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Company of the Bere

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Year One: The Pirate Ransom Job

  • A month has passed since the Grand Tourney. At the Heroes Guild, the Company are tasked by Reyvanna the Black to escort a ransom from Arl Highhorse of Bannerhall to Richport. This ransom is for pirates, who have captured Garak Highhorse.
  • Upton Whiteglove, a Highhorse servant, will accompany the ransom, along with Pilip the Mute, the carriage driver. The Company meet them the following morning and it is decided that Brother Getwelle will also ride in the carriage as added defense.
  • A day out, a pursuing band of mercenaries decide to move against the carriage, but the Company counterattacks, with Ser Magnus deciding to charge. As Lëodan and Murdok pepper the mercs with arrows and bolts, Ser Kenrick lances one merc with his charge, killing the man straight away, and Wizards’ Guild Initiate Towme revs up a dagger wrought of ice that he will use against a foe shortly. This attempted robbery turns into a rout, with the mercenaries losing more than half their number and fleeing. Two injured are captured along with a corpse, as well as a captured light warhorse; interrogation reveals very little.
  • After dropping off the prisoners at Taxford where they are likely to executed for banditry, the Company continues on, pausing briefly when an ornate (and magical) sling is discovered in Ser Magnus’ tack. Being the greedy sort, Murdok quickly claims that it belongs to him and Ser Kenrick has no reason to doubt him … although everyone else does.
  • At Richport, quickly learn that Erner Blackmarket, the man facilitating the ransom exchange, is in the pillory for trafficking with pirates. Brother Getwelle uses his clerical status to gain access to the man and learns that the pirates are sailing into a trap intended to seize the ransom. The Company must change the rendezvous point by rearranging the discreet signal flags on the lighthouse.
  • Despite Ser Kenrick’s nominal assistance (caused no doubt by his discomfort in further dealings with the underworld), the Company is able to successfully accomplish this by working together to map out a route and then distract the militia at the lighthouse, while Lëodan sneaks past them to change the flags. They then relocate to the alternate meeting spot.
  • Late that night, the pirates arrive at the meeting spot, led by their master, the Dread Pirate himself. The ransom is exchanged and Master Garak Highhorse is released from captivity. Once the pirates are gone, he reveals that the Magpie was behind his capture as he (Garak) was digging into the man’s identity. He now has a name: Harmin of Grudgehold, possibly a disgraced member of the Heroes’ Guild.
  • The Company returns to the Capital, now with more information than before that they intend to turn over to the proper authorities for further investigation…

Player Notes:

  • There was some post Tourney stuff handled in the beginning that isn’t in the recap. Over the week, the GM and I dealt with the grand melee, determining that Ser Kenrick ended up in third place there too. Due to his various disadvantages – CoH (Chivalry), Honesty, Truthfulness – I determined that Kenrick was giving half of his winnings to House Graveward since he fought under Ser Kanneth’s livery for half of the tourney. Sadly, this included the jousting armor. He also tracked down Ser Kanneth’s courtly love and apologized to the baroness for keeping the truth from her about Ser Kanneth’s death. Finally, we established that Lady Prissia Highhorse, one of the princess’ ladies-in-waiting, was who provided him her favor; as Kenrick has some issues with her older brother, this could hopefully lead to some shenanigans in the future. Dustan officially graduated to Apprentice Mage by buying Rank … I think most of us thought he already was an apprentice in that regard, but evidently, using Jedi lexicon, he was previously just a Youngling and is now Padawan level. Which kind of means he needs a proper master, I think. Also, much to Murdok’s surprise (and possible concern), that magic mirror he buried turned back up in Dustan’s belongings … though it was a bit dirty.
  • The fight with the mercenaries turned into a rout very quickly. First blood went to Kenrick who straight up killed a dude with his war lance, then Leo became the killing machine that we all know and love. Sadly, Brother Getwelle was not able to participate in the fight due to it not reaching him. We ended up with a new light warhorse, three suits of mail (cheap) and a handful of weapons that we’re intending to sell.
  • The magical sling showing up out of nowhere caught the players a little off-guard, I think. I for one kept expecting it to lead to something else, like a shopkeeper or something accusing us of theft.
  • It’s a good thing the other characters were effective during the skill challenge to change the signals because Kenrick flat out failed. We explained that failure in-game as him being really uncomfortable with the entirely too frequent working with criminals thing that the Guild is involved in … and actually, Getwelle should be as well since he’s got Honesty also (which seems odd, given his character.)

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

Company of the Bere

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Year One: The Tournament Job, Pt 2

  • The following morning, after chasing off the assassins, the Company are summoned to a meeting with Master Umbras, the king’s seneschal whom they saved the night before. Along the way, they are stopped by one of Joquo’s agents who warns them that the strike will be during the wedding.
  • At the meeting with Master Umbras, the king enters. He is pleased at the Company’s aid thus far but the danger is not yet past and hires them to aid Umbras in protecting the princess. As well, Ser Kenrick is allowed to continue in the tourney openly, with word being released that Ser Kanneth’s injuries have worsened.
  • Over the next two weeks, in addition to their other duties, the Company discreetly shadow the princess in an attempt to keep her out of trouble and find this utterly exhausting.
  • Through a series of very close bouts, Ser Kenrick manages to advance to the finals where he defeats the King of Bronze, Ser Rewan the Bull, and the King of Silver, Ser Chadd Highhorse, but merely ties with the King of Gold, Baron Ser Gallan Crownroy, Lord of Winnington. In the end, to Ser Kenrick’s surprise – and the delight of his Company who have been betting upon him, he is named King of Bronze.
  • The wedding proceeds without incident, although a number of minor shenanigans are observed, and Generica once more has a Queen.
  • At the wedding feast, Princess Damsel makes a discreet exit, though Brother Maykew sees this and alerts the Company. Following her, they observe a large viper striking and, upon interceding, realize that the snake is already dead, implying that it is being remotely driven like the golem they encountered at Guffinhall. The princess has been bitten but Maykew can neutralize the poison with a spell; amusingly, when he looks down, he finds her staring at him with hearts in her eyes. Meanwhile, the others of the Company attempt to capture the invisible assassin, but he makes his escape.
  • The King is pleased with the Company’s actions, though slightly disappointed that the assassin managed to escape. He has them paid and departs, now knowing their names…

Player Notes:

  • Needless to say, I’ve not included a lot of the stuff that took place during the tourney that was mostly the background events. Most of it involved our efforts to keep the princess out of trouble only for us to realize we were mostly too paranoid by a half. Watch/listen to the YouTube for all of that!
  • Ser Kenrick technically should not have advanced to the Finals as he foes before them beat him by a margin of success of two … however, three of the PCs (who were betting on Kenrick’s victory) burned some Bennies so he would advance (now won by a MoS of 1.) Additional bennies were spent in round 1 of the Finals – both Kenrick & the King of the Bronze had a critical success – but oddly enough, none was needed for King of the Silver as Kenrick flat out dominated it. The King of the Gold, however, he could only tie and as we’d expended all of our bennies, we could not go further. Still, King of the Bronze implies (at least to the nobility) that Kenrick is the third best knight in the realm.
  • There was a planned grand melee that we had to skip due to time, but we’re thinking of handling some of that over Discord or our boards. Being King of the Bronze means Kenrick (and his “squire”, Maykew) will be participating in it.
  • Murdok buried the magic mirror after it hinted at his Secret … and ironically, it could have been extremely useful in the encounter with the invisible assassin. A pity none of us thought about that.

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

Company of the Bere

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Year One: The Tournament Job, Part 1

  • Three days after returning from the previous job and a few before the grand tourney to celebrate the king’s wedding to Lady Malvyna Lionheart, the Company are summoned to the Heroes’ Guild by Válaris who has an urgent task for them: Ser Kanneth Graveward, an older knight and former member of the Guild has sent a raven seeking an urgent escort.
  • The Company reaches the locale early that evening but discover Ser Kanneth and his retinue slain by assassins. Master Umbras, the king’s seneschal, enters the pavilion and is dismayed at Kanneth’s death but does not believe that the Lionhearts are behind this as a discovered letter hints at. To conceal this fact from the assassins whom he wishes to flush out, he declares Ser Kenrick should ride in the tourney as the dead knight; Kenrick balks at this as it violates his Oath and Measure of Knighthood, but proposes an alternate: he will ride as himself but represent Ser Kanneth like a second in a duel with the excuse that, following an incident on the road, Ser Kanneth’s injuries prevent him from participating.
  • Leaving Umbras to deal with the bodies, the Company tear down the pavilion and proceed to Redding where they seek out Master Truvio, one of the late Ser Kanneth’s men to fill him in on the events. He is saddened but agrees to aid.
  • The next two weeks are quite hectic, with Ser Kenrick proving his mettle on the tourney field while the rest of the Company do what they must to keep the secret of Ser Kanneth’s death. By the close of the second week, not only has Ser Kenrick advanced, but the Secret is also maintained.
  • Master Umbras rejoins them at the end of this week, seeking an escort, and the Company does so, taking him before the Duc Lionheart’s man. Assassins strike before they can do more than exchange pleasantries, and the Company leaps forward to defend their principal. Facing stiffer opposition than expected, the assassin flee, leaving behind the body of one of their number.
  • Master Dextar Hench, Duc Lionheart’s man, looks at the letter that implicates the Lionhearts but immediately declares: it’s a fake!

Player Notes:

  • Needless to say, I’ve not included a lot of the stuff that took place during the tourney that was mostly the background events. Stuff like Murdok winning a melee mini-tourney, Leo winning an archery contest and running (briefly) into the Laughing Bandit, multiple characters dealing with efforts to reveal the truth, and even Kenrick jousting against the king in disguise (though he didn’t know that.) Watch/listen to the YouTube for all of that!
  • For Kenrick, I’ve ripped off a bunch of knightly stuff from other media. The Oath & the Measure comes from DragonLance and is basically what the knights call their Code of Honor (Chivalry), but the actual oath I’ve cribbed from both “Excalibur” (still the best King Arthur movie ever) when Arthur is knighted and from “Kingdom of Heaven” (which is underrated, particularly the absolutely fantastic director’s cut.) The latter has a line in the dubbing – “speak the truth always, even if it leads to your death” and since Kenrick has Truthfulness (9 or less), I wanted to go a Galad Damodred from Wheel of Time way with him.
  • Honestly, probably nobody expected Kenrick to last as long as he has in the tourney. As his player, I was seriously trying to brace myself for getting unhorsed in the very first tilt. But hey, he’s doing okay!
  • A bit more of Giger’s experimental action mechanic to turn what could have been a crapton of rolls (Riding, Lancing, Intimidating (by the horse), etc.) into only a handful. On one hand, I feel robbed that Kenrick was not afforded the opportunity to unseat a bunch more people, but on the other, I know how Fantasy Grounds works and more rolls equals more chances to roll an 18 at a key juncture.

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

Company of the Bere

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Year One: The Guffinhall Job

  • A week later at Heroes’ Guild celebrating St. Victus’ Day. Receive a letter from Lady Rayna Starkweather seeking aid. Murdok is unable to go due to Smith’s Guild obligations.
  • The Company kits up. Ser Kenrick has letters to carry to Stagwood, Dustan receives a mission to seek out a book for Magister Hokus. They depart the following day.
  • Reach Stagwood Castle late in the day. Kenrick delivers letters, visits family, visits his mother’s grave as tomorrow is anniversary of her death (and thus, his birth); Leo has Loner time; Dustan visits small library; Maykew spends time in kitchen.
  • Depart following morning and reach Lordsbury late that eve. Depart again very early. Reach Draftley Keep late in the day. Inquire of Mayor Robard of Fortsbury about book; sent to priory where they retrieve an immense tome that weighs as much as a man. Quickly opt to purchase a cart that Getwelle can drive.
  • Head to Guffinhall where small wedding feast for local kids is winding down. Lady Starkweather is pleased to see them. Meet her reeve, Dorran, who reacts to Kenrick, claiming he looks just like his former lord, Randyl Starkweather. At Guffinhall proper, observe a portrait of Rayna’s father, Lord Randyl, who looks very much like an older Kenrick.
  • Lady Rayna explains how she reclaimed her lands – the sale of it to an Antagonese baron was declared illegal by the duc – and she’s been dealing with the aftermath, including a “monster” causing trouble that she’s convinced the baron is behind. They decide to patrol around midnight, which gives them time to relax. Ser Kenrick, to avoid staring at the portrait some more, deals with Ser Magnus shenanigans; Dustan spends time reading through this massive Tome; Leo patrols; and Maykew discovers Randyl Starkweather’s “conquest” cards, one of which has his mother’s name upon it.
  • Around midnight, they join the patrol and, after several hours, the monster appears. The Company attacks what seems to be a construct of bones; it flees and Ser Kenrick orders that they let it go but follow it to its master. The thing enters Antagonese lands and enters some barrows where the Company discover a man named Sorcil, who Lady Rayna recognizes. He wants her – she reacts with an Ewwww – and states that when he finishes the spell, great fame and wealth unimaginable will be his. Skeletons are raised and attack!
  • The battle goes ill for Sorcil who is captured. He admits that the Antagonese baron is responsible and that he was given this spell by the Magpie. Lady Rayna declares him Outlaw and Dustan burns the spell. The Company helps her take many loots that she will sell to help her people.
  • Successful, the Company departs Guffinhall the following day after Ser Kenrick tells Lady Rayna (who might be his half-sister) that, should she need aid, she only needs to send word to him and he will come. Maykew borrows the cards, intent on asking questions of his “landlady” (whose name is also here).

Player Notes:

  • Fronjavier was out this session due to other obligations
  • So now, Kenrick knows – or at least strongly, strongly suspects – that Rayna is his half-sister, and Maykew is on the verge of realizing that he is also their half-brother.
  • Next up is the King’s Wedding and Tourney … troubling for Kenrick is that he’s not received an invitation, which has been his objective for quite some time now.
  • We’ll be off for two weeks due to a scheduled break for some vacation stuffs.

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

Company of the Bere

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Year One: The Thieves’ Guild Job

  • A fortnight later at the Guild tavern, receive a new mission from Joquo the Spider to accompany him as a bodyguard into the city. Go to the “Locksmith’s Guild” in East Side where Joquo has meeting with Boss Kappo.
  • The Company meets with Niklaz Nogood who they ran afoul of pre-campaign in a Noodle Incident who wants to start a fight, but is prevented by big guy and “Lady” Sirena.
  • Joquo returns, reveals attacks on Thieves’ Guild and on Gambee family in Burrow Hill. Now Kappo’s daughter, Vesta, has been abducted; they know where she’s held, but cannot assault due to The Agreement with the city.
  • The Company recon the building, then assault it with Leo going through upper window. The fight goes ill for the thugs, with one dying outright due to Dustan’s ice knife, another going catatonic due to fear of Murdok, and the rest yielding.
  • Escort Vesta back to Guildhall, discover Vigo Gambee present and accusing Kappo of attacking his son. The Company convinces him to allow them to retrieve the halfling.
  • At the Red Rondel brewhouse, the Company enters and politely informs they are here on a mission for both Bosses. Access the cellar to discover young Wido with some thugs, all of whom are drunk.
  • En route back to Thieves’ Guild, a black-hooded man appears on the rooftop and announces that great fame and wealth unimaginable was promised to him if he started a gang war. He bolts, but Getwelle shouts a magical command to STOP and Leo shoots the man, then pursues, easily capturing the badly injured man.
  • Learn that the black-hooded man was hired by the Magpie, then turn him over to the local constables.
  • Vigo Gambee is grudgingly satisfied by the Company’s actions and acknowledges he owes the Heroe’s Guild a Favor; Thieves Guild does the same. The Company returns to the Guild, victorious once again.

Player Notes:

  • The fight versus the thugs was kind of hysterical as it wasn’t really a proper fight … which made sense to be honest as it was a group of highly trained and badass warrior types against a handful of thugs. Fronjavier kind of lost himself to giggles over when his foe freaked out.
  • Kenrick was pretty … uncomfortable with this whole working with thieves and brigands, even though technically, the Thieves’ Guild is a proper Guild so its technically legal.
  • Fronjavier is going to be out next week, but we’re playing anyway.

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

Company of the Bere

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Year One: The Sewer-Rat Job

  • Begins at Heroes’ Guild Tavern, catching up. Summoned to Válaris who has a new job for the Company: giant rats the size of dogs being an issue in the Old City (East and West Side).
  • Kenrick & Dustan meet with the mayor who wishes this to be resolved before the King of Naboria arrives in one week, get info & list, while the rest wander around and scope the area. Once the team reunites, they now have a list and decide to begin canvassing witnesses the next day.
  • The Company splits up: Kenrick & Getwelle are together with the brother acting as the talker, Dustan leads Leodan and Murdok. The former encounter John Thatcher at the docks who had an encounter with a ROUS when it broke into his house. Learn of link to apothecary (owner asked about them) and sewers (how the rats move around). Dustan’s group meets with a city watchman who was attacked by a big ass rat some nights ago.
  • On the third day, Getwelle and Ser Kenrick meet with a merchant who has a servant who slew one; they investigate the week-old corpse and Getwelle does detect a very tiny spark of magic. The other team encounter some kids looking for their dog that chased something off the night before. They determine that the apothecary is the next destination.
  • Go to apothecary, hear a scuffle so they break in to discover a big rat attacking “Eyan Vestôr”. Head into the sewer … for a couple of days. Enter the lab and thoroughly crush a small mob of dire rats. Discover a pair of corpses present as well as notes indicating this is an alchemical experiment under the auspices of someone called “the Magpie.”
  • Summon the authorities to deal with the bodies. Later learn that “Eyan Vestôr” they met was probably the Magpie as the real one was one of the corpses.
  • Mission successful! And with a single day to spare!

Player Notes:

  • First time we’ve played this in several years. We’ve had some roster changes since last we played: three players are no longer active, so Dustan and Murdok are now played by different people and Rayna has “retired” from active play.
  • Gigermann used a variation of the Zombie mob rules for the rat swarm to ensure it didn’t take forever and a day but, in retrospect, that surprise round may have been too much. Most of us kept forgetting the SM -3 for the swarm, but also forgot to use Telegraphed Attacks (since the swarm wasn’t dodging) so it ultimately worked out. GM thought it was anti-climatic, but the rest of us didn’t.
  • We spent a lot of time in the sewer because he failed our skill challenge.
  • There was a lot of background stuff that I didn’t cover in this, the most important of which being that the King’s Wedding is coming up.

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

Dramatis Personæ

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Wherein the company battles a djinn…

  • At the Cave of Winds, the djinn-lord Atah Keth, now possessing the body of Sheik Rashid, commands the nearby Fa’iel to stand and defend him from the Company. Ismir succumbs to the djinn’s magic and does as bidden, attacking the others.
  • Meanwhile, a group of Atah Keth’s centaur soldiers attack the remaining refugees as they continue to crowd through the portal. Haruki and the free cat-people defend Finn and the refugees. Haruki is wounded, but fells two of the centaurs on his own.
  • At the cave, the Company fights through the mind-controlled Fa’iel warriors to attack the djinn-possessed-sheik, who, after Brum manages to finally land a blow, turns Aramis to stone, followed by Brum. Desperate, Thorondil uses Smil-Blam (Gestlin’s unpredictable Rod of Wonder artifact) to banish the djinn, who immediately flees, taking Rashid’s body with him.
  • With the fight done and all arrived through the portal, Finn creates another portal direct to Castle Defiant, home at last. As they all begin to cross over, they see that the banner of the “rightful heir” to Defiant, as well as that of the King of Caithness, indicating they are in residence.

Dramatis Personæ

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Wherein the company flees the destruction of their patron…

  • The Company, including the 43 locals from the otherworld, arrives on the other side of the portal to find Zat Al-Dawahi being torn apart by the other djinn lords, while their forces battle each other throughout the Citadel of Ten Thousand Pearls. The Company flees the palace into the streets, fighting their way out of the city.
    • Finn Sardock remains unconscious from the effort at creating the portal, and is carried along
    • Haruki uses his tetsubo to bar a gate, leaving it behind.
    • Ismir finds his former wife and her new husband dead, and takes up their two-year-old son (also named Ismir)
    • Aramis is seen “casting spells,” and at one point, Thorondil hears him speak with the voice of Arn Rainaldson
    • Zyanra and her felinoid kin flee with the group, now free of their mistress
  • The city is destroyed just as the Company gets clear of the border of (formerly) ZAD’s domain
  • Other survivors are gathered while Finn recovers
  • Finn creates a portal to the Cave of Winds, where the Company is meant to rejoin Sheik Rashid and the other Fa’iel, taking the hundred-or-so survivors with them; Haruki stays behind to guard Finn who is to cross over last
  • As the group is still crossing over, Ismir leads the company into the cave to find Sheik Rashid being held aloft by the neck by a much-weakened and damaged Atah Keth, completing possession of his body…

Dramatis Personæ

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Wherein the company helps Finn Sardock return to Yrth…

  • Finn Sardock gates in to meet the Company as they arrive in this strange world, and explains his situation—he has been hiding here for (probably) seven years—before gating them back to his adopted home, an otherwise-abandoned, walled town, on a hard-to-reach hill.
    • Ammerah is at the town, with their two young children.
    • With them in the town are forty-or-so refugees, total-pacifists who will not touch weapons at all.
  • Finn cloaks the beacon to suppress its magical signature, lest it draw too much hostile attention. Later he uncloaks it to study it, to discover how to use it to guide him in creating a portal back to Yrth, knowing that the local enemies, “Nightmares” and their “beast-man” army, will notice it and attack.
  • In the night, an eyeless “Nightmare,” armored and bearing a strange sword, appears in the courtyard and attacks Finn, but is repelled by Thorondil and Ismir, as the rest arrive to see it disappear into the shadows.
  • The next day, the Company looks to shore up the town’s defenses against the inevitable assault, supervised by Brumrumli, while Finn’s family and the refugees prepare to evacuate.
  • The beast-man army attacks the town gates and breaks through, just as the Company, Finn, and the rest of the town’s occupants flee through Finn’s portal.

Dramatis Personæ

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Wherein the company battles ghouls and snatches an artifact…

  • At Iram dhāt al-ʿimād, the Company finds itself surrounded by ghouls, and fights them back-to-back, until they finally break.
    • Brumrumli wields “Klang” for the first time.
    • Haruki is cut a time or two but shrugs it off.
    • Ismir’s arm is severely crippled.
    • Thorondil wields “Grimslaughter” for the first time.
    • The fight is joined by some sort of “carnivorous mist” that devours the surviving ghouls as they run away.
  • They quickly grab the altar and flee the ruined city, staying just out of reach of the mist.
  • After some days, they return to the Citadel of Ten Thousand Pearls, and present the altar to Zat Al-Dawahi. She needs a few days to prepare for the next task.
  • After preparing, ZAD summons the Company. She presents them with an “anchor” to take through a portal to the world where Finn Sardock is lost. There he can use it as a guide to create his own portal to return.
  • ZAD creates the portal, and the Company enters, arriving in another world. They are met by a years-older Finn Sardock, who asks, “What took you so long?…”