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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…

Date Course Knots NM Notes
31 Dec 1724 Ashore
Refit complete; ship christened Graceful Dame, launched, anchored in Kingston Bay
1 Jan 1725 Ashore
Ventured inland to query Old Tom regarding Morgan’s Coin
2 Jan 1725 Ashore
Dove in Port Royal for Morgan’s Coin; began provisioning for voyage
3 Jan 1725 Ashore
Provisioning, continued
4 Jan 1725 SE 4 72
Cleared Kingston and put to sea in AM
5 Jan 1725 SE-NE 4-2½ 84 At sea
6 Jan 1725 NE 62
Arrived at île-à-Vache before noon; entered Ferret Bay and went ashore
Ashore
Rumjack entered port after noon; Mr. Ned Long threatened company with death.
Rescued Ms. “Dora,” fled bay during confusion
SE 4 35½
Departed Île-à-Vache in PM
7 Jan 1725 SE 83½
Hove-to for guardacosta inspection
8 Jan 1725 SE-NE 4 94
Favorable weather. Passed S of Isle de la Beata in AM
9 Jan 1725 NE 89
Passed French schooner in PM, headed W. Shifted torn sail for spare.
10 Jan 1725 Ashore
Arrived at Santo Domingo around midnight
11 Jan 1725 Ashore
Shifty hanged in AM.
12 Jan 1725 Ashore
Took on provisions; cleared port after noon
EbSE 63
Mr. Moggridge on light duty due to illness
13 Jan 1725 EbSE 132
Sail sighted ahead at noon, Princess Mary, hailed for news.
Mr. Moggridge on light duty due to illness
14 Jan 1725 EbSE 150
Performed divine service. Mr. Moggridge on light duty due to illness.
Strange man from the sea leapt aboard, and leapt away
15 Jan 1725 EbSE 150
Mr. Bold employed fixing hull leak.
Mr. Moggridge on light duty due to illness
16 Jan 1725 EbSE 6 144
Favorable wind shift.
Mr. Moggridge on light duty due to illness
17 Jan 1725 EbSE-NNE 6-4½ 89
Tacked NNE in AM. Winds shifting unfavorably.
Mr. Moggridge on light duty due to illness
18 Jan 1725 Ashore
Arrived at Barbados very early AM; waited for sunrise to enter port. Rumjack entered port in PM.
19 Jan 1725 Ashore
Purchased 2 tuns cotton for sale at St. Kitts, 1 tun spiced rum.
A shore expedition (Sir Randel, Dr. Spenser, Mr. Palange, and Mr. Lucroy – visit the ‘devil’s house’ where they have a strange encounter
Cpt. Hayden & LT Rogers meet with Cpt. Lockhart
20 Jan 1725 Ashore
Departed Bridgetown in convoy with Princess Mary afternoon
NbNW 62¼
21 Jan 1725 NbNW-W 116½
Rescued Cpt. Dufresne & Crew in a.m.
in p.m., encounter Charon (?), observe Pelican take Rumjack (now dead ship)
22 Jan 1725 NbNW 142
Arrived at Saint Kitts very early in a.m
23 Jan 1725 Ashore
Sold 2 tuns cotton; purchased 2 tuns goods for sale at Port-de-Paix
24 Jan 1725 Ashore
Took aboard passenger, Geoffrey de Saloman
25 Jan 1725 WNW 10½ 177½
Departed St. Kitts in AM. Light rain AM, and Evening.
Passed S of St. Thomas, N coast Puerto Rico
Dutch flute sighted heading SW
26 Jan 1725 WNW 182¾
27 Jan 1725 W/WNW 146½
On middle watch, narrowly avoided uncharted reef
28 Jan 1725 W/WNW 196¼
Arrived at Port-de-Paix after midnight, anchored until AM
29 Jan 1725 Ashore
Accompanied Mr. de Saloman to duel Dutchman (?), Falko Rijnders, at nearby island; Dr. Spenser meets Mdme Cassandra
30 Jan 1725 Ashore
31 Jan 1725 Ashore
Sir Randel, Dr Spenser, Lt. Rogers and Cpt. Hayden attend a party
1 Feb 1725 WbNW 72½
2 Feb 1725 WbNW 4 94½
3 Feb 1725
WbNW-NNW
6 148½
Encountered British schooner under-manned due to impressment by Navy vessel; Geoffrey de Saloman agreed to captain for them, departed company
4 Feb 1725 NNW 210¾
Arrived at Nassau just before midnight
5 Feb 1725 Ashore
Delivered message to Raynard Adler, who paid agreed-upon 1s
Rescued merchant’s daughter, Rogers and Bold injured
Discovered Cpt. Doyle as behind the attack
6 Feb 1725 Ashore
La Dame Blanche at port; Sir Randel joins Mr. Boissonade at meeting with Captain Morgan expert, discovered to be “Handsome Ned” Long, who is apparently not dead
7 Feb 1725 Ashore
8 Feb 1725 Ashore
9 Feb 1725 Ashore
Ms. Dora recovered her former captain’s pocketwatch from a local sailor
10 Feb 1725 Ashore
11 Feb 1725 Ashore
La Dame Blanche departed in AM
12 Feb 1725 NW
Departed Nassau in AM; winds increasingly gusty
Ashore
Arrived at Harbour Island in PM; secured for bad weather
Dora kidnapped, rescued
13 Feb 1725 Ashore
Detained for questioning by Lt. Brace of the Hazard, and released
SWbW 52¼
Put to sea in PM
14 Feb 1725 SWbW
WNW 10½
Entered Gt. Bahama Bank
SWbW 175¾
Evaded pursuit by unknown vessel in eve
15 Feb 1725 WbSW 5-8 107
In Florida Channel current. Nearly becalmed around midday
16 Feb 1725 WbSW 31½
Ashore
Arrived at Havana late AM
17 Feb 1725 Ashore
18 Feb 1725 Ashore
19 Feb 1725 Ashore
20 Feb 1725
Cleared port before noon, with passenger, Amira Inara Muñoz
Stranded Spanish sloop sighted. Did not assist-appeared capable
21 Feb 1725
22 Feb 1725
23 Feb 1725
24 Feb 1725
Arrived at Campeche before sundown
25 Feb 1725 Ashore
Dinner with Gordon Reade, Maurice Boissonade, and company


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.

Command Crew of the Graceful Dame

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II-XI. Ashore in the Yucatán. Sunday, March 4, 1725 Anno Domini

  • Having discovered what he thinks is the entrance to the Treasury, Sir Randel advises the members of his company and then arranges for everyone to go to that hole the following morning in small groups or individually so as to not draw attention.
  • On Monday morning, March 4, the crew rappel down into the cave and begin exploring. Their explorations lead them to what seems to be a small construction buried deep within the cave; within is a single, small strongbox filled with old coins. A treasure, indeed, but not that impressive of a haul.
  • As the crew are discussing next actions, everything shifts around them without them noticing. There is suddenly a large solid gold two-headed snake statue. Each member of the crew has a sudden and intense flash of future individual memory that was bought by a mountain of gold.
  • As they are recovering and bickering, one of the many shadows coalesces into Mister Gordon Reade who rambles about how he is the Steward of this treasure and none of it will leave this place. More shadows seem to gain human-like shape and the crew begins to withdraw toward a doorway … that might not have been there before.
  • The flight of the expedition leads them into a stone maze of some sort, during which there is a quick scuffle between Misters Lucroy and Palange who have been more badly affected by the intense greed that afflicts the entire crew; blood is drawn and the image of Mister Reade cackles. Good! The Treasury requires a blood sacrifice! Sir Randel snaps at the two, intent on shouting some sense back into them.
  • With the faceless shadows still pursuing them, the crew enters a vast treasure room which Mister Lucroy all but dives into. The others alternately pick some pieces or look for another exit.
  • To Doctor Spenser’s eyes, each member of the expedition have barely visible two-headed snakes wrapped around their necks, which he takes to be a curse of some sort. Recalling the Irish faerie tales he frequently reads, he murmurs something in old Gaelic and then, serendipitously discovers an old leather bottle filled with druid water. He splashes some upon himself, feeling the curse lift immediately.
  • Mister Reade reappears while this is happening, and Sir Randel, unsure how to proceed any further, calls out a challenge. As the two men are approaching one another, though, Mister Palange fires The Gun at Mister Reade and the shot seems to blow the man apart like he was a shadow!
  • Having been splashed by the rapidly dwindling druid water, the crew are once more back in control of their senses and begin looking for a way to escape. Once more, the two-headed snake statue is present, now next to a great pit filled with corpses of varying ages. After some discussion, the crew decide to simply toss the statue into the pit, even as they can sense that it disapproves. The moment the statue strikes the bottom, the entire Treasury trembles and begins to shake. It is definitely time to flee!
  • The crew flee back toward the large pile of treasure, with some of them pausing briefly to grab several handfuls, before darting toward the tunnel they hope will lead to safety. Behind them, the ceiling begins falling in and the crew must run faster! They emerge once in that small construction within the cave, nearly tripping over the small strongbox which is quickly snatched up.
  • Outside the small building, they are surprised to discover Mister Reade’s body. He is clutching at his chest and has an agonized look on his face.
  • Retracing their steps to the hole, they are surprised to discover Mister Long loitering above them. He informs them that his Master is going to be very displeased at what they’ve done before he instructs some unseen helpers to begin.
  • And to the horror of the crew, an immense stone slab is slid over the top of the hole, cutting off all light. The crew … is trapped.

Player Notes:

  • Full house for a change.
  • As mentioned previously, I’ve skipped over a lot of stuff in an attempt to keep the outline short … and even still, its too long.
  • The “druid water” stuff I pulled out of nowhere came from an Irish faerie tale I discovered called “The Greedy Fox” – it didn’t really go into any crazy detail about what “druid water” is or does, but the GM rolled with it and let it remove the magical Greed. I used the last of the water in the game by pouring it on the statue (though that did nothing), but Spenser is absolutely keeping the bottle.
  • I think CommJunkee was mildly irked at Andricus for stealing his moment with the gunshot even though it made perfect sense.
  • Gigermann grumbled that the final escape was as life-threatening as he anticipated, but based on Spenser’s encumbrance levels – he was literally a half pound from entering Light – I calculated that if he’d grabbed the basic lift of treasure like everyone else, he’d have been shifted into Medium encumbrance, which would reduce his Move to 3 … which meant the collapsing ceiling would have buried him. So it was a good thing Spenser didn’t grab any treasure apart from what he already had…
  • I think the hard cut-off time and late start messed with Gigermann’s plan – I was expecting a fight of some sort and I think that might have made things flow a little better? Not sure.
  • Gigermann has mentioned maybe doing a one-off session 12 later in the year to act as a denouement or follow-up to properly end the season. Time will tell.
  • Next week we’re doing a Session 0 for our impending GURPS Star Wars game.

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

Command Crew of the Graceful Dame

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II-X. Ashore at Campeche, Yucatán. Wednesday, March 1, 1725 Anno Domini

  • The night before the expedition sets out, Mister Lucroy has an odd Dream about the Old Man. Monsieur Boissonade is present in the dream as well, though Mister Lucroy cannot interact with him.
  • The expedition sets out with a Señor Juan Chipahua as their guide. They have multiple porters and donkeys.
  • Late in the day, a pair of skulkers ambush them with a rudimentary cannon, firing a burst of grapeshot into the middle of their party. Three of the porters are hit and Mister Davino is narrowly missed. Even as Doctor Spenser scrambles toward the porters to triage their injuries, the other members of the expedition seek cover in expectations of a second barrage while Mister Davino charges toward the attackers, his blood up. The ambushers opt to flee but one of them is dropped with a spectacular shot by Captain Hayden. Once he is stabilized and interrogated, they learn only that a fellow going by the name “Fish” hired them to delay the expedition.
  • Following the overnight camp, it is decided to send the wounded back on donkeys, even though Doctor Spenser greatly dislikes this. From there, the rest of the expedition continues onward, eventually reaching a cenote camping site. That evening, while Captain Hayden is on watch, he hears a splash and sees Señor Chipahua floating in the water, facedown. The alarm is raised, Sir Randel and Doctor Spenser retrieve Señor Chipahua, and the doctor is able to stabilise him. In the process, he is able to determine that Señor Chipahua is suffering from snake poison, but there are no signs of a snake bite though it could be a dart. The expedition looks for a dart but finds none.
  • In the morning, Sir Randel talks the porters out of abandoning the trip. Doctor Spenser notes that one of the men seems suspiciously uncomfortable.
  • It is another long day of hiking. Doctor Spenser has a … moment, where he finds himself back in Bedlam being pressured to sign a document admitting that he is mad in order to see his wife, but he refuses, and the doctor morphs into the Master of Crows who mocks him and states that no one will trust him now. And indeed, the rest of the expedition is there, staring at him in confusion as he rants at a tree stump.
  • Sir Randel engages the suspicious fellow during a stop, pressuring the man to admit that he too was paid by the “Fish” person to use a blowgun against Señor Chipahua. Mister Lucroy discovers the blowgun in the man’s pack, and the porter flees. Sir Randel gets off an expertly placed leg shot, though it only seems a glancing strike at first (though the amount of blood is worrying). Monsieur Auclair’s temper flares and charges into the jungle, bellowing that he’s going to kill the traitor; he returns soon after, claiming the man seems to have bled out. Doctor Spenser follows-up on this and, indeed, Sir Randel’s shot seems to have struck an artery. The expedition does not simply leave the body in the open; instead giving him a proper Christian burial with Captain Hayden speaking some words over the body.
  • They continue on the following day, reaching what they presume to be The Treasury late. Monsieur Boissonade has his own destination to seek and Sir Randel follows his intuition, using the Compass to identify where he thinks the Treasury entrance is. With Doctor Spenser tagging along behind him, they find an open hole in the ground … and see the glint of gold…

Player Notes:

  • Full house.
  • Really late recap. I have no real excuse apart from laziness. Again, trying to minimize the size of these recaps … could probably cut some stuff out of this one as well be see before-mentioned laziness.
  • During the flashback section at the beginning, it is established the Mister Lucroy discovered and decided to keep the Ring that Doctor Spenser abandoned.

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

Command Crew of the Graceful Dame

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II-IX. Ashore at Campeche, Yucatán. Sunday, February 25, 1725 Anno Domini

  • The command crew are summoned to the Graceful Dame in the wake of the shark-man attack. As far as Doctor Spenser can tell, this is just a shark even though Mister Davino is insistent that it was a man when he shot it.
  • Back at Mister Reade’s hacienda, strange noises wake several members of the crew, with Sir Randel and Captain Hayden investigating first and discovering a group of arsonists trying to burn down the house! A fight ensues, with Sir Randel expertly dropping several of the foes while looking positively awesome as Captain Hayden drops one with a well-placed gunshot. Doctor Spenser enters the fray but it is already basically over at that point.
  • Interrogating the survivors reveals that they were hired by “Benito the Fence” which further enrages Mister Reade. He offers to pay for the entire expedition if they can bring Benito to him.
  • The following day, while Captain Hayden and Doctor Spenser plot the expedition’s route inland along with Mister Reade’s maps, Sir Randel and Leftenant Rogers seek out Benito … and easily capture him. From him they learn that he was hired by the tall, ugly man (who apparently turned into a shark and is now dead) and a woman that the crew also saw.
  • The crew spend several days preparing for the expedition and, on the morning of March 1, Captain Hayden does not wake…

Player Notes:

  • Down both Claude (Mel) and Davino’s (Andricus) players. Mel was out due to Herodian’s abrupt passing.
  • As before, I’m actively trying to minimize these outlines to avoid writing a novel. This time I have seriously managed to trim it down!
  • Nosh’s decision to have Leftenant Rogers remain aboard the ship caught the GM by surprise and forced him to take a brief intermission to recalculate some stuff.
  • As we flipped over into March, Captain Hayden had to make a HT check due to Terminally Ill … and critically failed! We thought that he was going to straight up die, but evidently Gigermann had previously adjusted the Basic mechanics for the Terminally Ill Disadvantage to make it a little more “effective” during the campaign. See here for details. As I understand it, Captain Hayden will lose 1 FP and his Chronic Pain is increased from mild to severe.

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

Command Crew of the Graceful Dame

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II-VIII. Ashore at Campeche, Yucatán. Sunday, February 25, 1725 Anno Domini

  • Arriving at the specified hacienda, the command crew of the Graceful Dame meet Mister Gordon Reade who is attended by Monsieur Boissonade and his own command crew. Dinner is served.
  • Mister Reade is evidently the sole survivor of an expedition to find the Treasury and is greatly interested in Sir Randel’s plans as well as that of Monsieur Boissonade. He even goes so far as to suggest the two men join forces, something that sits poorly on them.
  • Following the dinner, Doctor Spenser abruptly experiences a powerful headache and momentarily sees a two-headed snake wrapped around Mister Reade’s neck, though he does not know what to think of that.
  • After a game of billiards and some additional chat, Mister Reade extends an offer for the command crew to remain in his hacienda, an offer he’s already extended to Monsieur Boissonade.
  • The following morning, the crew depart the hacienda to accomplish individual goals, intending on attempting to solve the riddle that Sir Randel has regarding the Treasury. Along the way, they observe a corpse being hauled from the bay, victim of a shark attack it seems, and recognize him as one of Monsieur Boissonade’s crew.
  • Following a brief visitor to the collector, Imran Wasil Ferrón, who examines Mister Davino’s massive gun and copies pertinent logs, the command crew put their heads together to solve the riddle which points them toward a nearby fort. To ensure they are not followed, Leftenant Rogers puts them through some counter-surveillance techniques.
  • At the fort just before the sun sets, they manage to convince the guards to allow them in and Sir Randel secures the Compass in the appropriate location. This leads them to notice an odd reflection deeper into the interior and they take note of the location … and then, on the opposite side of the fort at the beach, several of them observe Mister Ned Long, the strange woman and the ugly, tall man waiting … as a fourth figure emerges from the ocean, naked and just as ugly as the third. This new quartet disappears out of sight soon after.
  • Later that evening, Mister Davino is back aboard the Dame on watch when he hears a loud thump and finds himself frozen into place somehow. The great ugly man snatches Misericordia from him, then taunts him when he shoves the weapon back in his hand. Mister Davino fires once and the man collapses, a fire seeming to burn from within. In seconds, the man is gone … and only a great, dead shark is now on the deck!

Player Notes:

  • Down Claude’s player as she recovered from outpatient surgery.
  • The party ended up being a bit more confusing than I think it was intended, mostly due to the players apparently not quite understanding what our objective was. That was, probably, a fail on both sides as the players didn’t think it through and the GM thought we had.
  • This was the first time that Spenser has seen magical effects after having gained some minor “spells” … I’m still leaning toward Spirit Communication being his next one but I’m not wholly positive if that’s what it’ll end up being…
  • Amusingly, Davino’s player will be out next week, right after he blasted his first real supernatural critter.

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

Command Crew of the Graceful Dame

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II-VII. Ashore at Campeche, Yucatán. Sunday, February 25, 1725 Anno Domini

  • With Sir Randel visibly fighting the impulse to draw his pistol and shoot Ned Long once more, Miss Inara takes initiative and intercepts the Mercurio’s captain, claiming to be a relative of the Lieutenant Captain-General sent to check for any mail. Using a pretty smile, fluttering eyelashes and innate charm, she obtains the damning letter and returns to Sir Randel.
  • Meanwhile, Sir Randel intercepts Mister Long and warns him not to cause more trouble, though the man feigns ignorance and pretends to not know him. Mister Long does react oddly at the sight of another unfamiliar woman who is watching the whole encounter.
  • The crew split to accomplish individual tasks. Leftenant Rogers is intercepted by a servant who is seeking out Sir Randel to deliver an invitation to dinner from Master Gordon Reade. Mister Palange attends Mass at the Catholic church, noting first the presence of a visiting red-garbed priest named Juan Fernando de Prado and then Mister Moggridge who discreetly asks that he not mention his presence here to any of the crew as it would go poorly for the sailor to be revealed as a Papist. Later, Mister Davino will link up with Doctor Spenser to examine and determine which two of the four pound guns they will be making the attempt to sell.
  • Leftenant Rogers returns to the ship just in time for Mister Hooper to announce to Captain Hayden that the ‘big, ugly guy’ he saw watching the ship at Harbour Island is back. The captain decides to take Leftenant Rogers, Doctor Spenser, Mister Palange and Mister Hooper to intercept this stranger in order to determine why the man appears to be following them. They find him with a strange woman (who will later be identified as the one that caused Ned Long to react oddly), but upon their approach, the ugly man simply looks at them … and sends Leftenant Rogers, Doctor Spenser and Mister Hooper fleeing in unexpected terror. Mister Palange draws his weapon and nearly shoots at the man, but does not at the captain’s order. The crew withdraw in baffled confusion, with Doctor Spenser insisting that they were just assaulted by magic.
  • Sir Randel meets a collector named Imran Wasil Ferrón who is very interested in the sword … and Geoffrey de Saloman’s activities. He pays a substantial amount of money for both, and then makes a subtle inquiry about The Gun that Mister Palange possesses, though Sir Randel pretends to be ignorant.
  • Sir Randel and Miss Inara return to the ship in the aftermath of the strange encounter with the two strangers on the beach, and the former extends the offer for the partners to join him at the dinner. He looks for Mister Lucroy who has mysteriously disappeared. The partners separate to prepare for dinner.
  • In his room at the hotel, Doctor Spenser is cleaning up his clothes as much as possible when a young mulatto woman knocks on his door. She strikes up a conversation and the doctor quickly realizes that this is Madam Cassandra … somehow in a different body. They converse, with him mentioning Damian Rush as he shows her the ring which she recoils from upon touching; now he – Rush – knows where she is! She claims to represent an order of reason attempting to help humanity determine its own destiny and not be slaves to supernatural forces, but as before, she generally answers his questions with riddles though she does warn him against trusting Damien Rush. As she exits, she tells him that he’ll need to rescue his friend and indeed, he finds Miss Dora staring confusedly at a young man kneeling before her and pledging his undying love and appreciation. Doctor Spenser sends the youngster along.
  • The partners gather, along with Miss Inara and Miss Dora but not Mister Lucroy who has managed to stay hidden, and head to the hacidenda for this dinner. Inside, they are escorted to a large dining room. At the table is sitting a smirking Maurice Boissonade and Mister Reade stands. He would honored if they would join him.

Player Notes:

  • Full house for a change. And amusingly, no game next week as Ronnke, the guy who handles the streaming, is out due to work and the slacker GM pounced on that as a chance to have a bye week so he ould “catch up.”
  • As mentioned previously, I’ve skipped over a lot of stuff in an attempt to keep the outline short … and even still, its too long.
  • Payne’s player mentioned trying to turn Lucroy into a sort of batman or aide, but (s)he has quirk-level Shyness and was thus elsewhere when the time came to go to the party. We’ve also consistently joked that Claudia would eventually be revealed to be Payne’s daughter, but the GM keeps resisting this.
  • As a player, I’m guessing the dude on the beach had the Terror advantage, but that whole encounter didn’t play out like any of us expected. Will be interested to see what’s going on with those individuals.
  • As Spenser’s player, I’m curious about my general decision to trust Cassandra but not Rush. Realistically, he shouldn’t trust either of them because they speak in riddles and are clearly trying to use him for their own means. I’m going to try & keep that in mind the next time Spenser meets with either of them.

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