OUTLANDERS2: FARAWAY: CAMPAIGN: 

Ep112: The Stone Circle:
	$Shot: Football play w/ Book
	Reveal: Book, HMZ
	Story Focus: Race to destroy rumored secret Node before Gobs can take it over.
	Character Focus: GSabrosky
	Back Focus: High-Mana Zone, cleanup/evacuation
Hook: 
	Date/Time: Crash+307hrs (~13:00, Day14). Loc: Village Outskirts. Conditions: Overcast, cold, w/ light snow.
•	GSabrosky chase-down
	Action: Chase, Act2:31. Start Range=Long.
	Tactics-BG: After a few turns, GSabrosky will "wipeout."
Push: 
	Loc: Village. Conditions: Overcast, cold, w/ light snow increasing.
•	Sequence1: GSabrosky interrogation; reveal Node plans.
» Starts by declaring he won't tell them anything, then relents after some pressure is applied.
•	» Intel: Goblins are invading, establishing a beachhead here in the North. WiQu is creating a portal to the Otherworld, to allow the goblin army to pass through. PCs' arrival & escape screws up invasion plans; WiQu intended to use the Bjornings to keep PCs from interfering with the portal operation.
» Serves WiQu for "survival"—as long as he remains "useful" he remains alive.
» Cannot return unsuccessful; will flee if PCs promise to take her out.
	Check: (Clr)Succ:Influence="Get GSabrosky to talk"
•	Sequence2: Crew catches up. HMZ-weather combo moving in, PCs "feel" it (strongest in the vicinity of the Stone). GSabrosky disappeared.
	NPC Notes: 
•	Crew stands by and looks on, as Juliana translates for them.
Action: 
	Loc: Village. Conditions: Overcast, cold, w/ light snow.
•	Sequence1: SirWeland returns, tells about secret Node, HMZ, Wishing Stone. 
» Puzzle Box is believed to contain one of the lost Wishing Stones, said to grant the ability to see anything desired, wherever or whenever it is.
» Old rumors of a secret Node in the area. Judging from the Stone, etc., must be underground. 
» Node is a ley crossing, where the Source accumulates; can be tapped, good for casting, etc.
» Small changes in Nodes cause movement of the Source, like weather. Increases or decreases in the presence of the Source can cause magical effects, even in nonmagical things. Surges in the Source can sometimes be combined with physical storms, sometimes creates the Banestorm. If the Quickening is part of the Source, then PCs must be able to sense its movements the same as for Holy Ground.
•	Sequence2: Without warning, a villager's home collapse into a sinkhole. Then a second, nearby. Villagers start freaking out. 
	Check: Succ:Per(Touch?)=Notice rumbling in time. Succ:DX+(Chase Move Bonus)=Yank kid out from under falling debris.
•	Sequence3: SirWeland automatically associates the sinkhole with Gobs, and presumes they must have found the Node. Combined intel sets up countdown—if Gobs/WiQu are creating a portal, that must be responsible for the surge in the Source, which means that they haven't much time before the portal is stable enough to pass an army through. If Gobs are digging under the village, the entrance must be in the Enchanted Forest—probably close to where they encountered the "trees."
» Not an "open hole" to climb through.
	NPC Notes: 
•	SirWeland: ?
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Ramp: 
	Loc: Forest. Conditions: Overcast, cold, w/ light snow.
•	Sequence1: Crew tasked w/ evacuation, working w/ March-Steward; PCs tasked w/ locating the entrance to tunnels, go into forest; SirWeland gathers info, components. Gear up & move out; return w/ news.
•	Sequence2: Locate cave. Hear whispers but see nothing.
	Check: Succ:Per(Vision)(-X "Caution" penalty)=Locate cave @ 20-Chk minutes
	NPC Notes: 
•	SirWeland: ?
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Twist: 
	Loc: Cave Entrance. Conditions: Cold & Dark.
•	Sequence1: SirWeland arrives w/ stuff, Crew. Enter tunnels; getting down. 
» Shows the Talisman, given him by an agent of the BlWz in Hessen; unsure of its effects, but expects the unraveling of the Node could be "volatile."
» Villagers are making their way to the castle, w/ Mr.Esmour escorting.
	Check: (Clr)Chk:Climbing=Delay
	Loc: Cave River. Conditions: Cold & Dark.
•	Sequence2: Swim; dead-end (swim under)
	Check: (Clr)Chk:Swimming=Delay
	NPC Notes: 
•	SirWeland: ?
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Setback: 
	Loc: Cave Tunnels. Conditions: Cold & Dark.
•	Warden attacks.
	Combat: Repeat of first encounter.
	NPC Notes: 
•	SirWeland: ?
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Comeback: 
	Loc: Cave Pool. Conditions: Cold & Dark.
•	Sequence1: Locate/Enter chamber; WiQu reveal, "incapacitated," concentrating while holding the portal open.
•	Sequence2: LBoldog shows up, stepping out of the pool/portal w/ company
•	» Says they need to know that breaking the portal will release the Witch to plague the land; of course, leaving the portal will let us pass through and gain a foothold. In either case, it would be foolish to let them live to warn others before due time. Then commands his troops to get the talisman.
	NPC Notes: 
•	Crew looks to the godlings for thier intentions.
Climax: 
	Loc: Cave Pool. Conditions: Cold & Dark.
•	SirWeland commands PCs to put the talisman into the center of the pool, tosses/hands-off the talisman, then casts Fireball into the Gobs, injuring many.
	Action: Football w/ Talisman, Red-Zone play. 2x Bugbears, +1/PM Hobs remain standing, in formation before the pool at 5yds; Crew engages w/ theirs, and are occupied. 20yds to portal.
	» PC first "throw" will be tipped up, 1sec to return.
	» Shove. Evade. 
Dénouement: 
•	As the charge builds, LdBoldog says, "Well played, Master Godling. Next time…" and commands a retreat; remaining Gobs bolt. Backlash "fireball" engulfs the area. Deafening sound stops suddenly, in pitch darkness, someone says, "Guys…where are we?"
	Notes: "24" time (1hr?). Winter storm picking up, front moving in off the sea; also HMZ. Book of Shadows hidden underneath the Node at the Standing Stone, kept under magic protection—Book cannot be destroyed?
•	GSabrosky hasn't actually killed anyone to get abilities, but has absorbed them by being in contact with HMZ, along with some dispensation from WiQu. Gained Empathy, Arcane 2, Intuition
•	WiQu, via GSabrosky, is manipulating the PCs into "stopping her," in hopes that they will actually release her in the process.
•	Because their Node on the Isle was rendered unusable, Gobs needed a new one. They have already tapped the secret Node under Stone Creek, and are trying to getthe portal going; the Quintessence spillover is causing the mana-storm.
•	Portal effects require a reflective surface to "pass through"; bigger portals require bigger surfaces, typically requiring a body of still water. Node is situated over an old subterranian reflecting-pool used as a portal for thousands of years, lost to antiquity. WiQu is maintaining the portal; Gobs have no wizard capable of doing so. Forest-growth is coming out of the open portal (Ref:Troll)
•	Large, rune-carved wooden "egg" talisman, created by BlWi to interrupt the Node; pattern interferes with the flow of Quintessence and "unravel" the Node. Quickening abilities shut off when held. Can be sensed by Quickening Sense.
•	Introduction of the talisman interrupts WiQu's effort to maintain the effect, causes a backlash.

Ep111: The Sons of Einarr, Pt2: The Heathen Army:
	$Shot: Duel w/ Grímarr
	Reveal: March-Reeve & politics; Taranis
	Story Focus: Elder son of Einarr returns at the head of a warband to force Stone Creek to submit.
	Character Focus: Townies; Ecgwynn & Þorkel
	Back Focus: Siege.
Hook: 
	Date/Time: Crash+283hrs (~13:00, Day13). Loc: Village Outskirts. Conditions: Overcast, cold, w/ light snow.
	Condition: Pre-chips for capture
	Check: ASmith (if req.), Chk:Will=Withdrawal, B440.
•	Sequence1: March-Reeve & Co arrive, bitch out townies:
» Worried about how townies' behavior makes him look to the March-Lord, and King; expects punishment.
» Scolds them for provoking Brigandines; townies think Mithrites will kill Grímarr and the army will back down.
» Scolds them for adulterine fortification; townies claim it's a necessity given the lack of protection.
» Scolds them for not bringing the situation to his lawful attention. Townies accuse Mr. Esmour of brokering the deal w/ Brigandines for his own benefit, and believe he's only doing a CYA.
» Says to get to castle; townies won't leave. Says they're committing suicide.
•	Sequence2: Confronts Mithrites directly; on the side, asks how they dare give these people false hope, & what makes them think they can succeed. 
•	Sequence3: March-Reeve huffs off, says, "The gods help you, for I will not."
	NPC Notes: 
•	Scarra: Has been talking w/ townies, and can relate their account of how the March-Reeve struck the tribute deal w/ the invaders.
•	Þorkell: Would rather fight them than deal with them.
•	Juliana: Thinks these are likely the same folks who sold her mother to the goblins, and definitely wants a bit of comeuppance.
Ecgwynn: Is disgusted with the invaders' lack of honor, in having turned on their "employers."
•	Rægnald: Recounts the difficulties of the diplomatic situation the invaders present, and understands the March-Reeve's decision.
Push: 
	Loc: Village. Conditions: Overcast, cold, w/ light snow tapered off.
•	Sequence1:  Either PCs go forth to recon the enemy force, or someone else is sent. Either will return before midday of the next day.
•	Sequence2: Taranis dream; either happens that night when PCs go to sleep at the hall, or when they're camped out on their recon mission.
» Swamp, twisted throne; heron lands
» Peaceful-looking corpse floats past; "nobleman"
» Turn to see Taranis where the heron stood; Taranis hisses "You will pay dearly for what you have taken from me." When questioned, points to corpse.
» Turn to see corpse, skeletal w/ sharpened teeth, rise and attack
» Wake suddenly.
•	Sequence3: Recon mission returns; army's on the march, @ ~350, and will likely arrive around midday. Last-minute strategizing.
	NPC Notes: 
•	Ecgwynn: Laments lack of proper training, and the non-presence of the Shields, who would send these posers back across the channel.
•	Scarra: Laments that many villagers will be killed in the process of defending the village, whatever the outcome.
•	Þorkell: Death is no reason not to fight, and maybe a reason to fight.
•	Juliana: Sneak in and kill them in their sleep.
•	Rægnald: Responds favorably to Juliana's idea, but cautions that there's no way to get them all; the defenses here, such as they are, may be enough to equalize the imbalance between the forces, if they can keep the villagers' spirits up.
Action: 
	Time: Midday. Loc: Village. Conditions: Overcast, cold, w/ light snow picking up.
•	Sequence1: Army crests the hill down the road, and the villagers' hearts sink a bit.  
•	Sequence2: Townies despair, look to PCs for leadership; PCs encourage.
	Check: Morale(10)-1. Chk:Leadership/[Influence]=Morale+Chk (temp; Permanent, Succ=+1, xSucc=+2, Fail=-1, xFail=-2).
•	Sequence3: Out of earshot, crew talks of their chances for survival, and some have second thoughts about staying to fight.
	Check: Morale(10)-1. Chk:Leadership/[Influence]=Morale+Chk (temp; Permanent, Succ=+1, xSucc=+2, Fail=-1, xFail=-2).
	NPC Notes: 
•	Ecgwynn: We're gonna die.
•	Þorkell: Better now than later.
•	Juliana: Better not at all. Let's disappear quietly out the back. Not a coward; just prefers "indirect confrontations."
•	Scarra: We can't leave these people in their time of need.
•	Rægnald: What's the profit in staying?
Ramp: 
•	Sequence1: Brigandines stop some distance from the village. A runner, mounted, announces that Grímarr wishes to treat w/ the godlings.
•	Sequence2: Grímarr tries to talk PCs into switching sides:
» You have taken my brothers from me before their due time, but this does not mean we must be enemies. The Witch Queen demands that I destroy you, but she does not command me as she did my forefathers; I owe her no allegiance. You could join me, and my people—replace what you have taken from me. You will have a greater share of glory and treasure, and together we may reconquer these lands in the name of our ancestors, and rebuild the empire that was lost. What say you?
» Village is weak, and Bjornings should be their rightful overlords. You are godlings, like me; the gods have gifted us, that we should rule these lands.
» The Empire has abandoned these lands, to get new lands in the south; the emperor does not want them.
Sequence3: PCs refuse, his men are prepared to pounce, restraining them
	Action: Grímarr casts Quickened Shock and Awe (@4 Individuals (Level-based); SRemington exempted (as the weakest), giving Mooks opportunity to restrain them. Treat as Total Surprise, B393 (CbtRfx still "Do Nothing" for 1 round when they recover); all PCs immediately tackled & wrestled to the ground by 3-4 men.
Twist: 
•	Sequence1: SRemington removed from the group, to prevent PCs from gaining his Quickening; Grímarr explains that if he cannot have his brothers back, he will have their power. Grímarr set to lop off his head with his axe, when a short boom of thunder precedes a heron, streaking out of nowhere, and a flash of light temporarily blinds the Brigandines (Ref:ConanI), while PCs hear a "voice" saying "Mine!"; PCs have opp to attack.
	Combat: v Grímarr & Mooks; Stunned for 3secs.
	» PCs break free from grapplers; auto-succeed.
Setback: 
•	Sequence1: Quickening (51pts), after-effects; P165 (2d+QL?). Cheer goes up from the townies when they see the fireworks; Brigandines stunned, don't pursue PCs.
•	Sequence2: Townies/Crew welcome PCs back into the village, hurl insults & such at the Brigandines, expecting them to leave. PCs still feel a small presence within the army. Rægnald doesn't take his eyes off them, looks concerned. 
•	Sequence3: (GSabrosky takes charge) Army besieges town.
	NPC Notes: 
•	Rægnald: Need to organize supplies; siege could go on for months. Leaderless means an advantage.
•	Þorkell: Goad invaders into an assault?
•	Ecgwynn: Finish the palisade?
•	Scarra: Prepare for casualties?
•	Juliana: Maybe unbar the back gate, just in case… Not a coward; just prefers "indirect confrontations."
Comeback: 
•	March-Reeve & Co arrive from opposite direction, join the defense. Mr.Esmour explains that his men have been spoiling for a fight; they looked over the tactical situation and decided it might be possible to succeed, and perhaps push a bit further to take back the tribute that has been given.
•	Mr.Esmour conisders himself in charge; PCs convince otherwise?
	Check: Chk:Leadership+1=PCs establish dominance; =Commander.
Climax: 
	Mass Combat: Brigandines v Villagers+March-Reeve; Siege, MC39.
•	Preparations: Need Cmdr, Intel, QMstr; MC26. 
•	Operations: S&D v Def Objective; MC27.
•	Motion: Mtd v Bunkered; MC27-28.
•	Intel: Recon=NA. GG have initiative.
•	Setup: Pitched Battle. 1hr Rounds. 3.25:1 (BG:Strat+6)
GG: TS=43; +7
» 20 Weak Infantry (Villagers), Poor Equip (-25%), TS22.
» 2 Medium Cavalry (March-Reeve's Bodyguard), Good Equip (+50%), TS9.
» 1 Medium Infantry (Mithrites), Avg Equip, Hero, TS12.
» Superiority=Cav (GG:Strat+3; negated, unless PCs can find a way to un-negate it)
» Palisade (GG:DB+6, +1 for PC check)
» Current Morale (Worst of Townies/Crew) <10=-1, <5=-2.
BG: TS=140; +6
» 35 Heavy Infantry (Brigandines), Avg Equip, TS140.
•	Pursuing a Retreating Force, MC38.
•	NPC Fates: Check for Misfortunes of War (MC37) for each named villager at -2 Risk (Cuþwine at +1).
	Tactics-BG: Battle Strategy: Rd1=AoA, Rd2=Atk.
	Tactics-GG: Misfortunes check for each Crew; Þorkell @ max Risk, others at +0.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: Berserks; near-death at the end, healed a bit by Scarra.
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
	Notes: GSabrosky is technically in charge of the Brigandine force, but their remaining leadership don't trust him, and aren't listening to his advice.
•	Brigandines back off after significant resistance, rather than fight to the last.
Dénouement: 
•	Casualties, medical attention. Damage Control.
•	Pack it up & head for castle; GSabrosky reveal? (commands army?)
	Notes: 13W-defense v mercs.

Ep110: The Sons of Einarr, Pt1: The Missing Tribute:
	$Shot: Duel, Quickening
	Reveal: Intro Bros, Quickening
	Story Focus: Sons of Einarr come to town to collect their tribute, PCs encourage(d) to resist. 
	Character Focus: Townies; Scarra & Juliana
	Back Focus: Invaders
Hook: 
	Date/Time: Crash+257hrs (~11:00, Day12). Loc: Stone. Conditions: Overcast, cold, w/ light snow flurries (not really sticking ATM).
•	Sequence1: At Stone, SirWeland casts Arcane Sight and finds trace evidence of Nature Node; reveals his finding. Adds that the forest has advanced to within reach of the Wall, and shows no sign of stopping; suspects Truce workaround. 
	Loc: Hall. Conditions: Overcast, cold, w/ light snow flurries (not really sticking ATM).
•	Sequence2: At hall, SirWeland sketches some details of the puzzle box, and gears up to leave, off to to research box, forest, node; 
	Loc: Village. Conditions: Overcast, cold, w/ light snow flurries (not really sticking ATM).
•	Sequence3: Outside, on horse, SirWeland leaves pathfinder to JWesson, explains usage.
	NPC Notes: 
•	SirWeland: ?
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Push: 
	Date/Time: Afternoon, Day12. Loc: Hall. Conditions: Overcast, cold, w/ light snow flurries (not really sticking ATM).
•	Sequence1: Meade-hall w/ townies. Reginard has pipe, may negotiate for pipeweed. Board-game between Ordgar & Cuþwine, while Reginard looks on & heckles; Ordgar talks smack, but loses. Tova gossips w/ Iseult. Leuðere tries to get Esla to socialize.
	Check: ASmith (if req.), Chk:Will=Withdrawal, B440.
•	Sequence2: PCs sense godling, just as runner bursts in & says SoE are coming. Yffi appears w/ PCs weapons, just as they turn to get them.
	Loc: Village. Conditions: Overcast, cold, w/ light snow flurries (not really sticking ATM).
•	Sequence3: Gunnarr & a few bodyguards coming down the road, into village; townies gather to meet them. Gunnar demands tribute, senses PCs & challenges to duel. Townies step back, circle a bit, "encourage" PCs to fight. Crew asks (via Juliana) PCs what they want them to do.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Action: 
	Loc: Village. Conditions: Overcast, cold, snow has let up, temporarily.
	Combat: Berserk, B124. Mooks stand aside. Damage to Shields, B484/287.
•	Sequence1: Ref:Achilles-Troy, Gunnar wounded.
» Salmon Leap (EE Move & Attack, Jump+Acrobatic Attack, +1 Height Advantage; MA107)
•	Sequence2: Gunnar berserks, transforms into bear.
» Slam & Bite
•	Sequence3: Gunnarr defeated.
	Tactics-BG: Gunnarr's vulnerability is his overconfidence & berserking.
		» Regen 1HP/Round.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Ramp: 
	Loc: Village. Conditions: Overcast, cold, snow has let up, temporarily.
•	Sequence1: Quickening (22 pts), after-effects; P165 (2d+QL?). Mooks run.
	Condition: PCs ea take Rhômmish (min Accented)
	Loc: Chapel. Conditions: Overcast, cold, snow has let up, temporarily.
•	Sequence2: Moot called, townies pack into the chapel. Townies argue what to do. Cases made; Cuþwine (+Leuðere, Iseult, Esla) demands defenses be prepared, Hæddi (+Ordgar, PtnBroðeric, Reginard) cautions against appearing provocative & risking discovery by the March-Reeve.
	Check: Chk:Leadership/[Influence]=Sway group.
	Condition: StCreek Morale=10.
•	Sequence3: Townies finally agree to prepare to resist, demand Mithrites aid them in resisting Brigandines. Disperse.
	NPC Notes: 
•	Ecgwynn: Action.
•	Þorkell: Action. 
•	Scarra: Caution.
•	Rægnald: Caution. 
•	Juliana: Action.
Twist: 
	Loc: Village. Conditions: Overcast, cold, snow has let up, temporarily.
•	Sequence1: Townies get Mithrites, set them to help setting up palisade; Hard Work Montage, moving & setting palisade stakes. Expo: Adulterine Fortress.
•	Sequence2: While working on palisade, Crew discusses strategy.
	NPC Notes: 
•	Ecgwynn: Duty to protect.
•	Þorkell: No way he will roll over for raiders, or allow others to do so.
•	Scarra: Considers alternatives.
•	Rægnald: Questions townies' combat capabilities, strength of defenses.
•	Juliana: Thinking about bolting. Accidentally "translates."
Sequence3: Evening, still working. Townie/Crew interactions. Tova comes by w/ water, Ref:13thW, describes current morale SITREP.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Setback: 
	Date/Time: Midday, Day13. Loc: Village. Conditions: Overcast, cold, w/ light snow.
•	Sequence1: Working on palisade, next day. Scouts report Gerðarr coming, w/ ~20 troops.
•	Sequence2: Townies despair (Missioners weren't actually trying to kill anyone), PCs encourage.
	Check: Morale-1. Chk:Leadership/[Influence]=Morale+Chk (temp; Permanent, Succ=+1, xSucc=+2, Fail=-1, xFail=-2).
•	Sequence3: Crew despairs, PCs encourage. Crew express surprise at PCs' personality changes.
	Check: Morale-1. Chk:Leadership/[Influence]=Morale+Chk (temp; Permanent, Succ=+1, xSucc=+2, Fail=-1, xFail=-2).
	NPC Notes: 
•	Ecgwynn: Frets about not enough for a proper shield-wall.
•	Þorkell: Ready to charge in, alone if necessary.
•	Scarra: Thinking about defense of the village if PMs should fail.
•	Rægnald: Considers tactical situation, numbers are against PMs.
•	Juliana: Proposes flight, shot down—amends to a "draw-off" scenario.
Comeback: 
	Loc: Village Outskirts. Conditions: Overcast, cold, w/ light snow.
•	Sequence1: Gerðarr arrives w/ entourage, hectors PCs. Townies huddle, look to PCs.
•	Sequence2: PCs meet outside the wall.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Climax: 
	Loc: Village Outskirts. Conditions: Overcast, cold, w/ light snow.
	Combat: Face-off w/ Gerðarr & co. Mooks stand aside until called for. Damage to Shields, B484/287.
•	Sequence1: Gerðarr sees first PC coming out & charges, thinking him alone.
» Lifts & hurls nearby boulder (Telegraphed, EE), misses closely; 300lb, 4.5yd, 2d cr.
» Beat, MA100.
•	Sequence2: Gerðarr cheats, gets bodyguards involved.
» Loses Rastreah-Mohr, & has no shield.
» Bear Hug, MA117.
» Shoving People Around, MA118.
•	Sequence3: Townies get involved, help v bodyguards.
	Tactics-BG: Gerðarr's vulnerability is his grief & anger over the death of his little brother, which makes him blind (temp minor Berserk). Sees first PC & charges, thinking it was only one "stronger" one.
	NPC Notes: 
•	Ecgwynn: ?
•	Þorkell: ?
•	Scarra: ?
•	Rægnald: ?
•	Juliana: ?
Dénouement: 
•	Sequence1: Quickening (34pts), after-effects; P165 (2d+QL?). Remaining Mooks bolt.
•	Sequence2: Villagers express fear of/concern regarding retribution (per current Morale); 
•	Sequence3: Runner announces arrival of the March-Reeve & co. Spot mounted company w/ banners.
	Notes: SirWeland gone to investigate forest stuff, back in a few days; Gunnar & small troop arrives in town to collect the tribute, townsfolk fails to produce; PCs detected, harrasses & gets punked; bolstered by PCs' presence & afraid of retribution, PCs looked to for defense; Gerðarr & more troops arrives, calls out PC(s) & gets stomped

Ep109: The Fairy Truce:
	$Shot:
	Reveal: Intro March-Reeve; the Faerie Truce
	Story Focus: Juliana, a prisoner, brought through town, asks PCs for aid/assylum (Ref:Chiana).
	Character Focus: Juliana & Rægnald
	Back Focus: Church, Cold
Hook: 
•	Date/Time: Crash+207hrs (~09:00, Day10). Loc: Chapel. Conditions: Clear & Cold.
•	Sequence1: Start in church service at chapel, w/ town, led by PtnBroðeric; Expo: Church practice. Sense "Holy Ground." Casting magic during service is considered disrespectful.
•	Sequence2: After the service, PtnBroðeric "blesses" the Mithrites with a quick ceremony; Taranis "disapproves" of PCs by his candle inexplicably blowing out, & falling off the candlestick; priest(s) think nothing of it; Expo: Taranis (SirWeland jokes that Taranis seems to disapprove).
	NPC Notes: 
•	SirWeland: Demonstrates less-than-enthusiastic piety.
•	Ecgwynn: Demonstrates "real" piety.
•	Þorkell: Demonstrates non-piety.
•	Scarra: Not present.
•	Rægnald: Not really paying attention.
Push: 
•	Time: Early. Loc: StCreek, Village. Conditions: Clear & Cold.
•	Sequence1: Heavily armed & armored strangers (Drogo & entourage, crusaders) arrive in town, on horseback, w/ Juliana led in an iron collar on foot. Drogo calls for the authorities, & Cuþwine & Hæddi meet them; Juliana is removed to holding at the manor-house. SirWeland meets as well, & enquires; tensions between orders apparent—looks like the crusader doesn't much like the Mithrites.
•	Townies are respectful and obedient, but not necessarily "excited" to see the Missioners. Cuþwine seems more excited about the Missioners, while Hæddi is more reserved, and less impressed.
•	Sequence2: SirWeland addresses PCs, passes on info. Some guards are injured, bandaged. Expo: Missioners, Faerie Crusade, decline of the Mithrites.
•	Sequence3: Back outside, Crew rejoins from patrol. Rægnald encounters Drogo, has to be restrained; Ecgwynn scolds him thoroughly. SirWeland steps up & backs Drogo down. Tongues still remains active, SirWeland explains about Rægnald's history w/ Drogo, of torturing & corruption.
Action: 
•	Sequence1: PCs sense Immortal, find JWBarrett coming down the road toward town, tired from the forced-march. Drogo nearby, spots him and immediately orders him arrested; Cuþwine complies (noticing PCs reactions). SirWeland enquires, passes on that JWBarrett is accused of having assaulted some of Drogo's men on the road some time back, and is being held to await justice as soon as Hæddi will try the matter.
	Condition: JW @4FG
•	Sequence2: PMs go to the manor-house, and SirWeland presses the right to examine the accused; opp for PCs/Crew to talk to Juliana, JWBarrett, in custody at the manor house. Talk to JWBarrett. Juliana overhears English being spoken nearby, pleas, in English, for PCs' help, & explains SITREP; she clearly believes she will not be treated fairly by the Missioners. 
•	Meanwhile, SirWeland has been pressing JWBarrett's innocence (a secular matter) with Hæddi (who clearly doesn't want to be bothered with this), and given the fact that this man is clearly not "beaten to death" as was claimed, and further action would require input from the March-Reeve of Hessenmark, JW is released into the Mithrites' custody so long as he swears an oath to behave himself. Drogo is clearly upset at Hæddi's decision. Juliana's situation, however, is a ecclesiastical matter.
•	Sequence3: Back outside, SirWeland strikes up the pipe, addresses the PCs: says he leaves to nearest chapter-house in Hessen to see about getting temporary written permission to take JW as retainer. Asks if they "need" Juliana, & agrees to see about her safety as well. Orders PCs to keep an eye on them, and to not let Drogo leave town with her before he returns. His investigation of the "Forest" matter will have to wait.
	NPC Notes: 
•	SirWeland: Calm & reasoned throughout, in contrast to Drogo.
•	Crew: "Biz-as-usual" attitude throughout.
•	Rægnald: glares at Drogo. 
•	Scarra: Shows concern, takes Caþyn aside & brings Juliana some food behind the Missioners' backs—shows Juliana her symbol. 
Ramp: 
•	Sequence1: Bell tolls, townsfolk gather outside the manor, where the Missioners are waiting. Drogo, very angry, addresses the group. Crew points out hole in the wall, where Juliana has escaped; townsfolk disperse & start looking to track her down. 
•	Sequence2: Drogo suspicious of Mithrites, directs his men arrest the godlings; Crew declare thaumacratical jurisdiction (point to symbol on mantles), but Drogo cites PCs' Fey influence (point to eyes)—Cuþwine and Hæddi argue a bit, but Hæddi wins out.
•	Sequence3: Mithrites set about tearing up the town looking for the escapee; townies' "rights" abused. Drogo yells at folks, obviously suspicious of the townsfolks' motives. 
» Depending on where PCs decide to go, see individual (go down the list?) townies reacting in-character to the tossing of their places.
» See Cuþwine, going along but making a small protest about the harassment.
» Missioners demonstrate their true colors, as mostly just self-righteous bullies.
NPC Notes: 
•	Ecgwynn: Stays out of the way.
•	Þorkell: Nearly comes to blows with a Mook over some "shoving."
•	Scarra: Stays way out of the way; obviously doesn't want to be confronted by Missioners.
•	Rægnald: Observes carefully, points out abuses to PCs.
Twist: 
•	Time: Sundown. Loc: StCreek, Village. Conditions: Clear & Cold.
•	Sequence1: Amidst the hubbub, PtnBroðeric approaches PMs, bids them follow discreetly.
	Check: (sct,clr)Chk:Stealth=Discretion level.
•	Sequence2: PMs led to where he has hidden Juliana (behind chapel?), who translates his request to help her escape and/or keep watch; says he thinks that the Chosen would not have behaved thusly, and Drogo is overstepping his authority. 
•	Sequence3: PCs make (or begin to execute) escape plans.
	NPC Notes: 
•	Crew: Watches out, alerts when Drogo's men approach. Rægnald is enthusiastic about sticking it to Drogo, though he doesn't understand what's being discussed. 
Setback: 
•	Time: Twilight. Loc: StCreek, Village. Conditions: Clear & Cold.
•	Sequence1: PCs spot/hear a number of Drogo's men arrive to search the hiding spot, start harrassing PtnBroðeric as others arrive to investigate. PtnBroðeric attempts to dissuade PCs/PMs from violence. Juliana slips out the back during the inevitable commotion, is spotted trying to run, and pursued. 
	Action: Chk:Influence=Persuade Mooks to back off.
•	Sequence2: Chase vs Juliana through town, ?[Juliana/Rægnald/JWBarrett+PtnBroðeric] caught & bound. 
	Chase; Chase Skill=Per; Act2:31: Mooks v Juliana—PC involvement is to keep up with or keep ahead of Mooks.
		Notes: Juliana shows some skill in E&E, slipping quickly in and out, but a few turns in, makes the wrong move and gets nabbed by Mooks some distance away from the PCs' position.
•	Sequence3: Crew bids PC follow, retire to the meade-hall. Communication attempts, to plan further aid. Before anyone can get comfortable, Missioner mook-soldiers enter the hall & block the doors; some shouting w/ Crew, & they indicate "execution."
	NPC Notes: 
•	Ecgwynn: "Unusually" reluctant to attack "men-of-the-cloth," tries to prevent anyone else from doing so.
•	Þorkell: Gets in their faces, and will act when PCs do.
•	Scarra: Uses diplomacy, to no avail, though unintentionally providing a suitable distraction.
•	Rægnald: Tries to discreetly direct PCs into tactical position, hints at attack.
Comeback: 
•	Time: Nightfall. Loc: Meade Hall. Conditions: Clear & Cold.
•	Sequence1: Get past Mook barricade.
	Action: 1/PM Mooks stationed at the door(s), try to prevent anyone from leaving the hall. Chk:Tactics?=Plan effectiveness.
•	Sequence2: Crew leads through town; spot torches, crowd gathered outside village. Mooks in pursuit.
•	Sequence3: Run for the Stone. Hear "preaching" from Drogo; not happy stuff, and the townies look uncomfortable and agitated. Sense "Holy Ground" as PCs approach the site. Mooks in pursuit.
	NPC Notes: 
•	Ecgwynn: "Unusually" reluctant to attack "men-of-the-cloth."
•	Þorkell: Gets in their faces, and will act when PCs do.
•	Scarra: Uses diplomacy, to no avail, though unintentionally providing a suitable distraction.
•	Rægnald: Tries to discreetly direct PCs into tactical position, hints at attack.
Climax: 
•	Time: Nightfall. Loc: The Stone. Conditions: Clear & Cold.
•	At Standing Stone, Juliana is bound to a stake near the creek, with kindling around her feet; mooks are pouring oil on the kindling; Ref:FFly-witch-burning. 
	Action: Combat Turns; remaining Mooks charge, to grapple/subdue (weapons sheathed), Ref:Football line.
	Sequence1: Mooks chase PMs through town; unless PCs pull something, they will pull away from them.
	Sequence2: Arrive at Stone, Drogo orders his men, line charges, as Drogo grabs a torch from a nearby cowering townie and starts trying to light the kindling.
	Sequence3: Fire starts to build. PtnBroðeric, bound nearby, makes an empassioned speech to the citizens, to which Drogo responds violently against him, upon which the townies have had enough, and start helping and pushing the Missioners out of town.
•	Once PCs start fighting back, townsfolk support them & force Drogo & Co out of town.
	NPC Notes: 
•	Crew: Ties up pursuing Mooks so PCs can play Hero. 
	Notes: Standing Stone, from whence the town gets its name, in conjunction with the creek, is the only visible marker of [the site], unbeknownst to anyone there.
Dénouement: 
•	Time: Early morning. Loc: Village. Conditions: Clear & Cold.
•	SirWeland shows up, officially takes Juliana & JWBarrett as retainers, making her subject to Thaumacratical justice (who don't consider association w/ Fey to be a crime)
•	Drogo found dead on the road, brought back in, looks "natural." Everyone looks at everyone else, trying to figure out who did it.
	Notes: Drogo, a nobleman crusader who tortured Rægnald in the past, and is now a Missioner "inquisitor" (=Templar); he stops for the day at StCreek w/ captured Julianna.
•	JWBarrett hiding in the woods off the road, heard/saw some of the March-Reeve's goon-squad about to have their way w/ Juliana and attacked them; Juliana fled the fight, but ended up getting run down; JWBarrett is willing to pay for his "crime," believing his punishment to be a night in the slammer or something.
•	Juliana was spotted by Drogo while he was visiting her church (drumming up support & raising funds), who came on to her, but was so furious at her blunt refusal that he manufactured evidence of Fey-association against her; she fought back, and discovered that he had a habit of doing so, not to mention embezzlement & other corruption, and threatened to use it against him, at which point he took her into custody with the intent of torturing a recantation out of her.
•	Rægnald was given over to the Missioners for questioning for having been accused of heresy by his usurping uncle; Drogo was in charge of his questioning, and used quite a bit of torture. Rægnald was imprisoned for a year or two and released, sworn not to speak of what went on there, while the Uncle siezed much of Rægnald's property. Rægnald was given reason to suspect that Drogo was corrupt, paid off by his Uncle.
•	Townsfolk won't cross the Church, but respectful of the Order. When the crusaders show up, the townsfolk beg him to do something about the Forest. Drogo is pissed at Juliana's resistance, and decides to kill her there, rather than risk her escaping and telling anyone what he's been up to behind the scenes.
•	PtnBroðeric less than zealous about prosecuting Fey-association
•	Drogo is "intuitive" (Fey-Empathy); pretends to be?
•	Drogo travels with 20(?) crusaders
•	Godlings are "agents of the Fey" and troublemakers, according to the most fanatical amonst the Church.

Ep108: The Wizard's Order:
	$Shot: 
	Reveal: PC Powers, Black Wizard, local history, invasion timetable; StoneCreek
	Story Focus: Arcanæ Order mission given to discover cause of disappearances near StoneCreek
	Character Focus: SirWeland & Rægnald
	Back Focus: StoneCreek, Order
Hook: 
•	Date/Time: Crash+122hrs (~12:00, Day6). Loc: Weland's Tower. Conditions: Cool & Clear.
•	PCs wake, in bed, in a "common room" set up for them in the night. Daylight pours in through the windows. Servants lead them to bathe, clothe, & eat. SirWeland meets them at the table, in the courtyard, after they've eaten.
» Morning Q&A w/ SirWeland, @GMD Topic: Traveling to Odenwall ~½ day S, to the chapterhouse there, to meet with MrGalen and be officially initiated as SirWeland's retainers; explains purpose.
» SirWeland apparently has several servants at his disposal here.
» Crew not present; quartered elsewhere.
•	Gives mantles (for later), armor (PC Choice of leather, studded, scale hauberk/jackets); B286. Apologizes for the lack of horses for everyone.
	NPC Notes: 
•	SirWeland:
	Notes: 
•	"Retainer" purpose includes legal immunities, free passage, claim to hospitality at chapterhouses, thaumacratic rights as members of the magistry; primarily for PCs' protection, allow time to acclimate & train for unknown purpose.
•	This tower and associated lands is enfoeffed to the Order by the king, currently under SirWeland's use & keeping (until need changes); everything is "his" so long as he is stationed here. His only "true" possessions are what he carries with him, and Maia, his destrier.
Push: 
•	Date/Time: Crash+128hrs (~20:00, Day6). Loc: Chapter House. Conditions: Cool & Clear.
•	Sequence1: Crew meets up at the tower, as everyone is suited & ready to go. Þorkell carries the Order banner.
•	Sequence2: Move out, ~½ day travel, arrive at chapter house. Travel Q&A, [@PCD Topic]. SirWeland also informs PCs that his involvement with the Black Wizard is unknown to MrGalen, and should not be discussed.
•	Travel Events
» Pack horses, personality?
» Gravediggers, Ref:KoHeaven
» Peasant travelers yield the road
•	Sequence3: Meet MrGalen; he & SirWeland both cast Tongues, and MrGalen greets them.
•	Sequence4: Present new retainers, simple ceremony, Ref:KoHeaven; Crew in stationed to either side, in mantles, while SirWeland, in turn, presents each initiate by name, officially "accepting" him as his retainer; intiate indicates his acceptance, MrGalen hands initiate the mantle, initiate puts it on, and MrGalen acknowledges them before the gods, genuflects; the event is recorded by an official registrar.
•	Sequence5: MrGalen informs SirWeland that he wants him and his new retainers to look into a village, whose denizens are claiming a faerie-ghost is harrassing them and have asked for the Order's help.
	NPC Notes: 
•	SirWeland:
•	Ecgwynn: Looks bored.
•	Þorkell: Claps everyone on the shoulder afterward, welcomes them to the Order.
•	Scarra:
•	Rægnald: 
Action: 
•	Date/Time: Crash+158.5hrs (~08:30, Day8). Loc: Road to StCreek. Conditions: Cool & Clear.
•	Sequence1: Move out, 1½ days travel, total, to Stone Creek. Travel Q&A, @GMD Topic: The Source.
•	Sequence2: Set up camp @ evening. Camp Q&A, [@PCD Topic].
•	Sequence3: Morning training w/ Ecgwynn, Þorkell, Ref:KoHeaven. SirWeland starts off w/ [Volunteer]; steps aside for Ecgwynn/Þorkell.
•	Montage: Expenditure of CPs for appropriate skill training authorized.
•	While training continues, SirWeland breaks out his spellbook, starts spell prep. Scarra goes off into the woods by herself; opp for ritual run-in.
	NPC Notes: 
•	SirWeland:
•	Ecgwynn:
•	Þorkell: 
•	Scarra:
•	Rægnald: 
	Notes: "…Druids turned to evil, using the Source to gain power and wealth for themselves." "Well, the Source is what gives a wizard his power. It's an energy field the flows from the Otherworld. It surrounds us and penetrates us. It binds the Realms together."
Ramp: 
•	Date/Time: Crash+159hrs (~09:00, Day8). Loc: Road to StCreek. Conditions: Cool & Clear.
	Check: (sct)Succ:Per=Spot SRs' approach early. (sct)Succ:Observ/Per-5=Spot hidden sniper(s). +2 bonus for PC that follows Scarra. SRemington=Succ/mSucc; Others=Succ/Fail (not including bonus)
•	A group of sea-raiders approaches from the road, while snipers sneak about in the trees, Ref:KoHeaven-arrest; morning. The leader demands a "road tax," in typical bandit fashion (recognize PCs?).
	Check: (sct)Succ:DetLies/Psych/Observation=Spot SR reaction to "wizard+godlings"; B181. 
	Combat: 1SR/PC, +1 "in the bush"
		Tactics-GG: 
•	SirWeland: Spells; MagMiss the three closest & activates ProtArrows; closes w/ sword.
•	Ecgwynn & Þorkell: Form shield wall & advance. End up back to back. Þorkell injured, berserks
•	Scarra: Uses bow from cover.
•	Rægnald: Shoots once, then gets charged.
		Tactics-BG: BG snipers target the wizard. Won't stay for more than a round or three before deciding they can't beat them.
	NPC Notes: 
•	SirWeland: Speaks softly & lets his "big sticks" show themselves as such.
•	Ecgwynn & Þorkell: Are unimpressed.
•	Scarra: Sneaks back to gear, near the bow.
•	Rægnald: IDs snipers, nods to indicate targets.
Twist: 
•	Date/Time: Crash+167hrs (~17:00, Day8). Loc: StCreek, Chapel. Conditions: Sunset, Clear & Colder.
•	Sequence1: Travel Q&A, [@PCD Topic].
•	Sequence2: Sunset; PMs approach the village. Kid runs out & directs the Party to the chapel. See damaged buildings on the way in, look "crumbled" (earthquake damage), mid-repair.
•	Sequence3: Meeting, intro StCreek characters; SirWeland translates; Ref:13W-message. The gist of the meeting:
» Over a month or so, the village started being visited occasionally by a red-cloaked ghost in the night. Then things started coming up missing, including occasional livestock.
» Faerie sightings, & forest encroachment (1yd/day since eruption) near the Wall. Fears that the Truce may have been broken.
» Worries about SoE return for their tribute, and with the bad crop this year, there won't be enough for both the village, the taxes, and the sea-raiders; "Winter is coming."
» Arguments over what to do. Cuþwine demands action, while Hæddi warns against angering the forest spirits by crossing the Wall. 
» SirWeland speaks to the group, and relays to the PCs that he has assured them that they will look into the issue, and deal with it quickly; the Order is here to help. He appears to have some weight with the villagers, and they do relax somewhat; gestures back to PCs from time to time.
•	Sequence4: Meeting adjourned, villagers file out, leave PMs & PtnBroðeric. SirWeland explains that he intends to go out and investigate what he can, while the rest are to "maintain a presence" in town to keep the villagers feeling at ease.
	NPC Notes: 
•	SirWeland:
•	Ecgwynn: Unimpressed.
•	Þorkell: Reacts badly to "forest spirits"
•	Scarra: Helps SirWeland with the speaking & reassuring.
•	Rægnald: Jokes quietly back & forth w/ Ecgwynn.
Setback: 
•	Loc: StCreek, Mead Hall. Conditions: Eve/Morn, Clear & Cold.
•	Sequence1: Eve: Rægnald (instructed to babysit PCs while otherskeep watch) takes PCs straight to mead-hall, where most of the villagers are huddled up. They seem pretty "down" for the most part.
	Check: General townsfolk Reactions=11; Chk:Carousing-3(Culture)=Reactions+½Chk.
•	Sequence2: Rægnald "accidentally" trips up AColt, who bumps into Leuðere, spilling his drink all over him; the biggest guy there, he is clearly very upset, very drunk, and ready to fight. Rægnald "intervenes" on Acolt's behalf, and guides the offender outside near a post, and everyone else follows, bringing torches & such for lighting, forming a circle around the offender. Leuðere emerges, and assumes a combat posture; both fighters are handed shield & wooden sword-club-thing. Rægnald shrugs and gestures his "support," then backs into the crowd. Other Crew seem helpless to stop it; Ecgwynn almost cracks a smile.
» PP to go along, if necessary
•	Sequence3: Duel, Ref:Dune; Rægnald instigates, bets, Ref:Rundown. Rægnald can clearly be seen taking bets.
	Quick Combat: Duel v Leuðere; not particularly good fighter, just strong.
	Tactics-BG: Leuðere will start normally, Evaluate for a turn or two and swing for the face, then AoA the rest.
•	Sequence4: Leuðere hauled up, no longer in the mood to fight; rebuffs Scarra's attempts to tend his wounds, but she takes it well. SirWeland shows up, knowingly "scolds" Rægnald (who shrugs it off; "What?…), pulls PCs away from "festivities," PMs go back into the hall.
	NPC Notes: 
•	Crew: seem helpless to stop it; Ecgwynn seems almost "amused." Rægnald bets on PC/Ecgwynn bets against.
		Notes: Rægnald actually set up duel as a demonstration of their prowess, to build faith amongst the townsfolk.
Comeback: 
•	Loc: StCreek, Farm/Forest. Conditions: Early, Clear & Cool.
•	Sequence1: Wake up in the hall, sleeping on table/bench/floor/etc., as Cuþwine bursts through the door and starts babbling frantically; the Crew leaps into action.
•	Sequence2: Rush to the farm, & speak to farmer (Reginard, w/ Cuþwine). Afterward, SirWeland casts Tongues and informs PCs that the ghost came in the early-morning, and that Tova, Cuþwine's niece, is missing; start looking around for clues.
	Check: Chk:Per-4=Spot smal strip of torn red cloak, blood; blood is very minimal.
	Check: Chk:Tracking/Per-5/Nat-5=Follow tracks/blood leading to the Wall; B226.
	Check: Chk:Tracking/Per-5/Nat-5=Follow tracks/blood leading into the forest; B226.
•	Sequence3: Woods, investigation. SirWeland reveals that he placed a marker at the edge of the forest last night, and the forest has advanced past it by a foot or so.
	Chase: Act2:31, Chase Skill=Tracking (w/ Ecgwynn); SRs aware of PMs approach, trying to evade.
		Sequence1: Forest trailing.
		Sequence2: Small camp, signs of recent activity, torn red cloak.
		Sequence3: [Spot], live chase.
•	Sequence4: SRs cornered in a depression w/ heavy tree-cover, use Tova as hostage; (brief) standoff, shouting.
Climax: 
•	Loc: StCreek, Forest. Conditions: Early, Clear & Cool.
•	Standoff interrupted as SRs are siezed by living forest, as the nearby trees come to life, grabbing with roots and branches. Insects swarm.
	Combat: Fight w/ trees; per turn, Chk:[Grapple]-3=Break free; roots/branches will take a couple of hacks to get clear, but will return. Horn-carrier gets +4 v trees, and can ward them off. Once clear, Crew helps get everyone loosed, and bolts for the Wall.
	Check: Spot/hear Warden, whispering.
	NPC Notes: 
•	SirWeland:
•	Ecgwynn:
•	Þorkell: 
•	Scarra:
•	Rægnald: 
Dénouement: 
•	Loc: StCreek, Chapel. Conditions: Early, Clear & Cool.
•	Return with Tova, at Reginard's farm. SirWeland speaks to the locals gathered there, and they look worried. As everyone catches their breaths, SirWeland turns to PCs, drags on the what's left in the pipe, and says "This is not good at all…," looking back at the Wall/forest.
	Notes: Day9; Weland meets PCs; see Gerðarr in animal form, mucking about & spying; mission to find goblin saboteurs, discover forest encroachment; evade Brig patrols
•	Strangers not allowed to go near illegal work
•	Current Night Cycle=17:05–07:09, Ref:Frankfurt 30Oct09
•	Year of the Chosen 1000

Ep107: The Four Strangers:
	$Shot: SirWeland Intro
	Reveal: Medieval times, Gobs pursuit
	Story Focus: The Crew v SeaRaiders, New Earth
	Character Focus: Crew
	Back Focus: Local Politics, Time Travel
Hook: 
•	Date/Time: Crash+100hrs (~14:00, Day5). Loc: The Coast. Conditions: Falling Ash, Cool.
•	[Volunteer] wakes to armed men poking w/ spears, sees the other awakened the same way as well. They are outnumbered by the strangers by a few. One of the strangers looks them in the eyes a bit, and speaks affirmatively to the others. PCs are helped up, hands bound in front of them while they are too groggy (from an apparently long sleep) to resist, and forced along. The strangers are not specifically "menacing," and are not necessarily "mistreating" the PCs, though they are handled a bit "roughly"—could be the grogginess.
•	Looking around:
» World: Sky is still overcast, but the sun peeks out a bit further inland—first time they've seen any sun since they got here. They can make out the island out to sea, sticking out over the horizon, still pouring smoke and is apparently the source of the cloud cover. It's quite cold, especially in contrast to the island. At first, it appears that it is snowing, but as they get moving, they can determine that it is actually ash—everything here is covered with it.
» Strangers: 1.5/PC. Caucasian, mostly male; consistent with a Dark Ages/Viking image, and the slaves from the Goblins' prison. Speech matches the sort of thing heard from the slaves.
» PCs: No visible wounds to speak of, and no FP lost. Wound-related Disads also missing (AColt: Missing Arm, Ham-Fisted; JWesson: Lame). Eyes. JWBarrett is missing.
» Stuff: Recovered gear still present, washed up here and there on the beach.
	Check: Succ:Escape+2(v KnotTying)=Slip free; B192, HT217.
	NPC Notes: 
•	Others: Speak to PCs, but give up as soon as PCs don't speak their language.
Push: 
•	Loc: Borelian Coastal Forest. Conditions: Falling Ash, Cool.
•	PCs marched along a trail leading up, away from the coast and into the forest. As they (more or less) crest the cliffside, they find the way blocked by another group of strangers, similarly arrayed and numbered. Both sides have ready weapons and shields. Though the words cannot be understood, it is clear from the tone and gesturing that the PCs are the subject of the "disagreement," and the group will not be allowed to pass without a fight. Posturing and hard-sounding words crescendo toward the imminent violence.
	Quick Combat: Players declare which side they will fight for, if any; Captors=![Crew/SeaRaiders ?PCs Help/Resist]. Whichever side the PCs fight for will win out; PCs each get to help one Random Crew vs an opponent.
•	Notes: If PCs pantomime to their chosen side to cut them free, it will be done.
		Loot: Listed gear.
•	Intro Crew; get nicknames.
	NPC Notes: 
•	Ecgwynn: AoA, Feint & Sweep. No mercy. Kills survivors, found disagreeable by Scarra & Þorkell.
•	Þorkell: Overpowers, needs little help.
•	Scarra: Hand wrapped w/ Focus, Shield active; using knife.
•	Rægnald: Sand-in-face (B405), uses "helper" well. 
•	Red-Tunics: Pyrrhic victory.
Action: 
•	Loc: Borelian Coastal Forest. Conditions: Falling Ash, Cool.
•	One of the Raiders managed to get clear of the fighting and is spotted fleeing the scene. Þorkell and Ecgwynn pursue immediately.
	Check: Chk:Per=Spot runner @ Med range band; xSucc=Short; mFail=Long.
	Chase: Act2:31,34. Base Chase Skill=Running/DX; BG:13. (+2,+3 for Move:6+)
		Notes: BG uses only Move maneuver (Act2:33)—not smart enough to try anything fancy, and just wants to get away. A few rounds, max; taking too long, and BG will trip. Plenty of "Suitable Terrain."
•	Return to deal w/ aftermath. PCs that pick up weapons/stuff from the fallen are stopped by Þorkell, briefly, then allowed after a short discussion. The "extras" have been wounded in the fight, and won't be much help; Scarra tends them quickly, and the group moves on—they appear to be in a hurry.
	Check: Succ:Physician=Interpret Scarra's medical techniques (as EsoMed). Diagnosis, B187; Treatment=First-Aid, B424, Bio123; Physician, B213. Demonstration of "healing ability" gains Healer React Bonus.
	NPC Notes: 
•	Ecgwynn: Charges off.
•	Þorkell: Charges off.
•	Scarra: Tends wounded.
•	Rægnald: Eyes PCs horn, stuff; comments, rebuffed. 
•	Red-Tunics: Wounded; debilitating, but not life-threatening.
Ramp: 
•	Loc: Battlefield. Conditions: Afternoon, Cool.
•	Scarra passes some bread to PCs as they travel—not great, but better than goblin-food; she sounds apologetic.
•	Skirt Fairy Ring; Ref:LotM-Amerindian gravesite.
•	As the group moves inland through the forest, ~1hr, they begin to see a large number of buzzards overhead. Further along, they come upon a battlefield. The strangers begin picking through the bodies, and discussing the matter, looking grim. The field has been mostly looted already.
	Check: Succ:(Per)Strategy=Battle details.
	Check: Succ:Scrounging-3, -1 per additional item=Find item(s) close to what they're looking for; XSucc=Exactly. Random PC finds small "raven standard" clutched in the hand of one of the dead, torn from its original owner.
•	PCs are startled by a man's cry, as the big guy (Þorkell) appears to hav found dead someone he would rather not have; he cradles the body of a younger male. As the group prepares to move out, he starts to drag the body along; a heated argument ensues between himself and Ecgwynn (who refers back to the PCs), with some shoving and such, before Scarra steps in and calms him down. 
	NPC Notes: 
•	Ecgwynn:
•	Þorkell: Will take a liking to the PCs if they insist on carrying the body along; the others can't effectively argue against, being unable to communicate.
•	Scarra:
•	Rægnald: Finds a ring or something, takes some effort to free it and pockets it while the others are arguing.
	Notes: Villages apparently banded together and tried to drive off sea-raider mercs, failed. Sea-Raiders' fallen have been taken away.
•	Battle Details: Numbers of the dead total several hundred, but less than a thousand—pretty obvious who the winner was—mostly farmers/peasants, w/ a few "militia," from the look of it; the few others, oriented in the opposite direction, were better equipped. No sign of "others" but a handful of impressions/blood spatters/drag marks.
Twist: 
•	Loc: River Encampment. Conditions: Late-afternoon, getting a bit colder.
•	As the group continues forward, the sound of water can be heard in the distance ahead, indicating the presence of a river. As they approach, they find a large force encamped on the opposite side of the river; from the reactions of the strangers, it appears that this force belongs to the enemy.
•	(Quickening v Sons of Einarr) Spot ships preparing to leave upriver, and PCs all feel "significance" there—a presence—though nothing more specific than that. The ships load men and horses.
•	The strangers apparently have no intention of trying to get past them, and seem to be discussing a possible crossing farther upriver. They "make a decision" and move out.
	Check: Succ:(IQ)Observation=SALUTE. Several hundred "enemy" soldiers, plus auxiliaries; raven standard; "slaves" matching the descriptions of the battle-fallen previously encountered, and then some; smoldering pyres some distance off.
	NPC Notes: 
•	Ecgwynn:
•	Þorkell: Nearly gets up and walks down to the camp before being dragged back down.
•	Scarra:
•	Rægnald: Seems to be emphatic about non-confrontation.
Setback: 
•	Loc: River Encampment. Conditions: Late-afternoon, getting a bit colder.
•	Moving on, further downriver.
	Check: (sct)Succ:Per/(Per)Tactics=Detect ambush up the trail. On warning, Crew won't "get it" till it's too late.
•	Red-Tunic gets shot through the eye by an arrow; enemy patrol pops out of hiding and confronts the group. Outnumbered by better than 2:1, and the "leader" has a sounding-horn ready.
	Check: Succ:Stealth/Camouflage±Spot Result(=Time Spent); Crew will fail to hide in time, and will not reveal PCs' presence if they're gone.
•	Crew attempts to bluff past the patrol, and apparently fail, and surrender. Appears to be some communication issues.
	NPC Notes: 
•	Ecgwynn: Barks at the "intrusion."
•	Þorkell: Restrains his urge to kill them all. Fights back a bit when captured, but gets talked down by the others.
•	Scarra: Helps with the talking, tries to be diplomatic.
•	Rægnald: Does most of the fast-talking, posturing a bit.
•	Minor rough treatment endured as they are marched back to the guard-post at the river ford. About half the patrol resumes its duty, while a pair of runners cross the river toward the camp on the other side.
Comeback:
•	Loc: River Encampment. Conditions: Dusk (-3), colder.
•	Hands bound together behind the back, seated back-to-back, tied 3-to-a-small-tree (JWesson, AColt, Scarra; ASmith, SRemington, Þorkell; Rægnald, Ecgwynn, Red-Tunic) on the shore at the ford. Gear piled up nearby, and a few guards hang out nearby, looking over it.
•	1/PM guards remain. Some of the guards try to get a fire going, and are less than attentive as they keep watch on the prisoners/gear. A few others post near the trail, not far off, watching for more.
•	SRemington recognizes OE/OHG word for "fire" from previous conversation w/ WWeiss.
	Action (Breakout; reverse order for Rescue): Get past guards (4x) & sentries (4x).
•	Escape: Succ:Escape+4(v KnotTying)=Slip free; B192, HT217.
•	Distract: Succ:[Skill](v Will/IQ) if required. Succ:Gesture/IQ-4=Convince others to distract; only possible w/ hands free, bonus for good ideas.
•	Sneak Up: Succ:Stealth+3(vPer)
•	Silent Takedown: Grapple mouth (B370,MA117)?; PP for "cinematic blow to the head"?.
	NPC Notes: 
•	Ecgwynn & Rægnald: Bicker back and forth about what to do; will "escalate" if needed.
•	Þorkell: Glares menacingly at his captors. They respect his personal space.
•	Scarra: Can reach a crystal, cast Light.
Notes: Possible Distractions: Scarra recognized/revealed as priestess, forced to do some healing; fight between Ecgwynn & Rægnald; Þorkell goads guards into attacking him. 
Climax: 
•	Loc: River Encampment. Conditions: Dusk (-3), colder.
•	PMs on the way out, remaining Red-Tunic, having sprinted ahead, runs afoul of the returning Mook patrol; Þorkell gets a "wild look in his eye" and charges, the others resigned to a fight. War cries are shouted, and battle is joined.
	Combat: 1/PM Mooks, 2 (+Leader) for Þorkell, as he turns around to engage the pursuers. On KO, PC can aid comrade.
		Tactics-BG: Nothing special—just swinging; will turn & run if it looks like they can't win.
		Tactics-GG:
•	Ecgwynn:+3; schools her BG and helps Rægnald.
Þorkell:+4; goes berserk & lays the righteous smack down; has to be pulled off by Ecgwynn, who nearly gets pummeled in the process. Will have been hit several times, but mostly stopped by the armor.
•	Scarra:+0 (could use some help); casts Shield, fights defensively, sticks close to Þorkell, who helps her. More winded afterward, but not wounded. Checks out Rægnald's arm.
•	Rægnald:+0 (could use some help); uses superior tactics to keep his foe in easy reach of the fighters (MA101,B405). Ends up with a mostly-superficial wound on the sword-arm, but otherwise okay.
•	Hear others crossing on the other side of the river, start to cry out after them. PMs take off, and elect to leave the dead.
Dénouement: 
•	Loc: SirWeland's Tower. Conditions: Middle-of-the-night, colder.
•	Introduced to SirWeland
•	Ritual casting of Tongues, then speaks "English" (w/ Pipe).
	NPC Notes: 
•	Ecgwynn: Looks bored.
•	Þorkell: Gets healed.
•	Scarra: During ritual, sits Crew wounded by the fire & heals.
•	Rægnald: During ritual, snags some food.
	Notes: Tongues Ritual: Listener(s) spits on runed scrap of paper; Speaker grinds & smokes it (in a pipe, other), speaks Quenya; Listener(s) perceive their own language. 
	Notes: Crew finds militia was defeated by Brigs, Brigs encamped in the woods. Years back, after the Emperor left on crusade w/ the best fighting men & nobles, started with local rebels being reinforced by sea-raider mercs (Bjornings), ships coming downriver, Ref:13W; Sons of Einarr are merc leaders, w/ invasion intentions; "took over" rebellion. ~600 seasoned sea-raiders.
•	"Hollywood" attempts to communicate w/ Crew will succeed.

Ep106: The Goblin Port, Pt2: The Great Escape:
	$Shot: LotM boat-chase vs Gobs, PCs "killed"
	Reveal: Island destruction
	Story Focus: Island escape & slave rescue
	Character Focus: N/A
	Back Focus: Island destruction
Hook: 
•	Date/Time: Crash+31hrs (~17:00, Day2). Loc: Prison Bridge. Conditions: Raining, ~1hr of daylight remaining.
•	Extra chips early, 1/PC; BAD+2. 10min passed.
•	Start w/ JWesson & JWBarrett running out of prison across bridge, ClaireB over shoulder, weapons & shield, fleeing before a few hob guards; everyone else is on the other side. Earthquake collapses bridge as PCs clear it, dumping guards in the water.
» JWesson & JWBarrett=Lose 1d6-1 FP (Exertion inside keep)
•	ClaireB says mainland to the south, not sure how far—unsure about local geography, but the "sea" is to the north. A handful (6) of slave followers; some (3) lightly armed, appear fight-worthy.
•		NPC Notes: 
» JWBarrett:
» CptHarding: We gotta move.
» CStrong: Tries to be positive, and KMcKnight tells her to stop being so cheerful, goddammit.
» JKnotts: Wants his guitar back; "They won't treat it with the respect it deserves"
» KMcKnight: Ready to get the fuck outta here. Fuck the gear.
» Slaves: No idea what anyone's talking about.
Push: 
•	Loc: Port Canals. Conditions: Raining, ~1hr of daylight remaining.
•	Action: 
•	Sequence1: Succ:Stealth+2±[Chk:Per, max 4]+BAD=Avoid larger "patrol", leaping rooftops.; Fail=Spotted, but can move out before they reach this position.
•	Sequence2: Succ:Climbing-4=Clear obstacle; large gate, chained. 12ft, -4 to scale (inc. wetness); B350. Succ:Lockpicking+2+BAD=Padlock (TL4, Fine, Tough; HT204) removed; B206. Plenty of loose debris/masonry around for making steps. On Seq1 Fail, whispering & steps heard approaching mid-climb ("under duress").
•	Sequence3: Cross canal. See slaves being captured, at distance, on another bridge. Succ:Stealth±[Chk:Per, max 4]+BAD=Not spotted; Fail=Spotted, but can move out before they reach this position. On Seq1 Fail, whispering & steps heard approaching mid-climb.
•	Sequence4: Dodge building collapse, as another shock hits; Succ:DX±[Chk:Per]+BAD=Dodged falling debris; Fail=1d-1 cr @RndLoc.
•		NPC Notes: 
» Slaves: Speak amongst themselves, generally follow simple order-gestures.
	Notes: Gobs tasked to hunt down escaped slaves, dead or alive, before they can get off the island; combing the city.
Action: 
•	Loc: Port Alleys. Conditions: Raining, ~30min of daylight remaining.
•	Runaway slave trains in guards. Ambush/avoid guards; Players' Choice BG
•	Check: Chk:Per+BAD=Chk+2 sec to act; spot slave barreling down the alley, training a couple of guards behind him.
•	Check: Succ:Tactics±[Chk:Per]+BAD=Set up effective ambush.
•	Check: Succ:Stealth±[Chk:Per/Tactics]+BAD=Hide. Some slaves will fail, and draw the guards' attention, starting combat.
•	Quick Combat: PCs get first crack, but a couple of seconds in, and slaves will get involved; ghetto-beat-down.
Loot: Std gear, 1 "Healing potion"(1d6 left), a few food rations.
Notes: Guards will attempt to flee when they see they're outnumbered by PCs+Slaves. In any case, they won't stand up for a real fight; couple of licks in and flee as the slaves bear down.
•		NPC Notes: 
» CptHarding: Tries to keep everyone moving.
» CStrong: Averts her eyes as KMcKnight kills helpless gob.
» KMcKnight: Kills helpless gob.
	Notes: Gobs killed morph into knotted, rotten logs in vague shape of former self.
Ramp: 
•	Loc: Port Market. Conditions: Raining, Dusk.
•	Check: Chk:Per+BAD=Chk+2 sec to act; baggage train; JKnotts spots guitar case sticking out.
•	Check: Succ:Tactics±[Chk:Per]+BAD=Set up effective ambush.
•	Check: Succ:Stealth±[Chk:Per/Tactics]+BAD=Hide.
•	Fight at market; Players' Choice BG
•	Combat: PCs get a few seconds before Slaves start pouring in to help, & end it; NPCs are fighting to one side, off-screen.
		Loot: Std gear. Food rations, a couple coils of troll-rope, survival pack @½ full, first-aid kit (missing some stuff), Players' Choice (their gear, or otherwise).	
		Notes: Slaves pitch in as fighting starts.
•	Retrieve stuff. New slaves join
•		NPC Notes: 
» JWBarrett:
» CptHarding: Tries to keep everyone moving.
» CStrong: ?
» JKnotts: Offers to be a distraction. May charge forward.
» KMcKnight: ?
» Slaves: Execute living gobs.
	Notes: Ref:CoRiddick-City Run, punk baggage train guards, retrieve stuff; Survs+slaves outnumber; dusk. Gobs killed morph into knotted, rotten logs in vague shape of former self.
Twist: 
•	Loc: Port Wharfs. Conditions: Raining, Twilight, lit somewhat by fire from the volcano (-3).
•	Ref:ACreed-Acre Port, Crowded Port E&E, as Gobs are evacuating; sun sets. Earthquake, volcano starts venting. Spot open boats in "unsecure" area. See commotion at the other end of the wharfs, as swimmers trying to get out of the harbor get shot & collected.
•	Action: Sneak, 3x Sequences; Fail? Ref:UWorld3-slave escape
•	Sequence1: Guarded arch-gate to wharfs, Ref:ACreed-Acre; skirt & climb.
•	Sequence2: Crawl behind stuff on docks.
•	Sequence3: Swim/stealth to "secure" area, boats.
		Notes: Swimming, B354.
•	Nearby slaves help if PMs get into trouble?
•		NPC Notes: 
» JWBarrett:
» CptHarding: Tries to keep everyone moving.
» CStrong: ?
» JKnotts: Won't relenquish the guitar. Sneaks a peek at a crate, finds Horn.
» KMcKnight: ?
» Slaves: 1 afraid of swimming, takes some coaxing to get into the water.
	Notes: Gobs posted to keep slaves from escaping the island.
Setback: 
•	Loc: Port Wharfs. Conditions: Raining, Darkness, lit somewhat by fire from the volcano (-5).
•	Get under way; stay low. Too many slaves and for all to get into one boat—need two, at least.
•	Check: Chk:Stealth+BAD=10-Chk # of NPCs who compromised themselves, arrows fired, chase start distance.
•	Check: 2x, Chk:Boating/DX-5/IQ-5=(1, if default) Get in without making a mess, (2) Get under way; B180.
•	Random Surv(s) shot announces that the group has been spotted; @ medical attention, is mortally wounded.
•		NPC Notes: 
» JWBarrett:
» CptHarding: ?
» CStrong: ?
» JKnotts: ?
» KMcKnight: ?
	Notes: Ref:ACreed-Acre Port, Secure transport(s).
Comeback: 
•	Loc: Port Harbor. Conditions: Raining, Darkness, lit somewhat by fire from the volcano (-5).
•	Chase (Act2:31): Start @ Medium (Succ:Stealth), Short (Fail:Stealth). Chase Skill=Boating/DX-5/IQ-5. "Suitable Scenery" not available. Chase ends if PCs' boat is going to be caught.
•	Sequence1: Across harbor, 2x.
•	Sequence2: Through narrow opening; Control Check to get through without getting stuck, 1x.
•	Sequence3: Outside harbor, kinda choppy waters (-1), 2x.
Tactics-BG: Use Move and Attack, or Ram only (Act2:33). Considered "Made by 0" unless conditions dictate otherwise, or for Ram attempt.
•		NPC Notes: 
» JWBarrett:
» CptHarding: ?
» CStrong: ?
» JKnotts: ?
» KMcKnight: ?
Climax: 
•	Loc: Island Waters. Conditions: Raining, Darkness, lit somewhat by fire from the volcano (-5).
•	Enemy boats continue to pursue, start firing arrows; chase. Galley starts to divert to join.
•	Action: No PPs. Players roll for BGs; Chk:Crossbow(14)-3; Volleys of 3 per individual (+0, treat Rcl as 3); strikes all around the group. NPC results per PC results.
•	Galley joins chase; firing increased.
•	Action: No PPs. Players roll for BGs; Chk:Crossbow(14)-3; Volleys of 5 per individual (+1, treat Rcl as 3); strikes all around the group. NPC results per PC results.
•	NPC boat(s) grappled & boarded; swimming slaves hauled in, or killed.
•		NPC Notes: 
» JWBarrett:
» CptHarding: ?
» CStrong: ?
» JKnotts: ?
» KMcKnight: ?
Dénouement: 
•	Volcano explodes; tidal wave.
•	PCs "killed"
	Notes: BAD+2. Island coming apart, volcano erupting; Gobs forced to move to mainland. A few larger galleys, some smaller "landing craft" remaining (Ref:LotR-corsairs, river craft). Gobs can't afford any survivors getting to the mainland & warning of their approach; leave slaves on island, & kill any runners.

Ep105: The Goblin Port, Pt1: The Red Lady:
	$Shot: Red Lady intro
	Reveal: Gobs "civ," Red Lady
	Story Focus: Attempted rescue from Gob camp
	Character Focus: CptHarding & TRich
	Back Focus: Ruined port, gob culture
Hook: 
•	Date/Time: Crash+27hrs (~13:00, Day2). Loc: Port City. Conditions: Raining.
•	-7FP (-2FP (Sleep), -1FP (Meals), -4FP(Marching+Heat)); At <½FP, Fail:Will per 2hrs inactivity=Fall asleep.
•	Travel & city entry. See flashes of the trip; bits of architecture, canals, gobs (some riding wargs), etc., and a bit of the prison-tower, set apart by water on all sides, accessed via covered bridge.
•	Group is unceremoniously dumped into general population w/ other slaves; humans, many in rough shape & unclean. KMcKnight awakened, hurt by the fall.
•		NPC Notes: 
» JWBarrett: Wants to start thinking of an escape plan; maybe help these people get free.
» CStrong/AHassan/CptHarding: Thinks capture rather than killing is a good sign. AHassan responds that maybe they just want to torture us first. CptHarding responds that that must be the "terrorist" talking—isn't that what they would do?—reveals memory. Too tired to fight about it.
» JKnotts: Turn around & find asleep in a corner.
» TRich: Complains about dirty place & dirty people. Wants her purse back—doesn't want those freaks diggin through her personal effects.
» KMcKnight: In a lot of pain, due to mistreatment, but not any more injured. Curses a lot.
	Notes: Gantries overhead, off-screen, where the guards keep watch & occasionally toss stuff.
Push: 
•	Loc: Slave Pit. Conditions: Darkened indoors, raining outside.
•	Rest=regain 4FP (exertion/heat)
•	Argument nearly ensues as Survs start to remember AHassan's involvement in the hijacking/crash; CptHarding confronts him, but he won't talk about it unless "pushed."
•	GSabrosky has himself "dumped" in, to look like he's on the group's side (WiQu is in his head, Ref:Harvey/Baltar). Says they patched him up, and put him to work "breaking rocks." Tries to talk them into being cooperative, and not stir up trouble—these guys aren't particularly "friendly."
	Talking Points:
» Says he's happy they made it here alive.
» Asks if they found anything "unusual"—expecting to hear about a book, and disappointed otherwise.
» Sees box, inquires; tries to get SRemington to give it up.
» Will admit that the "Red Lady" is the one he spoke to. When asked if she speaks English, he responds, "Not exactly…"
» Won't admit to selling them out; says he's looking for an angle to bargain their way out.
•	» If PCs are being difficult, he will tell that she "has her ways" of getting at the truth; if they don't tell him, they'll be telling her.
•	GSabrosky decides he's not getting anywhere, or gets the box, and decides to leave. Walks up to a guard and says "something" and is escorted out, with a wry look back.
•	Check: (sct)Succ:DetLies-4 (v Acting)=Making stuff up; B187.
•	Argument nearly ensues as Survs start to remember AHassan's involvement in the hijacking/crash.
•		NPC Notes: 
» JWBarrett: 
» CptHarding: Mostly believes GSabrosky's BS.
» CStrong: Totally believes GSabsrosky's BS. Looks to JWesson for leadership.
» JKnotts: Sleeps through it all.
» TRich: "You sold us out, you bastard!"; slaps him a good one.
» KMcKnight:
» AHassan: Mumbles & whines; wants to go home.
	Notes: GSabrosky, trying to establish his worth to the new "Power," offers to sniff out the survivors and see if he can retrieve whatever it is WiQu is looking for. Mental connection w/ WiQu, allows her to speak to him.
Action: 
•	Loc: Slave Pit. Conditions: Darkened indoors, raining outside.
•	Food thrown down (some kind of bread—doesn't taste particularly good, but does the job); slaves scramble for it. Group (2/PC) of large, lighter-haired thugs muscles in and takes food from others (others cower), then turns on PCs and tries to establish dominance; shows shivs when resisted.
•	Check: Succ:Will-3 (v Intimidation)=Not suffer -MoV penalty when dealing w/ the thugs; may use Intimidation to counter-intimidate, at -2 (no common language); B202. Thugs talk, obviously threatening, but can understand/be understood. Current Reaction=8 (Pot. Combat), B494,561.
•	Min Combat: 
GM: Note closest to the action. LT Sequence+Logic for action. Players describe how they want their action to go down.
Brigandine Thug: 	
Looks like a biker. 	
ST 13; DX 11; IQ 10; HT 10.	
Will 10; Per 10; Speed 5.25; Dodge 8; Move 8.	
1d-1 imp w/ shiv, 1d cr w/ fist	
Traits: Bully.	
Skills: Brawling-12; Intimidation-14; 
Knife-12 (-1, improvised weapon)	
•	Tactics-BG: Thugs attack with no real skill—more sword-&-shield guys, normally, and not in the best condition. Start w/ Lead only; if he goes down like a chump, or is followed by a Succ:Intimidation, the others will back off.
•	"Black" Lembas: Eating "bread" removes all starvation-related FP (1FP) and counts as 3 full meals for the day, though it doesn't feel like it; Succ:Will=choke it down.
•		NPC Notes (Afterward):
» JWBarrett:
» CptHarding: Talks about watches and security, tries to get people to sleep. Tries to get KMcKnight to eat something.
» CStrong: Shares food w/ others; others snicker at her(their) reaction to the food, like an inside joke.
» JKnotts: Sleeps through it all.
» TRich: Won't touch that food, until no one is looking.
» KMcKnight:
» AHassan:
	Notes: Thugs are Brigandines (Sailors from the Brigand Realms), and relatively new to the slave pool, captured at sea; managed to smuggle in some shivs—the source of their bravado.
Ramp: 
•	Loc: Slave Pit. Conditions: Darkened indoors, raining outside.
•	A gaggle of hob guards enter to break up the scuffle & move the "new guys" to cells, separated. 
•	Force "orc draught" down KMcKnight's throat, making him gag and spit, but healing him a bit) 
•	Hobs look around, pick out a chick to take away with them; harrass CStrong—decides she should go along, tries to laugh it off.
» PCs intervene: JW will sucker-punch one; other slaves gather, menace.
» PCs don't intervene: JW will attack, get beaten down. CptHarding will throw herself at them, and be taken as well.
•	Min Combat: 
GM: Note closest to the action. LT Sequence+Logic for action. Players describe how they want their action to go down.
Tactics-BG: Weapons are currently unready. Unprepared for this level of aggression; most slaves are already whipped. AoA, use whips & fists—no permanent damage to the property. Hobs won't suffer any real casualties, and will back down, cursing & pointing as they leave (non-combatants berate the losers).
	Notes: Meanwhile: WiQu saw the box, and assumes the group attacked and robbed Valcrist after the crash, and may have taken the Book of Shadows (wants it more than anything, and is a bit obsessed with regaining her mortality).
Twist: 
•	Loc: Slave Cell. Conditions: Darkened indoors, raining outside.
•	Meet ClaireB in neighboring cell, just out of reach—perks up when she hears English being spoken. JWBarrett, CptHarding, JKnotts, AHassan, TRich in other cell.
	Talking Points:
» Overjoyed to hear her native tongue again.
» Asks about the progress in the war v Nazis.
» Been in-world for 30+ years, slave for over a year; captured in a mariner's raid and sold off.
» Came to this world by boat, got caught up in nasty storm (locals call it the Banestorm).
» Widowed; has daughter, Juliana, wonders about her welfare.
» Acts crazy so people will leave her alone.
•	About the time she's about to give out more "useful" info, guards return to take Survs to interrogation; ClaireB shuts up when they come, plays crazy.
•		NPC Notes: 
» CStrong: Chips in, asks questions PCs don't.
» KMcKnight: Tries to sleep. Raises an eyebrow at the "Nazis" remark; shakes his head in disgust.
	Notes: ClaireB thinks PCs have come from her real-time, @+30yrs.
Setback: 
•	Loc: Throne Room. Conditions: Darkened indoors, raining outside.
•	Survs clapped in irons hanging from a long pole (Ref:Apocalyptica), linking them all together. Marched out of the pits, back across the bridge, to great hall, throne-room; LdBoldog, BBs present, large number of other gobs. LdBoldog "questions" them a bit, establishes dominance & thrusts the horn at them, angrily. 
•	Check: Succ:Escape-6=Free hand(s) from restraints (suprisingly difficult; tricky mechanism tightens as you resist); someone obviously freed will get dogpiled & beat down without mercy.
•	Check: Succ:Per(Vision)-3=See gear pile, as LdBoldog puts back the horn.
•	A "feeling" first, then Red Lady & GSabrosky enters and takes over the questioning, w/ GSabrosky translating for her. Ref:SGate-Ra meeting; PCs struck or stabbed for resisting—no mercy.
	Talking Points: 
» GSabrosky continually urges cooperation; says they are very powerful and ruthless, but can be generous.
» Says they met the Warden, wants to know if he's been killed. Says Lord Boldog is beside himself, having raised him.
» Wants to know what they've seen of their operation, & if they've reported to anyone.
» Wants to know where they've come from, who sent them. Says, "You came to destroy us by awakening the mountain."
» Wants to know how they destroyed Valcrist's ship.
» Wants to know if they have the Book, or where they hid it.
» Red Lady occasionally trades quips w/ "Chief"
•	Check: (sct)Succ:DetLies=Notice LdBoldog & WiQu are unfriendly, but "equals"; B187.
•	Red Lady gets a bit impatient, needs power to scrub someone's brain. Demands GSabrosky kill [TRich] (given knife by guard; hesitates & apologizes, but complies), & steals her Quickening—not terribly potent; clearly disappointed at the results. Then invades [PC/JW?]'s mind, forces him to recall.
•	Interrogation cut off as small foreshock hits, BGs exchange knowing glances and words. 
•		NPC Notes: 
» JWBarrett:
» CptHarding: Name, rank & serial #.
» CStrong: Totally lost as to why anyone would think they were anything but accident victims; "Not Fair."
» JKnotts: Basically "unaffected" by intimidation attempts. Suggests maybe "Valcrist" has something to do with the "thing" they saw out the plane's window. 
» TRich: Won't speak to anyone until she gets a lawyer and a phone call. Berates GSabrosky before he kills her.
» KMcKnight: Curses at his interrogators, and gets beaten for it.
» AHassan:
	Notes: WiQu believes they are all spies/saboteurs, responsible for island destruction, and wants to know who has compromised them, and if they need to change plans. GSabrosky explained to her that he didn't know any of these people, and they forced him to come along.
Comeback: 
•	Loc: Slave Pit. Conditions: Darkened indoors, raining outside.
•	The group is immediately hauled up, removed and returned to the prison, back in general population; forced to carry TRich along with them, then carried off when the others are cut loose.
•	Check: Succ:Per=Notice new cracks in prison stonework.
•		NPC Notes: 
» JWBarrett:
» CptHarding: Chokes back feelings about death(s).
» CStrong: Inconsolable about death(s).
» JKnotts: Goes back to his corner and tries to go back to sleep.
» KMcKnight:
» AHassan: (at Feeding Time) "See, see…I told you"
•	Feeding time; A dozen or so angry/hungry wargs dumped into the pit, gates held closed behind them. Everyone stampedes to get into open cells and close the doors behind them; "musical chairs." Guards seen taking bets.
•	Combat: 3x Engagements; 50/50+Logic chance that PM is involved in Engagement. 
» Round a corner; Succ:Per=No Surprise.
» Pounce from overhead; Succ:Per=Def-2 (Fail=No Def)
» Charge, off one kill, full-gallop Slam; B371.
Tactics-GG: Some slaves are nabbed; Brigandines too—pretty ineffectual.
Tactics-BG: 
	Notes: Gobs instructed to eliminate PCs, being of no further use to WiQu; decide to entertain themselves.
Climax: 
•	Loc: Slave Pit. Conditions: Darkened indoors, raining outside.
•	Earthquake hits, causing major structural damage to the prison; gate falls. Slaves start attempting to escape, but are harrassed by Wargs & prevented by guards.
•	Combat (Cont.): 3x Engagements; 50/50+Logic chance that PM is involved in Engagement.
» AHassan pounced from behind while catching up, throat ripped; mortally wounded, tells them to leave him; "I deserve this." 
» Find ClaireB, deceased, attacked out of ambush; Succ:Per=No Surprise.
Dénouement: 
•	At the bridge out of the prison, group stops to figure out what the plan is; find they've got some tagalongs. Then someone shouts out, pointing to ships apparently starting to leave the port. As PCs get a look, they feel the bridge start to give.

Ep104: The Forest Labyrinth:
	$Shot: Tree Ambush/gob reveal
	Reveal: Isle decay; gob reveal; ?Horn reveal
	Story Focus: Weird forest stuff; Gobs reveal
	Character Focus: AHassan
	Back Focus: Forest Survival
Hook: 
•	Date/Time: Crash+22hrs (~08:00, Day2). Loc: Pool. Conditions: Sunup, foggy (Vis@½mi).
•	Check: Equipment failure (HT:10, UOS)+4, per "sensitive" item, -1 (bad environment); B-483–485; Fail="Breakdown."
•	Expo: Group decided to travel off-road, to avoid traps/ambushes, stumbled through ruined building, and laid down to sleep. 
•	Condition: Drunk, B-458; DX-2/IQ-2.
Check: Succ:Will (or best)=Snap awake, in best-result order; JWesson gets +4 (Light Sleeper).
In sequence, must will selves to get up, help others, Ref:Rundown-fruit effects. Sun is coming up, "light" returning. Kinda tangled in the local plants. They remember travelling, and collapsing here from exhaustion; slept ~4 hours. AHassan missing. 
Check: (sct)Succ:Observation+4=Exhaustion was "induced"; Fail=figure out later.
•	CStrong says "At least we got some sleep, and we're not dead. Yay for us."
•	Out of water purification tablets.
Push: 
•	Loc: Pool. Conditions: Sunup, foggy (Vis@½mi).
•	Still groggy, find AHassan being dragged off by roots toward a huge willow tree on the far side of the "room," still unconscious. 
Condition: Drunk, B-458. 
Check: RC:ST(combined) vs ST:20=Pull free.
•	AHassan complains that his sleeping position was "convenient" for the rest of the group—nobody would have cried if he was lost; doesn't "blame" the group.
•	JKnotts "empathizes," quietly informs that he thinks AHassan is lashing out because of some unknown condition—can't figure out what, since AHassan doesn't really talk to anyone, except to whine.
Action: 
•	Loc: Forest. Conditions: Sunup, foggy (Vis@½mi).
•	Encounter harpy, trapped; kill/release. Others nearby, harrass "intruders?"
•	Action: Harpy wants nothing more than to get away, and defend itself from apparent harm; will do nothing that doesn't further that goal. Has about enough slack for Reach 1, only in one direction at a time. Trap is simple pit-stake thing, and only requires releasing pressure enough to pull free.
Harpy: 	
Have a call that sounds remarkably like "an old woman."	
ST 12; DX 13; IQ 5; HT 13.	
Will 10; Per 12; Speed 6.5; Dodge 7/10; Move 3(Ground),13/19(Air).	
SM ±0 (2 hexes); 175lbs.	
Traits: Bad Smell; Bad Temper; Claws (Talons); Combat Reflexes; DR:1; Enhanced Move 1/2 (Air) 1; Flight (Winged); No Fine Manipulators; Wild Animal	
Skills: Brawling-15	
•		AHassan is wounded during the procedure.
Ramp: 
•	Loc: Forest. Conditions: Sunup, foggy (Vis@½mi).
•	Pair of "Imps" steal SRemington's glasses (act. Goblin); Chase, into the Labyrinth. Under the effects of Forest Sight, the "shape" of a larger, single creature can be made out.
•	Chase: Act2-31. Start at Short Range. Gob @ +2;PCs @ +2/+3 (Speed).
Tactics-BG: Illusory "imps" are effectively the Gob's hands+; treat attacks as vs. hand location, w/ Dodge. Use Mobility Escape maneuver throughout. Goal is to keep group chasing until they are in the Labyrinth; 2+1d6 Chase Rounds, or until caught. Occasionally toss glasses between them.
Twist: 
•	Loc: Labyrinth. Conditions: Sunup, foggy (Vis@½mi).
•	Group finds itself in a tangled part of the forest, with what might be described as "tunnels" leading this way & that. The "walls" are choked with growth, and barely passable.
•	Check: (sct)Succ:Per/Observation=Notice "labyrinth"; Succ:History-1/Archaeology-1/Anthropology-1=Reveal details about "labyrinths," in general.
•	Check: (sct)Succ:Per-3/Observation-3=Notice "shifting"; automatic, if using physical methods of tracking; +4 if under the effects of Forest Sight.
•	AHassan's fragile mental state starts to break down, and he curls up into a ball and refuses to move, muttering to himself in Arabic that he's being unfairly punished, that "Father made me come along."
Check: Base Reaction: 6; [Influence=Cowboy Up]. Succ:IQ=Understand/be understood w/ Broken Arabic. If he leaves, he'll get picked up by Gobs.
•	Check: RC:IQ vs IQ(12); Navigation assists=Reach grove/exit; 30min per attempt, start over if "goal" changes.
» Hear GSabrosky moaning for help from "the center," once they start to figure it out.
» Using the horn against the Labyrinth causes it to stop shifting, and revert to a static pattern that when followed, simply leads in/out; +4 to navigation attempts/assists if under the effects of Forest Sight.
Setback: 
•	Loc: Grove. Conditions: Sunup, foggy (Vis@½mi).
•	Spot GSabrosky leaning against tree trunk, moaning for help, still stuck through with arrows & bleeding. JWBarrett, not thinking, charges forward to provide assistance, leaving little time to react.
•	Check: Succ:Per(Vision)-6=Saw net at last second, Succ:Escape-3/DX-3=avoid. Ref:SW:RotJ
•	"False GSabrosky" breaks into bugs and skitters away; whispering heard, fades.
•	Check: Net=Diffuse object, DR:2, HP:4, B-558. Actions as if Grappled, B-371.
» Yes/No questions about who's where & can reach what—1d6; 1-2=Yes, 3-4=Maybe, 5-6=No; Maybe=Succ:DX/Escape=Act.
Comeback: 
•	Loc: Labyrinth. Conditions: Sunup, foggy (Vis@½mi).
•	Navigating back out of the Labyrinth; stuff moves around as before; ?[Discover Horn]
•	Check: RC:IQ vs IQ(12); Navigation assists=Reach grove/exit; 30min per attempt.
•	 The group hears "old women" cackling in the distance, and then sees a group of several of the bird-creatures in the trees ahead, harrassing and throwing poo at a couple of shadowy forms below them. The group is immediately spotted by the creatures, who bolt.
Chase: Act2-31.  Gobs @ +2;PCs @ +2,+3 (Speed).
Tactics-BG: Use Mobility Escape maneuver throughout. Goal is to keep group chasing until they are in the ambush zone; 2+1d6 Chase Rounds, or until caught.
Climax: 
•	Loc: Ambush. Conditions: Sunup, foggy (Vis@½mi).
•	As group enters ambush zone, hear whispering from all around. Gobs appear from the "shadows," surrounding and menacing the group; nets plainly visible; girl(s) scream, and assault begins.
Check: Succ:Will (vs Intimidation)=Not "intimidated"; "Combat Fear" for NPCs (+SRemington?), MA-113, except JKnotts.
•	Tree Ambush, Ref:Rundown-Capoeira. JWBarrett tells Survs to run, while PCs hold them off.
•	Combat: 1d6-round Flurry at a time; 2/PM BGs; Fear Coin-Toss (MA-113). JWesson/SRemington suffer from Pacifism unless defending or subduing (B-401), B-148.
Notes: Only deal directly w/ PCs, NPCs success/failure dependent on PCs'
Tactics-BG: Shorsword for parry only; want them alive. Double-team tactics.
» Use vertical, always (B-402).
» Slam & Pounce, B-371.
» Sweep (B-232) & Net (B-411,MA-221); Net as Cloak (B-184)
» Leap over head (leap-frog?), net from behind
» Leap over head (leap-frog?), to grapple different target
» Attack weapons for disarm. 
» Acrobatic Feint, Deceptive Attack.
» Push Kick @ -3, MA-78; Spin Kick @ -3, MA-79.
» Retreat Options, MA-123.
» 1 PC is "secure," Gobs will team up w/ others.
Tactics-GG: TRich freezes (CbtPar); KMcKnight is totally defenseless. JWBarrett considered "NPC" at this point, and helps defend the others.
Dénouement: 
•	![All/Some] captured during fighting; TRich, KMcKnight, JWBarrett at least? If captured, group is hog-tied, while being cursed at in some unknown language; Gobs purr. If group is not captured, remaining Gobs melt away into the bush. In either case, PCs spot a knotted, rotten log, in the vague shape of one of the creatures, where any dead (or dying) Gobs lay before.
•	Either way, see red-cloaked figure "observing" in the distance.
	Notes: Day3a; Tracking down captured GSabrosky, gobs using him as bait; 
•	The Labyrinth is the locals' name for this area, which is a shifting, tangled section of the forest, designed by the elves to protect the grove at the center; in this "decayed" state, it's shifting is more "hostile" and less "helpful." Labyrinth has "IQ:12."

Ep103: The Magic Tower:
	$Shot: Tower
	Reveal: Multi-attackers, Red Lady, "living" island
	Story Focus: Tower stuff; "the Others"
	Character Focus: CptHarding
	Back Focus: Swamp Survival
Hook: 
•	Date/Time: Crash+12hrs (~22:00, Day1). Loc: Ruined Streets. Conditions: Storm dialing back, but still going; Night (Vision-5), intermittent lightning, raining, windy (Hearing-2); glow-lamps along road.
•	Setup: All @ -3FP (-1 from Heat, B-434; -1 from missed meals, B426; -1 from hiking, B426)—assumes some resting has occurred here and there, when possible.
•	Expo: Monster howls in the distance. Group is quickly moving through the streets of the ruined city, looking for their missing associates, heading in the general direction of the sound of "children," heard moments before. As they catch a breath, CptHarding & GSabrosky argue about whether to track down runners or go to higher ground, like they had discussed, & wait for them.
	Notes: CptHarding feels particularly down on herself after freezing up during the fight, and is trying to make up for it.
Push: 
•	Loc: Back Gate. Conditions: Night (Vision-5), intermittent lightning, raining, windy (Hearing-2); glow-lamps along road.
•	Check: Result:Per(Vision-5/Hearing-2)=Encounter distance, Fail=Close, Succ=Med,cSucc=Long; Act2-31.
Find JKnotts, hanging from a pillar, with a few (young) crocottas snipping at his heels; Ref:SW:Ep1-coliseum
•	Combat: 
Immature Crocotta: 	
Size/look of a large grey hyena. Attacks humans on sight, but gives up if they prove too strong. Bites for 1d-1; does not use its claws in combat. Has a "bark" that sounds remarkably like a human voice, that it uses to lure people into traps (some have been known to mimic some speech); Chk:IQ-1 to distinguish.	
ST 14; DX 12; IQ 5; HT 12.	
Will 11; Per 14; Speed 6.0; Dodge 8; Move 6/18.	
SM ±0 (2 hexes); 175lbs.	
Traits: DR:1; Night Vision 3; Odious Racial Habit (Eats Humans); Quadruped; Sharp Teeth; Temperature Tolerance 1; Wild Animal	
Skills: Brawling-13; Mimic(Speech)-11; Stealth-13	
		Notes: The PCs' group outnumbers the crocottas by quite a bit, so they won't stand and fight; only if someone charges up, will they even get a lick in, and the crocottas will only defend themselves and flee.
•	Says he got separated from the rest of the group when he saw the Red Lady, went to investigate, and crocottas showed up.
Action: 
•	Loc: Cliff Road. Conditions: Night (Vision-4), intermittent lightning, raining, windy (Hearing-2); glow-lamps along road.
•	Hear CStrong, cornered in a crumbled out-building by a full-size wargs, Ref:CoRiddick-prison. 
•	Combat: 
Crocotta: 	
Size/look of an extra-large grey hyena, big enough that an older child could ride it like a horse. Attacks humans on sight, but gives up if they prove too strong. Bites for 1d-1; does not use its claws in combat. Has a "bark" that sounds remarkably like a human voice, that it uses to lure people into traps (some have been known to mimic some speech); Chk:IQ-3 to distinguish.	
ST 17; DX 13; IQ 5; HT 12.	
Will 11; Per 14; Speed 6.25; Dodge 8; Move 6/18.	
SM +1 (3 hexes); 250lbs.	
Traits: DR:1; Night Vision 3; Odious Racial Habit (Eats Humans); Quadruped; Sharp Teeth; Temperature Tolerance 1; Wild Animal	
Skills: Brawling-13; Mimic(Speech)-13; Stealth-13	
		Notes: The adults are less frightened of groups of humans than the immature ones; they'll try to snag a smaller one (CptHarding?) and run with it. 1 present, then second joins in, just before AHassan comes charging out of nowhere to tackle it. Won't stand and fight for long, and will flee when wounded more than a point or two.
•	Says she lagged behind a bit, saw Red Lady, followed, and got ambushed. The others were headed up the cliff-road.
Ramp: 
•	Loc: Tower Walls. Conditions: Night (Vision-3); still raining, but lessening, windy (Hearing-2); glow-lamps along road.
•	Group reaches the tower walls, and find TRich & KMcKnight, unaware that the others were held up and looking for a way in. KMcKnight has already tried to smash the door, and failed—very heavy. There are trees growing up around the wall; someone might be able to climb one of those trees and be able to "awkwardly" jump for a low spot on the wall.
•	Action: Climbing Over, -1 for being wet; B-349, DF2-8. Through Door=X-Hvy (was Vault) Wood & Barred; DF2-18, DF2-8.
•	Inside the outer ring, the tower door is not locked, and opens easily enough; GSabrosky/KMcKnight/TRich can't see the interior lights from the outside, nor can they open the front door themselves.
•	During the climb up/down/between, JKnotts asks to borrow the Horn, as he has lost his water-bag, and uses it to catch rain runoff. He guzzles it down, and swoons at the after-effects, which last for quite a while—he doesn't actually say anything unless asked, but will ask for another "hit" later if someone doesn't.
Check: Succ:(Sct)BodyLang-3=Notice "stoned" behavior; "Musta drank it too fast or something…got a head rush, and I'm seein lights." SRemington registers that he was acting "stoned" when JKnotts gets second hit.
Twist: 
•	Loc: Tower. Conditions: Poor lighting, Vision-2 inside; still raining, but lessening.
•	Group explores the tower:
» Overall: Looks like the place has seen better days, but this appears to be from damage and/or ransacking, and less from weathering. Most interior doors are either ajar, or off the hinges. None of them are locked. A spiral staircase winds around the inside of the outer wall.
» Lobby: TRich opens one of the back doors to the courtyard, and gets stuck outside; pounds on the door until someone lets her back in.
» Council Chamber: "Stars" in the wall-constellations can be pulled out; look kinda like "crystal" chemlights (treat as torch in high-magic areas, chemlight in low-magic areas).
» Observation Chamber: This is the upper chamber of the tower, and contains a large round table in the center of the room, with a relief map of the island (positioned exactly). There are window-ports all around, and on the compass points, those ports are adorned with a large (18") "looking glass." The looking glasses magnify the image in that direction, and correct somewhat for darkness. To the East, there is what appears to be (and the map confirms) a port-city. CptHarding wants to move to the port next, hoping to find help, or a way off the island, at least; GSabrosky argues against showing up unannounced & not knowing who they are ("Could be a whole colony of those monsters there").
Check: Succ:Per(Vision, @ Port)=Spot "movement," possibly "people"; darkness+distance won't allow more than that; cSucc/xSucc=more definite, large numbers.
•	Rest time; GSabrosky starts recording his journal.
» In total, rest for 1d x 30min (before next Beat), B-427. Succ:Will=Force self to actually sleep.
» Check: Succ:(Sct)BodyLang-2=Notice AHassan looking depressed, as opposed to just "exhausted"; will indicate it's regarding the death of WWeiss if pressed, but not the "whole" reason. SRemington comes closest; effect?
•	[Random chick?] screams a bit, and points out the monster has returned, and it looked right at him/her. It can be plainly seen atop the outer wall, snooping and sniffing about, but doesn't perceive anyone on the inside at all. Eventually (or as PC(s) sets out to attack it), it gives up and moves on. Looking-glasses in the observation chamber can be used to track him as he leaves, heading back toward the city. 
Check: Succ:Per(Vision)=Make out the "stone" effect where his face was burned.
	Notes: Most of the magical effects here would be more-impressive if the magic/aspect of this place weren't fading.
Setback: 
•	Loc: Tower & Walls. Conditions(1): Poor lighting, Vision-2 inside. Conditions(2): Night (Vision-8); still raining, but lessening, windy (Hearing-2); glow-lamps no longer functioning.
•	Check: Succ:(Sct)Per-5=Notice the lights have dimmed & temperature increased. SRemington notices something changed, but he can't identify what it was; active check if he brings it up.
The Fruit: JKnotts comes back, having momentarily disappeared, with an armful of "fruit," starts passing them around. When asked, he shows how he found the hidden room, accessed by a secret door between the lobby and council chamber, & tree/garden (GSabrosky/KMcKnight/TRich cannot find the room; secret door, JKnotts found because of the effects of the Horn). At the garden, without thinking, he pulls the last one to give to [x]. A beat later, the first quake hits, just a "bump"; PCs, being from the west coast, recognize.
•	"It's just a tree, man…this ain't some friggin' fairy-tale."
•	Earthquake #2 is enough to knock some masonry loose onto someone's head, at which point NPCs will be ready to exit. Earthquake #3 will happen as everyone is making their way out, shake for a minute or two, and cause major damage to the structure. 
Check: 3x Random PM, Succ:DX=Dodge falling masonry, 1d+2 cr to random loc; others nearby may assist.
•	?[Un-bar main door, under duress]; lights failing. Earthquake #4 hits as the group is far enough to see the tower crumble completely, and steam rising from the direction of the ruined city/lake; lasts a couple of minutes, and is strong enough that standing is difficult. 
	Notes: Magic lighting changes to a "fire" color after the earthquake, as the Chaos Node starts to reassert its aspect.
Comeback: 
•	Loc: Briar Path. Conditions Night (Vision-8); light drizzle & fog.
•	The road to the port-town passes through tangled briar, only now, with negligible benefit from the glow-lamps, the darkness is almost absolute.
Check: Succ:Per(Hearing-6)=Notice being shadowed by shadowy beings; xSucc=Higher up in the trees.
•	Moving trees (Ref:BroGrimm) funnel group into kill-zone (Ref:TotS-clearing). Hear whispering, Ref:Lost. Without warning, the trees light up with small fires, nearly surrounding the group 
Action: Total Surprise (1d6 Freeze-Time, Succ:IQ=Recover), B-393. Current Morale=8+[Leader Mods]; Ctrl:Leadership/?=Direct group action, B-466.  
» Arrows: Crossbows (14, -5/-3 if Dodging); Volleys of 3 per individual (+0, treat Rcl as 3); strikes all around the group, setting little fires (that don't really catch, due to wetness). If PCs do nothing but run, time for a couple of volleys, or more if someone hasn't been hit yet, and then loose the hounds. If PCs try to make a stand, hit one (1st)/send hounds(2nd).
» Hounds: Wargs will attempt to run down a human, and pin it, while the Gobs run up with nets to carry it off; will take a hit or two, but will shy away from more than that; Grapple, B370.
» PMs: AHassan=Hudson; JKnotts=Jumpy & tends to freeze up; KMcKnight=Protects himself; TRich=Run & trip, screams a lot & otherwise useless; CptHarding=Nervous but steady, tries to keep everyone together; CStrong=Screams, looks for the advantage/way out, sticks to JWesson like glue; GSabrosky=Break & run or protect self, keeps close to big guys.
	Notes: Gobs use crocottas as "hounds," grabs wounded; Surv(s) taken down, netted
Climax: 
•	Loc: Crumbling Bridge. Conditions Night (Vision-8); light drizzle & fog.
•	Gobs in pursuit, trees grab at runners and hamper their movement. They hit the edge of the treeline, a field of tall grass sloping downhill toward a fog-filled chasm, spanned by a crumbling bridge (earthquake damage), Ref:Moria; Gobs loose more fire-arrows, a volley or two, as the group crosses.
•	Action: Climbing/Jumping, -2 (-1 wet, -1 unsteady footing), "combat" usage; B-349/352, DF2-8. Rescue chance for nearby PCs; DX/ST?.
» Part1: Gaps are ~5.5ft, just at the edge of most NPCs ability, with a bit of a run-up. If a Surv has yet to be captured, one won't make the jump, and ends up in the river. Middle section is "unbalanced," and shifts whenever someone puts weight on it.
» Part2: Two wargs sent across the bridge, collapse segment behind PCs; if only one Survs is MIa at this point, one is vaulted by bridge collapse, and catches ledge? 
Notes:  Wargs will attempt to run down a human, and pin it, while the Gobs run up with nets to carry it off; will take a hit or two, but will shy away from more than that; Grapple, B370..
•	Fallen Surv(s) converged upon by shadowy figures, netted & dragged off.
	Notes: For Survs that end up below, they can't be seen for the fog, but a splash/cry-out was heard
Dénouement: 
•	Escaped ambush, Survs missing; torches(?) can be seen down the river converging on fallen Surv's expected position (though no more clearly than that).
	Notes: Day2; arrow volleys from gob scouting party, take out Survs; "Tree" incident; after defenses fall, [Survs] captured & taken to Gob base. Current Night Cycle=18:08–07:57

Ep102: The Swamp Devil:
	$Shot: Coliseum huntdown
	Reveal: Ancient Civ, Troll ½reveal, terrorist reveal
	Story Focus: Mental/Social breakdowns amidst huntdown
	Character Focus: AHassan & KMcKnight
	Back Focus: Swamp Survival, ruined city
Hook:
•	Date/Time: Crash+8hrs. Loc: Tunnel & Canyon Road. Conditions: Sun Setting (Vision-3), orange-light & long shadows; light drizzle & updraft.
•	Setup: All @ -2FP (from Heat; B-434); retcon watch dysfunction?
•	Expo: "Found another one!"; following trail of liquor bottles showing AColt's general direction. GSabrosky complains about endangering the many by going after one. CptHarding warns against overusing flashlights, & noise. As the tunnel is cleared, light returns, BDecker IDs drag marks. Outside the tunnel, the road continues upward, in a moderately-tall "canyon" of sorts, w/ decorative, regularly-spaced braces adorned with glow-lamps.
•	Vague terrorist memories begin to surface; CStrong comments. AHassan mutters, "Here we go…"
•	GSabrosky starts quietly asking people whether they trust BDecker to be in charge.
•	BDecker asks JWesson if he's sure they want to go after him, since they are likely walking into a trap…he would too, but he wants to be sure he's got backup. Also, keeps telling everyone to "Keep moving, keep moving…"
•	KMcKnight starting to feel withdrawal pains and getting more agitated, takes it out on others. "Stop touchin me!" CStrong mentions he may be "coming down with something" & asks JWesson about medication.
Check: Succ:(PR)Diagnosis(-3, hands-off)=Correctly interpret symptoms, B-187.
» If someone brings up his "ailment," JKnotts quietly clarifies, identifying it as withdrawal, & probably opiates.
	Notes: Plane tail marked w/ "Gone to high ground" & arrow.
Push:
•	Loc: Gatehouse. Conditions: Twilight (Vision-5), some flashes of upper-level lightning, light drizzle & breezy.
•	Group approaches ivy & root-covered outer wall, large stone doors closed & unmovable. A pair of glow-lamps, similar to the lighthouse, over the gate. BDecker points out liquor-bottles, broken limbs, as evidence that AColt was taken over the wall. It is mentioned that someone should go up to scout the wall; if PC doesn't volunteer quickly enough, BDecker will go (groans a bit at first, due to injuries). See the road, cliff walls, lake on the other side, and otherwise clear. Others follow after all-clear, one at a time.
Action: (color)Climbing, 2x (up & down), B-349.
» NPCs take Extra Time (B-346, 2x/+1) as needed & Take-10, unless pressed; Exception: JKnotts drops guitar-case, TRich loses a shoe (ChkvGun).
» AHassan goes before WWeiss, moves over to the edge as he approaches, help him up as he slips a bit (as opposed to pushing him off).
•	Check: Succ:Hearing-4=Hear GSabrosky talk to KMcKnight about "taking out" AHassan "when the time comes," believing him to be a terrorist, and "clear and present danger" to the group; mFail=Hear whispering & "Arab." McKnight blows off the request, clearly agitated at having to interact with someone.
Action: 
•	Loc: Broken Bridge, Riverside. Conditions: Nightfall (Vision-5), some flashes of upper-level lightning, light drizzle & breezy; glow-lamps along road.
•	Road is interrupted by a broken bridge; to one side is a large, ivy-covered tree, fallen/pushed over, spanning the shallow chasm, Ref:Pred/KKong. 
•	Take turns crossing; 
Action: (color)DX(standing)/DX+5(crawling), DF2-8
» BDecker goes first; NPCs take Extra Time (B-346, 2x/+1) as needed & Take-10 across, unless pressed.
» Rain starts mid-op, makes log slippery; (color)DX-4(standing)/DX(crawling); someone slips, need rescue.
•	BDecker, confides in the first PC to cross, pointing out (without "pointing") that, silhouetted by lightning, a two-forked dead tree in the distance had three forks a bit ago; "We're being watched." Tells PC to keep this quiet—don't want a panic. 
Check: Succ:PR=Spot Tower, silhouetted by lightning; Fail=BDecker spots & points out. BDecker IDs as the "highest point," & destination.
	Notes: Lake is a caldera; Tower sits over a vent on the caldera's rim. River water is warm. Road grades gradually upward.
Ramp:
•	Loc: Riverside, Ref:Walls of Moria. Conditions: Nightfall (Vision-5), intermittent lightning, raining, windy; glow-lamps along road.
•	KMcKnight catches AHassan aside from the group and attacks (tries to drown him?), having remembered about the terrorist attack on the plane & blames him; clearly coming apart.
Combat (B-369): PCs subue KMcKnight before he kills AHassan; others will manage to pull them apart after KMcKnight beats AHassan down to 0HP (mostly head blows) without PC intervention.
•	Group forced to decide what to do about both KMcKnight (will not cooperate) and AHassan (will cooperate, but complain much).
	Notes: Warden won't immediately bother with anyone who's bound-up.
Twist: 
•	Loc: Gardens. Conditions: Night (Vision-5), intermittent lightning, raining, windy (Hearing-2); glow-lamps along road.
•	Group crests the hill & overlooks the ruined city, and the lake (source of the river), briefly strobe-lit by lightning. Enter through Gardens area at "top," AColt's trail pointing generally "down" towards pool. Garden-entrance is a "funnel" into the city—walled up to either side. Arguments about "walking into a trap" ensue; GSabrosky wants to get away from the city, complains that "Heroes" are leading them to their deaths.
•	Long Turns: Group Morale starts at 10 (Ref "Fight In Progress", B-560)
•	Sequence1: Monster baits group w/ mimicked-groans, trying to split the group; GSabrosky gets JWBarrett to take a look; "cat's eyes" from flashlight, shadow moves away.
•	Sequence2: NPCs freak; -1 Morale, Succ:Influence-1 (Hearing,CptHarding Assist)=+1 Morale.
•	Sequence3: Worf Effect v JWBarrett: Spear-shaft to torso, sends him flying, KO (4HP-Torso); Succ:PR-5/(PR)Tactics-5=Not Surprised (otherwise, may not immediately respond), B-393; Succ:First-Aid=Recovered (Fail=15min).
•	Sequence4: NPCs freak; -1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale.
•	Sequence5: Monster takes BDecker & vanishes; Succ:PR-5/(PR)Tactics-5=Not Surprised (otherwise, may not immediately respond), B-393.
•	Sequence6: NPCs panic; -1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale.
Notes-Warden: Warden won't place himself in a position that will have him tussling w/ multiples. May whip-trip someone charging him. Uses lightning to hide sound of his movemement, distract. Let PCs get a lick in, see blood.
Notes-Allies: BDecker=Nervous but steady, tries to keep things moving forward; AHassan=Hudson; JKnotts=Jumpy & tends to freeze up; KMcKnight=Protects himself; TRich=Run & trip, screams a lot & otherwise useless; CptHarding=Nervous but steady, tries to keep everyone together; CStrong=Screams, looks for the advantage/way out, sticks to JWesson like glue; WWeiss=Won't commit violence; GSabrosky=Break & run or protect self, keeps close to big guys.
Setback: 
•	Loc: Coliseum. Conditions: Night (Vision-8), intermittent lightning, raining, but mostly sheltered from the wind; glow-lamps far overhead (barely help).
•	Cry heard, leads to Coliseum; find skinned bodies, Ref:Pred; 
•	Long Turns:
•	Sequence1: Find BDecker, half-stripped, hanging upside down from the ceiling, with a big chunk taken out of his leg, alongside a few other unrecognized skinned bodies (Ref:Pred); Chk:Fright-2*, B-360.
•	Sequence2: Walkway collapsed from underneath, traps group in basement area; Succ:PR-8/(PR)Tactics-8=Not Surprised (otherwise, may not immediately respond), B-393; PC=1d-2cr/1d NPCs "significantly" injured; 
•	Sequence3: BDecker run-through, followed by purr. NPCs scramble to find a way out; -1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale. 
•	Sequence4: From around a corner, Monster whip-snags TRich by the foot & starts to drag her away, until her shoe comes off, releasing her. Disappears before PCs can come for him; see some rocks falling from the tops, indicating his passage; Succ:PR-8/(PR)Tactics-8=Not Surprised (otherwise, may not immediately respond), B-393.
•	Sequence5: Monster roars, close by; -1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale; BSabrosky breaks & runs.
•	Sequence6: Wall knocked over, briefly separating the group from GSabrosky; Succ:PR-8/(PR)Tactics-8=Not Surprised (otherwise, may not immediately respond), B-393.
•	Sequence7: GSabrosky snagged by the neck & hauled up, silhouette clearly visible backlit by lightning; purrs & retreats; Succ:PR-8/(PR)Tactics-8=Not Surprised (otherwise, may not immediately respond), B-393.
•	Sequence8: NPCs freak; -1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale.
Notes-Warden: Ref:Stargate-Anubis intro. See rock/wall, then don't; see "shadow" flick past, overhead/ahead; moves away after they pass.
Notes-Allies: BDecker=Nervous but steady, tries to keep things moving forward; AHassan=Hudson; JKnotts=Jumpy & tends to freeze up; KMcKnight=Protects himself; TRich=Run & trip, screams a lot & otherwise useless; CptHarding=Nervous but steady, tries to keep everyone together; CStrong=Screams, looks for the advantage/way out, sticks to JWesson like glue; WWeiss=Won't commit violence; GSabrosky=Break & run or protect self, keeps close to big guys.
•	Wall cave-in exposed a passage out of the basement. Lamp"lit" street leads toward hall.
	Notes: Monster nabs Surv & goes off to put him away, expecting the Coliseum to hold the rest
Comeback:
•	Loc: Hall. Conditions: Storm picking up steam; dark (Vision-6), except the occasiional "strobe" of lightning.
•	Group finds themselves in a "Great Hall"; a few glow-lamps and lightning-strikes keep the area from being completely dark, and there is ~1" standing water covering most of the floor. 
•	Warden's Stash, a bunch of miscellaneous junk piled up here and there around or on the throne. Hundreds of skulls arranged neatly around the area, mostly "human"; bits of shine around (hard to say exactly what sort in the darkness). Loot includes: cheap short spear (broken off from a longer one), cheap bronze shield, cheap shortsword, many coils of troll rope, misc "shinies."
Check: Succ:Scrounging-6*=find something else "usable" @GMD.
•	GSabrosky hanging upside down from a beam; calmly asks for assistance before he's eaten alive.
•	Monster returns as group is cutting down GSabrosky.
Climax: 
•	Loc: Hall. Conditions: Storm picking up steam; dark (Vision-6), except the occasiional "strobe" of lightning.
•	Combat: 
Warden drops down mid-group and attacks,1 Ref:Pred2-Scorpio. Runs-through WWeiss w/ a spear, lifting him off the ground in dramatic fashion, and sets upon the others;-1 Morale, Succ:Influence-1 (Hearing,Assist)=+1 Morale.
Notes-Warden: Whip crack @ weapon hand
Notes-Allies: AHassan=Hudson; JKnotts=Jumpy & tends to freeze up; KMcKnight=Protects himself; TRich=Run & trip, screams a lot & otherwise useless; CptHarding=Nervous but steady, tries to keep everyone together; CStrong=Screams, looks for the advantage/way out, sticks to JWesson like glue; GSabrosky=Break & run or protect self, keeps close to big guys.
Dénouement: 
•	Monster obviously wounded before he retreats (thought killed?). WWeiss is quite deceased. Horn cut free from Warden's "belt" & lying on the ground. AColt found alive (in converted basement water pit, Ref:Sgate-cell), having heard the commotion & started yelling; grating lashed down w/ troll-rope.
•	Roar heard outside (Warden or "other")
•	Move out towards Tower. Spot someone in a red cloak to one side & up, moves off in the direction of the Tower and disappears. Investigation shows a hard-to-spot "side road."
	Notes: Day1b; find Warden's Horn; WiQu is commanding the Warden, has him searching for her [Item], & picking up PCs for interrogation. Tactics: trying to get group to split up, rather than engage en masse; capture preferable. If PCs manage to take down the Warden, then there were two. Leadership Control Rolls in combat: B-467

Ep101: The Plane Crash:
	$Shot: Straggler goes missing
	Reveal: Group is clashy & uncooperative; Not alone, & definitely something wierd about this place.
	Story Focus: Survivor rescues, survival prep; Op:Monsters
	Character Focus: DrGriles v GSabrosky
	Back Focus: Crash Survival
Hook: 
•	Take Player volunteer (#1) to start. Continue clockwise around table when called for.
•	#1 is awakened by a drop of warm water to the face; comes to, staring through tall trees at a ?[dismally grey sky], pelted in by warm rain, w/ no specific memory of how he got there. Discover injuries. If he can't (figure how to) escape immediately, move on to the next. If he can, he stumbles upon the next as he moves out.
•	Starting Positions: All start unconscious.
» JWesson: Hanging ~4ft off the ground, over a puddle, by a seat-belt wrapped around his leg, still attached to his seat, stuck in a tree. Belt=DR1,HT10,HP3, Damage to Objects,B483; Escape,B192.
» JWBarrett: Pinned in a shallow puddle by a heavy fallen tree. 350lbs; Lifting,B353.
» AColt & SRemington: Belted in 3-seat-section flanking 1 other (messily dead), ~10ft in a broken tree; movement causes the section to slip; DX for any action, to remain balanced; on 3x Fail or cFail, section falls/tumbles to upside-down position @~6ft. Falls, Act2p19, see JWesson for escape.
» ASmith: face-down in puddle still belted into his seat, holding his mouth barely out of the water, sinking in.  Belt=DR1,HT10,HP3, Damage to Objects,B483; Escape, B192; Holding your Breath, B351.
•	Wounds: Everyone's a bit dazed for this Beat. AColt's arm wound is already bound when he wakes; if checked, Succ:(PR)First-Aid-1, injury caused by a blade, and likely not crash-related. Crash damage: except JWesson and AColt. 
	Notes: Dagobah-swamp. Raining and friggin hot & muggy. Diagnosis, B187; Treatment=First-Aid, B424, Bio123.
Push: 
•	KMcKNight: Superficial cuts & bruises. Digging through the wreckage, obviously looking for something in particular, which he will reluctantly identify as "his stuff" if pressed. Snubs attempts to aid.
•	CStrong & JKnotts: Superficial cuts & bruises. CStrong is aiding JKnotts, who is in respiratory arrest (but otherwise "uninjured"), but she doesn't know what to do; asks PCs for help. JKnotts recovers, demonstrates unfazeability ("That was a hell of a thing…"). Resuscitation=(color)Physician/First-Aid-2, B425.
•	GSabrosky: Superficial cuts & bruises. Wearing deployed life-jacket & going through the pockets, while trying to get cell-phone reception; comments about "shark repellent."
•	TRich: Superficial cuts & bruises. Cradling her dead fiancée and crying uncontrollably, muttering "What am I gonna do now?" Others don't register to her. After PCs move on, interrupt as she is pulled away, having started kicking and cursing at the fiancée for leaving her without life insurance.
•	DrGriles: Wandering around picking at stuff, clearly dazed; obvious head injury. Diagnosis, B187; mild concussion & shock. Quietly does as ordered.
•	WWeiss: Trapped under wreckage, calls out as PCs pass by; leg pinned, Ref:Jericho-evil truck ep. 500lbs; Lifting, B353. SRemington recognizes; ASmith & AColt recognize from recent TV news, when both commented; JWesson wasn't really paying attention, so kinda remembers.
•	AHassan: Battered, & nursing a minor arm injury. Wanders around the fringe a bit, clearly beside himself, and refuses any help or comfort. [Heard muttering, "Why am I alive?"] Seems interested in WWeiss when he's being brought out (at which point, he realizes he can still complete his mission).
•	BDecker & CptHarding: BDecker has minor torso wound (bruised ribs?). BDecker is carrying CptHarding, due to superficial ankle injury (twisted?), in the direction of the others. Sets her down, and starts making himself useful. CptHarding insists her injuries are minor, and not worth tending at the moment. [Diagnosis]
•	Blackwell: Still in the cockpit, barely hanging onto consciousness & life, impaled through the chest by a large wooden splinter. Succ:Diagnosis-4/Physiology determines the location of the splinter to be "mortal"; only has a few minutes left. 
•	If in close enough proximity to Blackwell (i.e. "involved"), Acolt , ASmith , SRemington will realize a beat later that the splinter is "carved" or "decorated"—probably didn't belong to/on the plane.
	Notes: Wreckage is definitely missing the latter part of the plane. Still raining. Diagnosis, B187; Treatment=First-Aid, B424, Bio123.
Action: 
•	CptHarding tries to get everyone organized, catches KMcKnight looting a gold watch of a body, and confronts him. Without intervention, they will argue heatedly, and KMcKnight will end up shoving her around a bit and moving on, ignoring her. He will attempt to intimidate anyone who challenges him. 
•	Possible Combat: KMcKnight won't fight to-the-death or anything—actually, he'll back down if it looks like he's losing, or will lose.
•	DrGriles snaps out of his stupor, as the inevitable scuffle breaks out, and lays down the law. Explains that there's no telling where they are, judging from the "inappropriate" terrain, or when/if rescue will come—have to assume the worst. Sets everyone to work salvaging and organizing; spaces-out a little, mid sentence, a couple of times. 
» Sets himself, JWBarrett, KMcKnight, BDecker to moving bodies, & heavy stuff. While working, he surveys the damage and determines that they're "missing" the rest of the plane.
» Asks about electronics knowledge, tells SRemington to try to get a radio working; recommends cockpit search. Scrounging, B218; ElecRepair, B484, HP14/HT10(@-1,$1000). On success, can't pick up anything but static; device can't be removed from the airframe (needs power).
» Remaining survivors set on police-call to comb for useful stuff; lists some useful items.
» Recommends getting better shoes, if applicable.
» Collect rain-water.
•	GSabrosky, TRich and KMcKnight resist his orders, and will not cooperate without PC intervention. [Influence]
•	Scrounging or Per: 
» Item is guaranteed present, or in carry-on,+0
» Item is probably many present, +2 (Tiolet Paper, Plastic Cups, Flotation Devices, Batteries)
» Item is might be a few present," -1 (Shaving Kit)
» Item is probably not present, but could be, -3 (Weapon, Satellite Phone)
» Item would take a miracle to be found, -5
» Items found, where appropriate, have 2d6 cr, B484.
•	Random Found Items: TRich's purse, w/ DL that has her real name; JKnotts' guitar, in case (broken again)
	Notes: Raining lessened, but steady. Passengers were dressed for winter. SRemington will eventually realize that AHassan is generally be found in the vicinity of WWeiss. 
Ramp: 
•	DrGriles says the group should look for the rest of the plane, for possible survivors & gear, and indicates the most-likely direction & distance. 
•	Someone brings it up, and DrGriles says the group needs to collect all the food and ration it out, as needed; GSabrosky whines about whether or not that sort of thing is really necessary, still expecting a rescue, and TRich is clearly in agreement. TRich randomly asks about the possibility of settlement, GSabrosky responds that it could be substantial if "true" negligence could be demonstrated; conjecture about the nature of the crash ensues; thoeries are posited.
•	Arrive at submerged area, where waist-deep (someone checks) water must be traversed, & tree-maze; smoke & debris clearly indicate the destination is through the swamp, and it goes on as far as anyone's willing to walk, if they try to go around. (color)Influence, to convince TRich to continue; she will delay as long as possible, but won't be left behind. She also refused to change her shoes, and is walking in heels.
•	Succ:(color)(DX)Survival/DX+0 to maintain balance while walking the swamp, 1x for "trip," 1x per "strenuous action" ("Time Spent" applies, B346); DX, catch stumblers (a "strenuous action"); BDecker will assist (Take10)everyone, giving them +1
•	BDecker nabs snake behind JKnotts, unaffected, chicks freak, BDecker teases (can't identify the type). (color)Influence to keep order as cowards/squeamish try to back out.Kill a couple more snakes, unless unarmed.
•	Encounter body(s) and/or parts, freak out. By this point, everyone's seen enough dead bodies to not bother about Fright Checks, except for color.
•	WWeiss loses his glasses when he slips, asks for help searching, Succ:PR(Touch) to locate. d6 or logic to determine helper(s); find puzzle-box. 
	Notes: Light rain continues. Crash debris scattered throughout. Survival(Swamp)=Survival(Other Land)-3/Per-5/Naturalist-3
Twist: 
•	As the apparent other side of the swamp-crossing is reached, everyone starts as they hear a loud "Thwack!" followed by DrGriles yelp of pain, having been caught by some sort of man-trap; 12" spike clear through the left leg. Crippled, and bleeding lightly (dangerously close to femoral artery), but will bleed out if the spike is removed; infection, in this envirnment, is a real problem; Treatment=First-Aid, B424, Bio123; Spike=DR2,HT10,HP5, Damage to Objects,B483--causes great pain to saw the spike off, unless great care (and extra time) is taken. DrGriles insists the spike not be removed unless absolutely necessary. Succ:Scrounging-2(@PC) to find suitable material for stretcher. Recruit stretcher-bearers.
•	Survival/Traps to determine the nature (if PC tries, BDecker aids; otherwise, he does it himself); man-made, clever, and unlikely to have been meant for an animal.
	Notes: Light rain continues.
Setback: 
•	Encounter a large clearing (that wasn't one previously) full of smoldering wreckage that was the main body of the plane. It appears to have completely disintegrated on or before impact, and the wreckage is mostly burnt or burning; see things like seats melted into slag, etc—obvious that not much will have survived. Hardly a piece left that would be a two-man lift.
•	Scrounging: See above, at further -4; 3d6 damage, B484.
•	DrGriles surveys the damage (as best as he can); eventually decides that it most-likely broke up before impact, by an explosion, perhaps, and that it seems to be missing the tail. Roughly the same time, BDecker calls back & shows tracks apparently of other survivors, coming from farther out and leading back. 
	Notes: Light rain intermittent; sun lowering.
Comeback: 
•	BDecker gets a "bad feeling" & rubs his medicine bag a bit, looking into the trees. Without warning, JKnotts comes up missing; worst is feared, search called for & argued against. 
•	As they move ahead, Ref:TotSun-clearing; SRemington hears a shuffling coming from the upcoming treeline, @ ~20yds. PCs "maneuver." Pig springs out in ASmith's direction.
•	Pig decoy; Possible Combat: Pig is running away, and won't attack unless "cornered," but may slam anyone that gets in its way.
Small Boar	
Wild hogs are hunted for food – but they’re dangerous game. Boars are smart, evil-tempered, and likely to attack even when encountered by accident. They try to knock a man down with a slam and gore him while
he’s down. Sows are less aggressive and smaller (give them lower ST and weight).	
ST 8; DX 12; IQ 5; HT 12.	
HP 8; Will 12; Per 12; FP 12; Speed 6; Dodge 10; Move 7.	
SM -1; 45 lbs.	
Traits: Bad Temper (9); Combat Reflexes; Cutting Striker (Tusks); DR 1; Quadruped; Wild Animal.	
Skills: Brawling-8; Stealth-8	
•	¡[Found attempting to take a dump, says he saw "something"/heard someone injured in the trees, got suckered & dragged away, but dropped as the others started calling out], looks scared-to-death for the first time.
•	Hear "purr" in the distance, see nothing; JKnotts starts at the sound.
•	JKnotts tells what happened. BDecker comments about the pig being scared out. He gets an earful about leaving the group. Continue to follow tracks, BDecker in the lead.
	Notes: Sun lowering further, almost sunset; rain slacked to drizzle.
Climax: 
•	Tracks lead out of the swamp, mostly, to the coast; back to missing tail-section—not much but a handful of seats and debris; looks like the survivors started and returned here, then moved uphill. Some folks decide to call out to them, but are silenced. 
•	A little further out through the deepening fog, a "glow" can be seen, and the sounds of surf can be heard; investigating, not far away is a lighthouse of some sort. It is crumbled and ancient, but a weak "fire" of some sort is still burning—looks like it was clipped by the tail section as it fell. There is another lighthouse a bit further out, on another point of land. Fog out to sea cuts visibility to about a mile. The remains of a stone road can be seen nearby, leading inland.
•	Some discussion suggests that this is either an island, or a promontory, based on what can be seen; some debate ensues about getting to high ground to get a signal/view.
•	Combat (-2 Darkness): Dire Rats nesting in the broken-down lighthouse, starving, attack the group. Attack in bursts, 3-4 at a time, at "weak points" in the formation, going after the most heavily wounded (keyed on blood), try to slam & "swarm"; won't fight to the death, but will take a good beating to make one back off—they're desperate. Rats keep coming @GMD.
Emaciated Dire Rat	
There’s little to be said about giant rats: they’re as cunning and dextrous as regular rats, but huge, the size of the children they carry off as food. Almost all dungeons have them – especially sewers. They’re fodder for well-equipped adventurers, but every now and then. Anyone wounded by giant rats must make a HT roll to avoid infection with some disease or other. Sewer rot (-1 on
all attribute and skill rolls until stopped with Cure Disease) is typical.	
ST 9; DX 13; IQ 5; HT 12.	
HP 8; Will 10; Per 12; FP 12; Speed 6; Dodge 10; Move 7.	
SM -1; 45 lbs. Bite (15): 1d-1 cutting	
Traits: Night Vision 5; Semi-Upright; Striking ST+2 (ST 11); DR 1; Wild Animal.	
Skills: Brawling-15; Stealth-15	
•	While PCs deal w/ bunch on one side, bunch hits the "other side" as same time, off-screen—repeat as necessary; get 1/PC if possible.
•	KMcKnight, BDecker, CptHarding are helpful; AHassan saves PC at "critical moment"; JKnotts, CStrong somewhat helpful; TRich, GSabrosky defend themselves; WWeiss, DrGriles can do little. Those not in the immediate vicinity of the attack may be surprised &/or stunned.
•	A few pushes, or when PC is in real trouble, a horrible roar is heard from back in the swamp (distance is difficult to determine), and the rats flee the scene.
Dénouement:
•	NPC Injuries: d6-4 hits, random loc (lower); scratches & cuts otherwise
•	DrGriles seriously injured by DRats; Treatment=First-Aid, B424, Bio123; DrGriles is mortally wounded, and lost a lot of blood—rats tore the wound open and probably nicked the femoral artery, Ref:BHawkDown; he eventually bleeds out, despite best efforts.
•	BDecker steps up, says they all have to get to higher ground, to figure out where they are and maybe get reception/signal, suggests following the road. Start moving up the road a bit, discover tunnel entrance, road leading into it; BDecker wants to push through, most others don't.
•	Roar, close; survivors panic & run; recover.
•	Aaron missing.
	Notes: Sunset, heavy fog from the coast, light drizzle.