

GM Notes:

  • Had to cut the session early due to work issues.
  • We were all very amused by Aris’ battle madness.
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Spinward Star, LLP

Crucible, Part Two

  • We open with flashback for Buck as he recalls something about his youth that he did not remember previously. Apparently, he has a highborn cousin who arranged for his memories to be altered.
  • Back aboard the INS Drake, the crew attempt to figure out what’s going on. This results in the discovery of a great many corpses, all of whom appear to have killed themselves.
  • When Eddy finally breaches aft engineering, he is horrified to discover an armless, legless human being secured in a bizarre contraption tied to the ship’s systems via cybernetic implants. Telepathically, this individual relates his horrific agony and desire simply to die.
  • Some hours later, just as the crew are beginning to settle in for the Jump, the Drake abruptly returns to realspace with a hideous shudder. To their horror, they realize that they are dangerously close to a black hole! Something explosively self-destructs and the entire aft end of the Drake is torn free, crippling the vessel.
  • The crew desperately race to figure out how to escape and ultimately decide to use the Sparrowhawk fighters still present. One such fighter is nonfunctional and they have discovered three of the Drake’s crew in low-berths, so it is decided to jury-rig fives ‘freezers’ to the fighters (three for the crew, two for Aris and Buck.)
  • We end with the fighters launching…

GM Notes:

  • As GM, I made a few errors here.
  • First, I should have actually read up on the radiation stuff (even though there actually wasn’t any radiation) because it came up.
  • Aris is a Klutz and in my notes, I specifically intended for him to be responsible for the aft end of the Drake getting torn free and he fumbles something, it causes a malfunction, which results in a cascade feedback and then boom. And, of course, when that point came in the game, I completely forgot about this plan and did not remember it until well after.
  • Finally, and this is something Gigermann brought up after the fact, I really should have had all the people in the cockpits of the fighters make their launch rolls secretly (or “into the box” as we say) and then end the session without letting them know what the results were apart from “Fighters … launch!”
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at the Olympus Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline.

Spinward Star, LLP

Crucible, Part One

Scene 1:

  • Open with Ella Stanbridge being interrogated by unknown agents, then flash back to the moment of escape.
  • Crew are racing toward malfunctioning gate, having rescued Sae who is grievously injured thanks to his escape pod getting damaged.
  • Pass through malfunctioning gate, which hyper-accelerates the Aimless Pilgrim far faster than it is designed to handle which hurls many of the crew into bulkheads and the like, resulting in many broken limbs. Chief Engineer Enzo Arabejo is grievously injured when his skull is smashed into something.
  • The Pilgrim is boarded by freaked out and trigger-happy marines. Several of the PCs realize that the unit patches worn by these armored marines indicate this is Gazulin, some 53 parsecs away from Corfu!
  • As the crew is taken aboard a strike carrier, Aris and Haank are able to see where the Pilgrim emerged from: one of Gazulin’s moons. And it has melted.

Scene 2:

  • For the next thirty days or so, the crew are kept isolated from one another and repeatedly interrogated about how they managed to Jump so close to the sub-sector capital.
  • Eventually, as their stories seem to add up, they are relocated to a lower security prison but the interrogations continue, albeit sometimes in groups and now with more scientists than intelligence spooks.
  • Everyone notes that Ibrahim seems more detached and quiet than normal but he passes it off first as a bad reaction to the drugs he received during interrogation and then due to his ‘break-up’ with Lorain.
  • Admiral Gloval manages to obtain the crew’s release but is forced to do some missions for Gazulin Intelligence. He also reveals that Enzo lived, but the engineer suffered severe brain damage due to the accident and is currently in a hospice for treatment.
  • The crew departs Gazulin at the earliest opportunity, their initial destination: Peridot.

Scene 3:

  • The Pilgrim heads to Peridot but does not land; they refuel then jump to a seemingly empty system though Gloval knows better. He informs the crew that he has been instructed to scout out some abnormal activity detected here.
  • Eventually, a very faint transmission is detected in-system which leads them to a seemingly derelict INS Drake. The large corvette-sized vessel is mostly powered down and Ella takes her crew aboard with Armin flying the launch.
  • The crew boards but finds everything pretty much powered down; Haank attempts to reactivate the auxiliary power unit but it fails quickly, indicating that the batteries have been expended. Ella decides to split the team – she, Abe and Aris will remain on the bridge to monitor while everyone else accompanies Buck to the engineering section to power systems back up.
  • Reaching the forward engineering compartment requires manually opening several hatches, but eventually they reach their destination and Buck begins bringing systems online.
  • Abruptly, the Drake lurches forward and its weapons systems inexplicably fire, damaging the Aimless Pilgrim! Buck automatically reaches for the manual shutoff … but his hand freezes in mid-air!
  • And then, the Drake makes a surprise Jump…

GM Notes:

  • I (Rigil) have officially taken over GM duties for this campaign. I’ve been jonesing to run some sci-fi for a while now and my original intent – “run a one-off adventure” – quickly morphed into a potentially massive story arc that could take an entire year or more to finish. As this would mean nobody else has to run for a while, there haven’t been any complaints.
  • Due to school and other real life obligations, Loki had to bow out of rejoining us so Armin has been relegated NPC status. The same obviously holds true for Abe, my PC.
  • Since we’re livestreaming our games every Saturdays (6:00PM Eastern) at Ronnke’s Twitch channel and then later uploading the stream on the YouTube channel, we’ve decided to dial back on the extensiveness of the recap to just the overall outline..

Company of the Bere
Live Stream

But in the end, the village held fast.

Moving more carefully than previously, Lëodan pursued the retreating Antagonese mercenaries as they fled Gentleham. Though it takes him about two hours (or more accurately, takes the mercs that long), he finally reaches the camp where he observes an argument taking place between what appears to be the mercenary leadership, no doubt concerning the recent defeat. The arguing men enter a much larger tent, which limits the amount of information Lëodan might glean. After some time, the elf becomes satisfied that the Antagonese are not going to march a reprisal force back to the village and thus, heads back to Gentleham. He reaches the village near midnight and wakes Ser Kenrick to inform him of his findings; the knight then seeks out the acting watch officer of the lord-vicar to pass this on.

The following morning, the Company heads out, taking with them the survivor of the earlier ambush to the site of the Antagonese attack. Once there, they spend some time evaluating the tracks; Lëodan is able to easily pick up the route that the ambushers took with their prisoners which is, to no one’s surprise, headed in the direction of the mercenary camp. Ser Kenrick thanks the survivor for assistance and allows him to return to Gentleham while the rest of the Company follow the trail of the enemy.

Upon reaching the outskirts of the mercenary camp, the Company are surprised to discover that a large, open pavilion set apart from the other tents. There, a man Lëodan recognizes as the commander of the force is waiting underneath a white flag of truce; he has several guards with him, and, after a moment of consideration, Ser Kenrick advances with Rayna and Brother Getwelle, also under the white flag.

The mercenary commander identifies himself as ‘Mallus the Clever’ of the Brigandian Band and he is quite polite as they exchange pleasantries. From him, the Company learn that Band are members of the Mercenaries’ Guild, but they do not find out who has hired them. After a bit of discussion – and some very excellent wine – Mallus has a drunken Marthyn the Swift returned to the Company and accepts Ser Kenrick’s offer to carry the missive to the arl regarding a hostage exchange.

With Marthyn rescued, the Company returns to Gentleham to discover that the bulk of the lord-vicar’s forces have arrived, but he himself has headed back toward Nobleham to report his success to the arl. The Company spend a short time gathering supplies and saying their goodbyes before heading out, knowing that they will have to camp overnight.

Once at Nobleham, they make their way directly to the castle where they are escorted inside so that they may get cleaned up in preparation for a meeting later with the arl; Ser Kenrick has the chamberlain take the missive from the mercenaries regarding the hostage exchange so that the arl is made aware of it immediately. Some hours later, the Company is summoned to the arl’s Council where Ser Kenrick is asked to debrief them. Satisfied with these results, the Company is dismissed until later.

Released to their own interests, the Company splits apart to do whatever most interests them. Ser Kenrick, having grown up in the Woodlands, is fascinated by the sea so he spends some time walking along the bay and simply soaking this in. Most of the rest of the Company simply relax, while Lëodan replenishes his arrows and Brother Getwelle makes an attempt to heal the arl’s wife of her sleeping sickness, sadly without success. Later that evening, the Company are summoned to the more formal arl’s court where he officially thanks them for their successful efforts and declares their term of service complete. He also offers to employ them on a more permanent basis, should they tire of the Heroes’ Guild, but the Company defers for the moment, leaving the option open for later.

The following morning, the Company sets out, intent on reaching the Capital as quickly as possible. Along the way, they encounter some people burying a man and, when Getwelle advances to offer his services as an itinerant holy man, they learn that this poor fool died of the burning pox. To Murdok’s eyes, the corpse stirs and issues an ominous threat that hints at the dwarf having unfinished business with a demon; none of the other members of the Company see this, however, though they do note that the dwarf is visibly shaken.

Some days later, they reach the Two Burning Cocks inn where Getwelle heals the innkeeper’s daughter of a dire illness. In thanks for this, the innkeep gifts the militant brother with the borrowed “donkey” that Getwelle has grown rather fond of.

On to the Capital the Company press and, upon reaching it, they head directly to the Heroes’ Guild to report their success. Eventually, they are brought before Válaris of Heroham who asks of Aidin how well they did; the cleric admits that they were far more successful than expected and, as a result, the Company are promoted to journeyman status within the Guild. Payment is meted out and the Company are released to sell their captured loot.

Player Notes:

  • This recap is horribly overdue. We played this session two weeks ago (on 4 November) and I’m just now getting around to typing this up. We had more after this during the stream but it’s basically just paperwork.
  • This marked the conclusion of Giger’s initial run. Next up is a return to Frome County, CommJunkee’s GURPS: Western game.
  • We livestream our games every Saturdays at 6:00PM Eastern; the live stream can be found at Ronnke’s Twitch channel. He’s also setup a YouTube Channel.

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

Company of the Bere
Live Stream

Many men fell in this fight…

With little time to spare, the Company seizes a wagon from one of the villagers and quickly piles it full of detritus that is intended to foul any footing. They then liberally douse the entire thing with readily combustible lamp oil before dragging the wagon to the bridge where they position it on the enemy’s side while still being on the bridge. But even then, they are not completely done: using ingenuity and sheer luck, they quickly arrange a trap underneath the wagon that, once triggered, will flip the entire thing over upon the enemy. Satisfied that they have prepared as best as they can manage, most of the Company hunker down, opting for cover but not concealment. Due to the terrain, they all think it unlucky that they will be unseen so instead they are taking refuge in audacity. The mission that the Lord-Vicar of Churchbury gave them was simple: prevent the enemy from flanking his main force via the bridge and they mean to do so in this manner.

Lëodan however stealths forward, crossing the bridge and hiding amongst the trees where he intends to wreak havoc upon the enemy at the most opportune moment. He does not have to wait long as a troop of Antagonese mercenaries march into view.

At the sight of the barricaded bridge, the captain of these soldiers orders a halt and evaluates their options, none of which are good. Taking the fortified bridge will not be easy for them as they must first get past the wagon, a feat that will require physical effort and will leave them in a somewhat vulnerable position. After some consideration, he issues orders and the troop begins advancing, which they will soon regret.

With the formation of halberdiers at the forefront so they may began attack the barricade, while the pavisers surround the crossbowmen, the Antagonese approach and begin their efforts to break free. Now that their foe are in position, the Company triggers the trap, flipping the wagon onto the whole of the mercenary formation. Two of the enemy are unable to scramble out of the way in time and their screams of pain ring out alongside the distinct crunching of bone. At this, Murdok fires his crossbow at a halberdier, though it is not a killing wound. To add insult to injury, a burning lamp is tossed onto the oil-drenched wagon and fire erupts.

Seeing that this is an even worse position than he originally thought, the Antagonese captain orders a retreat and the mercenaries begin backpedalling. Perceiving this as his signal, Lëodan engages, intentionally targeting the captain – he falls to a well-placed arrow to his vitals. He rapidly takes advantage of his superior night vision and excellent vantage point to drop four more of the enemy, crossbowmen all, and seeing their fellows fall to an unseen but dangerously accurate archer, the Antagonese begin retreating in full. Lëodan, however, flanks wide around them, continuing to loose bodkin point arrows at their formation whenever they seem to be hesitant about whether to continuing fleeing the battle. His continued assault and their inability to find him eventually convinces them that flight is wiser.

Once the Company is thoroughly satisfied that the Antagonese have fled the field, Ser Kenrick sends Aidin the Heal-Sick back to the village to report their success and to seek additional orders while Brother Getwelle does what he can to save the lives of the enemy Lëodan felled. When Aidin returns, he reports that the enemy are in full-scale retreat. Since he does not return with actual orders, Ser Kenrick whistles for Ser Magnus and rides into to Gentleham to seek out the lord-vicar for further instructions where he learns that yes, the Company is relieved. Prisoners are herded into that same barn which, by now is getting quite full.

Following the battle, the Company learn that there were few losses on the side of the villagers; Old Man Bones was found dead but appears to have died simply of advanced age, not injuries. The pacifist patron, it is learned, found himself cornered during the fight by a mercenary and accidentally killed the man; to no one’s surprise, he is taking this poorly. More notable at the moment is that the reeve’s cowardice overtook him during the battle and the entire village saw him flee to hide. No one is happy with him. At all.

The lord-vicar is pleased with the results of the battle though he wishes he could pursue them over the border and would, if doing so would not be an act of war. Ser Kenrick mentions that he is still concerned about the missing retinue from the arl and volunteers the Company to investigate upon the morrow if they have not arrived in that time. The lord-vicar agrees to this and then implies that, if the Company just happened to cross the border and scout out the enemy, well, he would never actually ask them to do so! Lëodan, ever the loner, retrieves what arrows he can find and then heads out ahead of everyone else to pre-scout the route with a promise to be back before dawn. Rayna finds herself as the target of the lord-vicar’s lecherous advances but manages to diplomatically brush him off; she retreats as quickly as she can lest she lose her temper at his antics.

Some time after night has fallen, the village council assembles once more; curious, Ser Kenrick and Brother Getwelle invite themselves to it and no one complains. This meeting is mostly a gripe session centered around the reeve’s cowardice, though they do discuss maintaining a regular watch for several days to prevent a repeat of this as well as talking about rebuilding. It is decided that the slain mercenaries will be buried in the village cemetery.

Following the meeting, the council disperses to their own matters. As Ser Kenrick is leaving, he is cornered by Brother Rikall, the monk accompanying the lord-vicar; the monk believes he has met the knight before some years earlier at Hunterhall. The two reminisce about this, unaware that Rayna has overheard it and vaguely recalls visiting there when she was about three or four.

Night has fallen completely when the armcry is once again raised: someone approaches from the south! Some of the lord-vicar’s men rush out to escort this man into Gentleham. He is one of the arl’s men who was part of the retinue marching north and they were set upon by Antagonese mercenaries! This man was knocked unconscious and left behind when all of those marching north were taken captive.

Including Marthyn the Swift.

Player Notes:

  • This session turned out to not be what the GM intended thanks to PC shenanigans. To paraphrase him, the Players “had Plan A and Plan B prior to game-time, and then during the session, opted to go for Plan C.” He’s gone into much more detail on his blog as to ‘what went wrong.’ Ironically, I had a similar failure in my F2F game which he plays in the week earlier.
  • Evidently, the Kenrick-Rikall discussion is due to Kernick’s father’s secret popping. I think we’ve had one session where a Secret didn’t pop…
  • Looks like next week will be the conclusion of this run.
  • We livestream our games every Saturdays at 6:00PM Eastern; the live stream can be found at Ronnke’s Twitch channel. He’s also setup a YouTube Channel.

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