Olympus RPG Blog

Olympus Role Playing Group Blog


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

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

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

They are completely unarmed.

Part 1

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

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

Part 2

Note: Mayhem’s player was absent for this session

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

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

Part 3

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

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

Part 4

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

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

Part 5

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

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

Part 6

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

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

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

Insurgent Team Vanguard

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Episode 5: Rebellion’s Call, Part 4

  • The team, having secured data from an Imperial communications station and destroying it (3:26), arrives at Mahina Kai Plateau to debrief. Their primary objective is to decrypt the acquired Imperial data (4:12). Tina, with assistance from Saw Gerrera’s code breaker and her personal computer, manages to decrypt the strong Imperial encryption after many hours (10:07-15:34).
  • The decrypted data reveals several critical pieces of intelligence:
    • General tactical information and Imperial deployments in the sector (16:15).
    • A communication from Panaka to administrator Grel detailing a specialized team from Jedha arriving in three weeks to extract kyber found at Palace (16:41-17:20).
    • A message stating that mycoxit production on Phantine needs to be accelerated due to the construction of a new secret weapon in deep space, and the Emperor has granted Administrator Krytal authority to meet the supply quota (17:34-18:27).
    • Another communication indicates that Moth Panaka is returning to Naboo in five days to meet Queen Dal of Naboo and Princess Leia Organa of Alderaan (18:55-19:22). Saw Gerrera shows particular interest in this last piece of information (19:33).
  • The group discusses their next course of action, focusing on disseminating this vital intelligence to Rebel contacts, especially regarding the superweapon (26:51-28:40). They also consider the possibility of preventing Moth Panaka from reaching Naboo (31:57).
  • Later, news arrives that Phantine has been blockaded by Panaka’s Star Destroyer, grounding all ships except those on Imperial business (40:19-41:03). Stormtroopers and Nova Sec are also raiding lower levels of the city (47:29). This makes getting Saw Gerrera off-world a priority (44:00-44:26), with discussions revolving around stealing an Imperial ship from the starport or running the blockade with their own ships (54:53-1:10:00).
  • The episode concludes with the group getting Saw Gerrera off the planet amidst the Imperial lockdown (1:01:40 – 1:15:35).

Player Notes:

  • Full house again.
  • This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
  • This recap is also a YT AI summary because I’m super lazy …

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Episode 5: Rebellion’s Call, Part 3

  • Introduction and Pregame (0:00-8:35): The session begins with introductions of the GM and players, followed by a pre-game discussion, including character business and skill point allocation.
  • Infiltrating the Comms Facility (5:34-7:00): The team had previously infiltrated the facility through abandoned mine tunnels and taken control of the Ops Center.
  • Alarm and Imperial Response (7:00-41:42): An alarm sounds, alerting Imperial forces to their presence. The team attempts to manage the situation, with Bostco bluffing an Imperial officer about a reactor malfunction (13:17-23:02). However, Grand Moff Panaka appears (23:02-24:09), raising concerns about the Imperial response.
  • Contacting Saw Gerrera (24:09-29:00): The team contacts Saw Gerrera, who is pinned down in the reactor room with his partisans due to heavy Stormtrooper presence. They decide to send reinforcements (Darrrill and some of Saw’s men) to assist him.
  • Preparing for Exfiltration (29:00-41:42): The team successfully downloads the critical communications data (29:51-30:09). They stun the Imperial operators and secure the doors (38:59-40:50). Nim and Tina also attempt to weaponize the communications array to damage the Star Destroyer (32:55-36:22).
  • Approaching Saw’s Location (41:42-50:00): The team navigates towards Saw’s location, choosing an approach route and preparing for combat.
  • Tactical Combat (50:00-1:17:22): The rebels engage Stormtroopers, using cover and coordinated attacks. Nim and Bostco successfully take down heavy Stormtroopers and Sergeants, while another partisan is taken out by Stormtrooper fire.

Player Notes:

  • Full house again.
  • This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
  • This recap is also a YT AI summary because I’m super lazy …

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Episode 5: Rebellion’s Call, Part 2

  • Mission Objective: The group is tasked by Saul Gerrera to break into an Imperial communications facility and acquire communication logs to disrupt the Empire (2:59-3:47).
  • Facility Information: Bosco successfully gathered information about the facility, learning it was built on an old mine with a recent cave-in creating an unexpected breach (4:11-5:31).
  • Stealth and Infiltration: The team decided on a stealthy approach, with plans to use the mine as an entry point (5:41-5:50, 54:42).
  • Character Contributions:
    • Bosco: Used his social skills to “turn” an Imperial officer named Trina, who now serves as an unwitting asset with high-level security access, potentially providing key card copies (9:56-28:56).
    • Darrrill: Won a device from a smuggler that provides a +1 bonus to security-related roles, aiding in bypassing security (31:50-32:18).
    • Luck: Conducted physical observation of the facility, estimating 20-30 troopers on site and noting the presence of Moff Panaka (35:50-37:02).
    • Nim: Utilized Streetwise to find criminal vulnerabilities, learning about local personnel in Hobs’ pocket who could be utilized for a cost (38:45-41:12).
    • Tina: Researched the facility’s security systems, gaining a +1 bonus to hacking-related roles, and also repaired her lightsaber and learned “Force Pull” (43:52-52:27, 1:06:10-1:09:00).
  • Disastrous Plan: Despite initial successes in information gathering, a critical failure during the tactics roll indicated a “disastrous plan” with a worse-than-expected “bad” outcome, suggesting unforeseen complications, possibly related to Trina being a double agent (1:00:00-1:04:13).
  • Limpet Mines: Saul Gerrera provided limpet mines, intending to render the facility inoperable after the data acquisition (57:28-59:53).
  • The mission’s success is now largely dependent on navigating the unforeseen challenges stemming from the critically failed tactical planning.

Player Notes:

  • Full house again.
  • This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
  • This recap is also a YT AI summary because I’m super lazy …

Insurgent Team Vanguard

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Episode 5: Rebellion’s Call, Part 1

  • Between Missions & Call to Action (0:11-0:56): Imperial Stormtroopers and a curfew are in place, with increased scrutiny on the populace, especially those suspected of resistance (10:43-12:55). The characters discuss how to adapt their daily habits to avoid detection, with some planning to use stealth or disguise (17:41-26:00).
  • Intelligence Gathering (27:22-37:37): The characters gather intelligence on Imperial movements and activities, noting the increased security at spaceports, the crackdown on criminal elements, and instances of mob justice against informants. They also observe an Imperial Star Destroyer, the Interrogator, orbiting the planet (39:41-42:50).
  • Meeting with Saw Gerrera & Planning (1:38:38-2:40:50): The team receives a message from Saw Gerrera, who is on Phantine and wants to meet (37:49). They confirm his legitimacy and discuss using intelligence analysis to map out Imperial strengths and weaknesses (38:55). They also learn about an investigation into Administrator Krytal by ISB agents, suggesting potential vulnerabilities (48:53). The group plans to travel to the meeting point in a vehicle, disguised as employees transporting junk, with weapons stashed (1:00:22-1:03:19). They encounter a makeshift Imperial checkpoint on Minerva Street (1:07:34).cc

Player Notes:

  • Full house again.
  • This recap is insanely late. It’s one of those things I kept meaning to getting around to, but life kept getting in the way.
  • This recap is also a YT AI summary because I’m super lazy …

Insurgent Team Vanguard

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Episode 4: Twilight Hunters, Part 4

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

Player Notes:

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

Insurgent Team Vanguard

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Episode 4: Twilight Hunters, Part 3

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

Player Notes:

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

Insurgent Team Vanguard

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Episode 4: Twilight Hunters, Part 2

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

Player Notes:

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

 

Insurgent Team Vanguard

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Episode 4: Twilight Hunters, Part 1

  • Having received the information about Dexar Tao’ni, the Team travels to Alassa Major, a resort world, in order to seek out Greeva Varrin, a former Crimson Corsair.
  • The Team splits into two groups in order to maximize their investigative capability: one group, consisting of Luck, Nim and Tina concentrate on the underworld, while the other team of Bostco and Darrrill seek out higher end establishments. The former learns only that Varrin seems to owe a lot of people money, while the latter eventually locates the man at a casino after Darrrill loses some credits.
  • The Team converges upon the casino an attempts to question Varrin, but this leads to an attempt at shadowing that turns into foot chase. Unfortunately for Varrin, Nim is quite fast and Luck has a jet pack.
  • Varrin reveals that Tao’ni is likely hanging out in the Twilight Vale in the Stellara System. The Vale is considered very difficult to navigate and Varrin suggests the Team acquire a Crimson Corsair starship which will have a flight path preprogrammed in its navcomp.
  • Luckily, the Team have used the captured Corsair ship to come to Alassa Major, so upon letting Varrin go with their tanks, they return to the ship and Tina is able to slice into the computer to retrieve the coordinates. Now all that is left is to figure out a cover story…

Player Notes:

  • Full house again.
  • Bostco’s player FX Engineer had severe internet issues and ultimately wasn’t able to play; he logged in briefly but lost connectivity and was never able to regain it.
  • The players jokingly decided that Greeva Varrin was now a lounge singer and the GM rolled with it. We also kept joking that the old lady gambler was secretly a terrifying assassin or something, but nothing really came of that … yet.
  • Again, I’m intentionally trying to keep these outlines short instead of getting overly verbose like I do sometimes. There is a lot of stuff that happened during the session that I didn’t mention in the outline … see?! I’m getting overly verbose again!

Insurgent Team Vanguard

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Episode 3: Legacy of Ruin, Part 5

  • The Team arrives in-system within the captured Imperial shuttle and make their approach, using the codes obtained from the ISB personnel.
  • Upon landing, Bostco, Luck, Tina and Kinni Dedmiit, one of Kalen Brie’s men, enter the Imperial facility, with Bostco and Tina wearing ISB uniforms while Luck and Kinni are in stormtrooper armor.
  • At the detention facility, Luck enters Ronan’s cell to grab him, while Bostco chats with the senior security man. Ronan whispers to Luck that “they know,” which he relates to the rest of the team by using a code word. They’re blown.
  • The senior Imperial officer insists that Bostco walk in front of him and panics when he does not, drawing his firearm to shoot. Bostco fast-draws his own weapon and they exchange shots; Luck reacts immediately by charging forward, engaging the security men and nearby stormtroopers.
  • Once the situation is secure, the Team is surprised to learn that all cameras are already off which appears to be the work of Nara Tao’ni, the investigator from earlier. They learn from the surviving security officer that there is a trap waiting for them but this kicked off earlier than planned…
  • With the surviving security officer as a prisoner, the Team exfiltrates as a major power outage engulfs the complex.
  • Back aboard the shuttle, the Team flees, pursued by a pair of TIEs, but Darrrill’s expert flying allows them to completely elude the fighters before making the jump to lightspeed…

Player Notes:

  • Full house again.
  • Felt bad for Gigermann as we inexplicably had to leave his character behind at the shuttle so he twiddled his thumbs.
  • Not sure about the plan the Imps had here. I think if I was GMing this, there would have been a bunch of stormtroopers hiding in the other cells and, at a signal, they all spring out to ambush us.
  • Still struggling with the Spacecraft ship combat rules. I’m thinking there needs to be some sort of cheat sheet for it to simplify some things.