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Insurgent Team Vanguard

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Episode 2: Shadows of Pallas, Part 4

  • Darrrill moves against the comm array to ensure that the Imperials cannot summon help. He accomplishes this easily enough and rejoins the rest of the Team.
  • Leaving the locals outside the mine, the Team enters the facility. They quickly engage a pair of troopers in a long hallway, continue on toward a lab where they take on two more, and then finally reach the control center where a trio are standing watch with an officer. Despite the troopers sealing off the control center, Nim is able to hotwire the door to open it and Luck hurls an armed thermal detonator inside. The officer might have been able to escape through another door, but the three troopers are vaporized…
  • The Team continues on to the lab proper, a converted storage facility. Here, they capture several scientists and learn the Empire has been experimenting with injecting various materials into the locals which is causing mutation. Luck wants to just blow this entire place, but the locals resist, insisting that they can rescue the hideously mutated people who are their friends and family. In the end, Luck decides that the team can do no more and he won’t risk them when the Empire inevitably returns, so the team withdraws, taking their scientist prisoners and the captured walker (which they intend to stash somewhere until they can figure out how to smuggle it into the city.) The prisoners they intend to turn over to their contact, Kalen Brie, who will no doubt want to thoroughly interrogate them…
  • Later, they will learn that the Empire did show back up and, exactly like Luck expected, they came back in force.

Player Notes:

  • Full house for a change.
  • Several short firefights. We also sort of decided that thermal detonators have a weird blast radius of 5 yards but do mininuke (UT156) damage which is an insane 6dx200 cr ex with linked damage of 4dx200 burn ex rad sur. So yeah, those troopers were vaporized.
  • At the end, we had a string of mediocre or outright bad social engineering checks, resulting in the locals demanding we not just blow up the facility … so the team bailed, knowing these idiots were all going to be wiped out when the Empire returned. And yup!
  • Haven’t figure out where we’re going to store the walker – it’s currently hidden somewhere in the badlands, so isn’t easily accessible. Clearly, we need to obtain a decent-sized freighter that we can store that puppy in! LOL.

Insurgent Team Vanguard

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Episode 2: Shadows of Pallas, Part 3

  • Having identified the probable location of the Imperial basecamp, the Team considers their options and decide that they need to capture or neutralize the AT-ST they passed during the speeder chase before it can get clear of the radio interference and alert the base of their presence.
  • Thanks to Tina’s sense of absolute direction, they are able to quickly locate the walker, then stake out locations ahead of it. When it passes, Luck uses his jet pack to spring down on the roof; the Team’s new ally, Ronan, decides to make a mad jump to join him, nearly going over the side. Ronan yanks the hatch open and with two well-placed stun shots, Luck neutralizes the pilot and gunner.
  • The two are extracted and interrogated, though not a great deal is really learned. After heavily sedating the two and ensuring they are both bound and their rebreathers are topped off, the Team leaves them behind and then moves forward to observe the camp again. Ronan returns to his people to bring Darrrill and any reinforcements that want to assist. In that time, Tina’s droid, H4X-R, is able to insert into the facilty and secure images, including that of the hideous experiments going on in the biolabs.
  • Upon arrival, the Wookie is dispatched to take out the comm array, while Luck and Bostco lead a ground team, augmented by the AT-ST, piloted by Nim and gunned by Tina.
  • Attempts to stealth forward are foiled by a single alert stormtrooper, and a fierce firefight ensues. Two of the troopers are dropped by regular shots, and a third surrenders when the walker blows up the gun emplacement on the roof and then vaporizes the fourth trooper who is locked in a deadly exchange with Luck. Ronan is grievously injured during the exchange, but not killed.
  • The Team look in the direction of the comm array which Darrrill should be reaching at any moment…

Player Notes:

  • Still down Nosh for this session as he went on vacation, though he’s coming back next week, just in time for Darrrill’s thrilling heroics.
  • Thanks to Return of the Jedi, we know hijacking an AT-ST is ridiculously easy. So we did it! Gigermann joked that, since we ended Episode 1 with having “obtained” the pirate starship, and now we’ve taken this AT-ST, we should end every chapter with us having stolen another vehicle of some sort. I’m looking forward to the AT-AT!
  • Tina’s last shot at the poor stormtrooper was brutal. Three hits. Before calculating DR reduction, damage was 200, 200 and 250. Stormtrooper armor on the torso is DR 60, but the weapon was (5), so only 12 protects, which means he took 188, 188, and 238. That’s 614 points of damage! Ronnke said it was like -50x his base HP and -10x is essentially disintegrated. I think that’s the most damage I’ve ever seen done with a non-starship weapon.

Insurgent Team Vanguard

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Episode 2: Shadows of Pallas, Part 2

  • With their new ally, Ronan, leading the way, the Team links up with the remaining members of Pallas’ citizens who have been harried and hunted by Imperial forces.
  • The Team divide to gather intelligence from or lend assistance to the survivors, learning that few of them know what the Imperials want here either. Eventually, they narrow down the probable locations of the Imperial basecamp to one of two mining camps.
  • Leaving Darrrill behind to assist with any defenses and with Ronan leading the way, the rest of the Team take speeders to scout out the two spots … but en route, they are sighted by a pair of biker scouts who pursue!
  • When one of the scouts breaks off, the Team realize he is likely going to get within comms range and summon reinforcements so they wheel around and pursue him, leading to a three-way chase as they are still being hounded by his buddy. In the end, the Team opt to ground their vehicles and open fire with their weapons just as the scout reaches transmission range. They then flee the smoking wreckage before the AT-ST they passed during this chase can investigate.
  • Identifying the basecamp is easy as one mining facility is obviously abandoned, but the other still has Imperial activity – and guards! – at it. In fact, the Team are able to witness something strange: a shuttle arrives at the camp as lab-coated techs push a repulsor-sled toward it. Upon the sled is a very high tech cryo-tube containing a person who looks … mutated!

Player Notes:

  • Still late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Down Nosh for this session as he went on vacation.
  • We missed two weeks in a row after this – the first week was due to two additional absences (me for a stupid amount of OT, Giger for a computer catastrophe), the week after due to Ronnke being sick and FX having computer woes of his own.


Insurgent Team Vanguard

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Episode 2: Shadows of Pallas, Part 1

  • On Phantine, the Team is investigating why Pallas, one of the city-states on Phantine, went silent. The official story is that city shields failed, but Luck doubts this and wants to discover the truth.
  • Via speeder, the Team reach the outskirts of Pallas, discovering signs of sabotage that lend credence to their theories.
  • As they enter the city, several of them realize that they are being watched and a quick chase ensues …
  • …but comes to an abrupt halt when the Team finds itself engaged in a firefight with a squad of stormtroopers! It is a fierce engagement, but on that ends with only the Imperials downed and the Team having made a new (temporary) ally.
  • The sound of an approaching AT-ST forces the Team to bug out quickly…

Player Notes:

  • Way, way, way late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Full house again, though the next two will be down one as Nosh (Darrrill’s player) went on vacation.
  • The bulk of this session was taken up by the firefight.

Insurgent Team Vanguard

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Episode 1: The Diplomat, Part 3

  • Suspecting that the Crimson Corsair pirates are here for the same reason they are, the Team accelerates their time table.
  • Bostco enters the hotel lobby and tries to get a room for the night, confirming that they’re booked up.
  • Nim enters via a service entrance, posing as a pizza guy trying to deliver to someone. When he exits, he does so ensuring that the service door can be quickly opened.
  • Just as the team are preparing to enter via the service entrance, the pirates storm the front lobby, making no attempt to conceal their assault. This provides excellent cover, however, and with Tina discreetly providing overwatch via the systems she’s sliced into, the team locates Diplomat Wren’s room, slices it open, and extracts with her via a lift following a quick bit of convincing. And, as they are entering one lift, another opens to reveal a couple of hostile pirates. Luck leaves them a parting gift in the form of an armed thermal detonator. They don’t seem to like it very much.
  • Downstairs, the team extracts, using the now abandoned service entrance once more. Crowding aboard a speeder, they are unfortunately observed by the pirates and a short-lived chase ensues that ends at the hangar…
  • At the hangar bay, the Crimson Corsairs have an exceedingly bad day as they are quickly cut down by the expert fire of the team. And to add insult to injury, the Team decides to escape the station in the (late) Corsair’s own ship!
  • Mission accomplished.

Player Notes:

  • Way, way, way late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Down Tina’s player due to her being on vacation.

Insurgent Team Vanguard

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Episode 1: The Diplomat, Part 2

  • The Team arrives at Starhaven Station and are relieved that their codes check out. Leaving Darrrill behind with Kira Thalos to ensure their escape route is secure, the Team inserts onto the station and begins to gather information
  • Bostco takes Tina with him and plays up his reputation as a semi-famous physician to gain access to the wounded at the local medical facility so as to ensure that Katalana Wren, the woman they wish to extract, is not among the casualties.
  • Darrrill observes the arrival of who he suspects to be more of the pirates who initially attacked the ship that caused all of this mess in the first place and alerts the rest of the team.
  • Nim hits a local casino with Luck acting as a sort of bodyguard; there he engages with Xal’Dor Vorkesh, the casino owner and a known info-merchant. While this going on, a bounty hunter wearing Mandalorian armor enters with a warrant to take Vorkesh into custody. A tense stand-off ensues with Nim pretending to be another hunter who already has taken Vorkesh into custody while Luck is preparing to get into an ugly shoot-out with the hunter. Eventually, the hunter withdraws in the face of overwhelming odds, though he promises Vorkesh that this isn’t over.
  • In appreciation for Nim defusing the situation, as unusually as he did so, Vorkesh provides the information on Wren’s probable location…

Player Notes:

  • Way, way, way late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Mostly information gathering in this one, along with some almost shooting. And I was gonna get me some Mandalorian armor too! Maybe later…


Insurgent Team Vanguard

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Episode 1: The Diplomat, Part 1

  • On Phantine, Insurgent Team Vanguard receives a new mission from their contact, Kalen Brie: Katalana Wren, a Naboo diplomat and secret asset of Brie’s is dangerously close to being compromised by the Imperial Security Bureau after the ship she was on was heavily damaged by pirates. Brie needs the team to get aboard the space station where this is taking place, get her out, and do so quickly. To Luck, he will also add (discreetly) that if they can’t get her out, then she will need to be eliminated.
  • With limited time before they are scheduled to depart, the Team gets as much data as they can, as well as working landing permits on the space station, though this results in Bostco now owing something of a favor to the crimelord, Hobbs.
  • Brie arrives to pick them up before flying them to a rendezvous with a friendly corvette docked with the small freighter that will be taking them to the station. The captain of this corvette provides Luck with a beacon call that will summon the ship to cause a distraction.
  • The freighter captain, Kira Thalos, is eager but cautious, and very worried that their landing codes will trip alarms..
  • The team makes the jump to lightspeed and tensions run high…

Player Notes:

  • Way, way, way late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Mostly lots of planning, discussion options and general goofing off during this session.

Insurgent Team Vanguard

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Episode 0

  • We begin in media res with most of the team already sneaking aboard an Imperial Gozanti-class light cruiser. RK-0336, a former clonetrooper better known as “Luck”, is in command of the small insurgent team with Bostco Buczynski, a semi-famous pharmacist turned rebel, Nim Zholwa, a Duros thief and scrapper, and Tina Crankshaft, a genius mechanic they call Tiny, making up the team.
  • Flashing back twenty-four hours, we learn how the team got this mission: Nim has agreed to help out local crimeboss, Hobbs, liberate a captured asset. Accomplishing this goal will wipe out the debts Nim’s family owe to Hobbs.
  • The rest of the team spend a bit of time obtaining as much information on the target vessel in the limited time they have. Ultimately, they come up with a means to get smuggled aboard the vessel.
  • Back to the present: the team encounter stormtrooper resistance but with Luck leading the way, the quickly cut through them with a great deal of shooting. Jaxon Crossfire, the objective, is rescued, and the pirate gang that Hobbs promised to send to aid quickly boards.
  • The team exfiltrates with the pirates, even though they would very much like to keep the Gozanti. Perhaps another time…

Player Notes:

  • Way, way, way late recaps. Kept getting stupid busy. Trying to keep these minimal.
  • Luck began the campaign with TA: Blaster/Neck while operating on a mistaken presumption about the armor covering, which made him terrifyingly deadly. We’ve since adjusted it so he’s using TA: Blaster/Chinks in Torso Armor.
  • This was a sort of ‘get to know what your characters can do’ mission, since one of the players was out.

Company of the Bere

Invitations to Court

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

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

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

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

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

Player Response

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

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

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

Notes:

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

Company of the Bere

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Year One: The Mad Wizard Job

  • Winter has arrived and the Company are at the Heroes Guild, attending the Remembrance Day ceremonies and being honored for their actions over the last year. Somehow, Harmin of Grudgehold, the Magpie himself, gains entry where he demands asylum, intending on abusing the laws of the Guild. He admits to many crimes including setting into motion a spell that will destroy the city. Outside, evil clouds gather…
  • Recognizing that Válaris is stymied and that both Ser Kenrick and Murdok are about to just cut Harmin down, Brother Getwelle makes a suggestion: what if the Hall was not part of the Guild? Master Válaris seizes this way out and sells it to Getwelle for a penny. Harmin is startled by this sudden change of events, and then he’s dead as Kenrick smites him in the skull with his pick and Murdok lashes out with the axe.
  • Outside, an evil tornado-like sky beam begins gathering over the Low Market and the whole of the Guild springs into action and charges toward the beam with the Company at their vanguard.
  • It is difficult going, with thousands of panicking civilians fleeing from the sudden attack and with increasingly difficult foes emerging. Crows attack, and then goblins, and then bone golems akin to the one the Company faced at Guffinhall, and then finally, a host of stronger, tougher goblins guarding the beam (which has something swirling within it.) These newer goblins have the same appearance as the late alchemist Brother Tonik, who the Company faced when they were hired to find him.
  • The Company attacks, with Ser Kenrick and Magnus at the fore; the knight and his steed quickly smash through the goblins, then circle around and begin dealing great mayhem in their flanks even as the other members of the Company attack. None of the Company are felled, but Ser Magnus suffers multiple injuries … though this only serves to anger the warhorse even more.
  • With the goblins downed, the Company turns to addressing the apparent teleportation conduit. Seeing a spinning Mirror at the heart of this magical tornado, they are reminded of the Mirror they saw in the Wildwood. Dustan notes also that the Key given to him by Magister Mintôr at the beginning of that Job is vibrating like mad and recalls how the Fae Mirror he touched with that Key cracked. Using magic, he apportates the Key into the heart of the beam. The spinning Mirror explodes and the beam vanishes. Soon after, the sky clears and the clouds dissipate. The Company has won.
  • Some weeks later, as the Capital continue to rebuild, the Company, along with several other members of the Heroes Guild, are summoned before King Jon who declares each of them “Defenders of the Capital,” a sort of courtesy knighthood that grants them authority during crises.
  • And thus, the Legends of Generica concludes its second season.

Player Notes:

  • Absolutely no idea when we’ll be coming back to Generica – the first run was like four freaking years ago – but when we do, both Dustan and Murdok will likely be replaced since the players inherited the characters and never really gelled with them.
  • It’s a very good thing that CommJunkee came up with the “what if the Hall wasn’t part of the Guild” idea at the beginning because Kenrick crit-failed an IQ check to know the rules of “asylum” and was about to straight-up “mete out justice” as a knight versus the Magpie, which would have resulted in his excommunicatus status. Which would have been funny.
  • For the charge through the city, we used Gigermann’s still WIP “Action Challenge System” – as I told him after the game, I understood what he was doing, but too much of it was “behind the screen” so during the game itself, I had very little idea what was going on in terms of how likely it was we were going to ‘survive’ the zone and move on. He griped during the game about their still being too much math involved and admitted after that his latest version had already massively reduced said math so I personally shudder at the thought of the previous version. We discussed ripping off the Significant Actions from Mass Combat (even though several of us have issues with that system from time to time) and perhaps having the “party leader” making the survival check ala the Battle Strategy Roll, also from that book, but … well … we’ll see what Gigermann does with it next. I’m sure he’ll expound on this on his blog at great length.
  • The final fight with the super goblins turned sideways for them once Kenrick and Magnus got into their flanks. Once that happened, he kept taking out foes with attacks from the rear hex, Telegraphed strike to the skull using the pick side of his signature weapon. By my count, he felled three of them that way – two others died in unspecified ways because we were running behind on time and the GM could see that this was a battle they couldn’t win.
  • Per the GM, since Kenrick is already a knight, in addition to the courtesy title, he will also be getting a fief, which would promote him to Baronet. Now, we just need to narrow down where the fief will be located. Gigermann has also expressed an interest in doing a “diversion” game, probably handled via Play-By-Post, detailing at least some of the realm management involved with Kenrick becoming as an established lord and leading into the season 3 proper … but that’s not something anyone’s thinking about at this moment.

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