OUTLANDERS2: MISSING: OUTLINE:
	Blurb: Plane-crash survivors (PCs) find themselves in a fantasy-Earth ruled by gods, kings, and monsters; gain supernatural powers; and become unwitting agents of chaos wherever they go, as they struggle to find their Destiny in their new home.
	Summary:
	$Shot: 300-standoff

SEASON1: TheSurvivors:
	Blurb: Plane-crash survivors stumble around a strange, magical island, evade its dark creatures, and escape, to find themselves in a medieval struggle between a village and its opressive overlords.
	Summary: PCs find themselves on a strange island, along with some other survivors. They dicker around about what to do, run into some strange hostile creatures, find they are being hunted by something terrible, and discover a ruined civilization. When some survivors are captured by an unknown assailant, PCs track them down to the creatures' lair, rescue some folk, and escape the island as it falls apart. They are found half-dead by some locals, who take them to a wizard, who takes them in as his bodyguard on a mission that will have them save a local village from their opressive overlords.
	$Shot: 13W-Mass-Battle, Gobs vs Village
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: PC(s) wake up @ crash site; intro-chain PCs in sequence as one "rescues" the other
•	Push: [Surv] Rescue(s), Blackwell incident
•	Action: Intro characters, settle in; DrGriles shell-shocked (mild concussion), as scuffle breaks out, snaps out of his stupor and lays down the law
•	Ramp: Look for tail-section/cargo; disagreements over rationing; terrain obstacles.
•	Twist: DrGriles impaled by spike trap; extraction; (Ref:TheEdge-leg cut)
•	Setback: @Tail, get stuff (wreckage is mostly burnt or burning); tracks of other survivors found, leading off
•	Comeback: Search for missing straggler
•	Climax: Dire Rats @ beacon; troll roars, disperses; DrGriles mortally wounded by the rats
•	Dénouement: Tend to DrGriles, spot road, find tunnel entrance; BDecker takes charge, pushes for higher ground.
	Notes: Day1a: "Blacked-Out" story of prior events (full reveal at Ep112); no Troll reveal this ep; prove how valuable the doc is, and then kill him; find Puzzle Box; survival equipment past expiration date? 
Ep102: The Swamp Devil:
	$Shot: Pillar 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:Tunnel, find bottles; "canyon" road; Survs start to remember terrorists; GSabrosky starts manip v BDecker; KMcKnight starting to feel withdrawal pains, takes it out on others.
•	Push: Ivy-covered outer wall, doors closed; climb; AHassan helps WWeiss up.
•	Action: "Lighted" road; Log crossing 
•	Ramp: KMcKnight attacks AHassan, having remembered about the terrorist attack on the plane & blames him, clearly having problems
•	Twist: Gardens, city intro; monster attacks, takes [Surv] & vanishes.
•	Setback: Coliseum, attempt to rescue BDecker; trapped inside.
•	Comeback: Escape coliseum, find "Hall," stash
•	Climax: Monster fight, wounded
•	Dénouement: AColt found in good health, in water pit; Survs fled, missing
	Notes: Day1b; find Warden's Horn; WiQu is commanding the Warden, has him searching for her [Item], & picking up PCs for interrogation
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: Searching for missing Survs; Hunger taking hold; storm dialing back, Troll howling
•	Push: Find JKnotts, hanging from a building ledge, with a pair of young crocottas snipping at his heels
•	Action: Find [Survs] cornered by wild wargs, Ref:CoRiddick-prison; saw Red Lady
•	Ramp: Find remaining Survs at tower walls; gain entry
•	Twist: Tower, rest time; troll reveal, can't see them in the Tower; CptHarding wants to move to coast-village next
•	Setback: Tree pilfered by JKnotts; earthquake, tower crumbles a bit; forced out
•	Comeback: Gob "arrow" ambush (no reveal)
•	Climax: Pursued by ambushers, hit [obstacle]
•	Dénouement: Escaped ambush, Survs discovered missing
	Notes: Day2; arrow volleys from gob scouting party, take out Survs; "Tree" incident; after defenses fall, [Survs] captured & taken to Gob base
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: Snap awake, having collapsed, exhausted, before sunrise; still tracking captured Survs; Surv gone missing
•	Push: Track missing Surv, fight [killer plant(s)], rescue
•	Action: Encounter harpy, trapped; kill/release.
•	Ramp: Malicious Fairy(?) steals something; Chase, into the Labyrinth
•	Twist: Labyrinth nav; group enters, navigation (fail=lost); stuff moves around
•	Setback: Lured into net trap, Ref:SW:RotJ, by "false GSabrosky"; escape.
•	Comeback: Harpy "points" to Gob patrol; Chase v Gobs.
•	Climax: Tree Ambush, Ref:Rundown-Capoeira; planned to ![distract/capture] fighters
•	Dénouement: ![All/Some] captured during fighting
	Notes: Day3a; Tracking down captured GSabrosky, gobs using him as bait; Labyrinth isn't "literal," but a general description of the tangled area of this forest. Ref:Rundown+Endor
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: Travel & city entry; Unceremonious dumping; separated into groups
•	Push: GSabrosky visitation (=talk to "boss")
•	Action: Confrontation w/ prisoners
•	Ramp: Gobs enter "cell"; fix KMcKnight, harrass [girl], PCs intervene
•	Twist: Meet dying ClaireB, Ref:13W-WiseWoman; tries to tell about world, Gobs, but is cut off/killed
•	Setback: Interrogation w/ Red Lady & GSabrosky; steal language from Surv, killed in the process
•	Comeback: Feeding time; Surv(s) killed
•	Climax: Earthquake, prison break
•	Dénouement: Escape plans
	Notes: Ref:CoRiddick-Crematoria 
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: Back inside; get armed, get ClaireB
•	Push: Ref:CoRiddick-City Run; E&E town, to hall
•	Action: Ref:CoRiddick-City Run, enter hall; punk guard or two
•	Ramp: Ref:CoRiddick-City Run, punk looters @ hall, retrieve stuff; Survs+slaves outnumber.
•	Twist: Ref:ACreed-Acre Port, Port E&E.
•	Setback: Ref:ACreed-Acre Port, Secure transport; Survs killed getting boat
•	Comeback: Boat chase
•	Climax: Boats, fighting; grappled & boarded? Volcano explodes; tidal wave.
•	Dénouement: 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.
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: Wake to armed men poking w/ spears; PCs bound, forced along, still woozy;
•	Push: Spot runner, party ambushed; Captors=![Crew/Brigs?PCs Help/Resist]
•	Action: Pursue runner(s); takedown.
•	Ramp: Battlefield, drama. Village banded together and tried to hold off sea-raiders, failed.
•	Twist: Encounter Brig main force encamped @ river, Quickening v Grìmarr? Ref:13W-"camplet", as Sons of Einarr return for their yearly tribute. Skirt & hide. #s?
•	Setback: Brig patrol, attempt to bluff past; Failed, taken hostage; harrassment
•	Comeback: Distraction, & escape prep. Loose manacles?
•	Climax: Escape fight/chase.
•	Dénouement: @tower, meet SirWeland, speaks "English" (w/ Pipe).
	Notes: Day7-8; Crew finds militia was defeated by Brigs, Brigs encamped in the woods. 
•	Rægnald eyes horn, stuff. 
•	Þorkel is gonna attempt to kill any Brigs he encounters after seeing his [relative] dead.
•	Skirt Fairy Ring; Ref:LotM-Amerindian gravesite.
•	Years back, after the Emperor left on crusade w/ the best fighting men & nobles, started with local rebels being reinforced by sea-raider mercs, ships coming downriver, Ref:13W; Sons of Einarr are merc leaders, w/ invasion intentions; "took over" rebellion. 600 seasoned sea-raiders.
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: Morning Q&A w/ SirWeland; meet the staff.
•	Push: Move out, arrive at chapter house; present new retainers; given mission. More Q&A during travel.
•	Action: Move out, to Stone Creek; Training, Ref:KoHeaven.
•	Ramp: Sea-raider attack, Ref:KoHeaven-arrest.
•	Twist: Eve, Town intro, meeting; SirWeland translates; Ref:13W-message
•	Setback: Rægnald babysits PCs, takes to mead-hall; PC blunders, Duel, Ref:Dune; Rægnald instigates, Ref:Rundown
•	Comeback: Woods, investigation; Gerðar in animal form, snooping about
•	Climax: S&R; find sea-raiders running from Warden+Gobs; sea-raiders killed
•	Dénouement: Return lost, speak to council
	Notes: Day9; Weland meets PCs; see Gerðarr in animal form, mucking about & spying; mission to find goblin saboteurs, discover forest encroachment; evade Brig patrols
•	Locals concerned about Sea-Raiders, return of SoE, & possible battle over lack of tribute, complicated by disappearances
•	True disappearance sitrep?
•	Earthquake damage being repaired.
•	Strangers not allowed to go near illegal work
Ep109: The Fairy Truce:
	$Shot:
	Reveal: Intro March-Steward; 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
•	Hook: Church service w/ town, led by PtnBroðeric; demo Church practice
•	Push: Drogo arrives w/ guards, Juliana; Juliana removed to holding; SirWeland enquires, passes on info; Rægnald encounters Drogo, has to be restrained
•	Action: Opp for PCs to talk to Juliana; asks for help, explains SITREP; SirWeland leaves to nearest chapterhouse in Hessen to see about options.
•	Ramp: Juliana missing, escaped; town called up, ordered to apprehend her.
•	Twist: PtnBroðeric approaches PMs, informs he has hidden Juliana, asks to help her escape
•	Setback: Drogo's men arrive, Juliana slips out; chase through town, [Juliana/Rægnald/PtnBroðeric] caught
•	Comeback: Blocked into hall by some of Drogo's men; get past; Chase down procession
•	Climax: Stop hanging of [Juliana/Rægnald/PtnBroðeric]?
•	Dénouement: SirWeland returns, officially takes Juliana as retainer, making her subject to Thaumacratical justice (who don't consider association w/ Fey to be a crime); Drogo found dead, looks "natural"
	Notes: Drogo, a nobleman who tortured Rægnald in the past, has converted to the Great Church, and is now an "inquisitor" ("Templar"); along with some of the March-Steward's men as escort, he stops for the day at StCreek w/ captured Juliana, who he is taking to [x] to be "examined" for changeling status.
•	Townsfolk won't cross the Church, but respectful of the Order
•	PtnBroðeric less than zealous about prosecuting Fey-association
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: SirWeland leaves to research box, forest; leaves pathfinder
•	Push: Meade-hall w/ townies; runner bursts in & says Gunnar is coming
•	Action: Gunnarr & co demand tribute, senses PCs & challenges to duel; PCs defeat.
•	Ramp: Townies scared of retribution, start setting up palisade.
•	Twist: Townfolk meet, demand PCs aid them in resisting.
•	Setback: Scouts report Gerðarr coming; Crew despairs, townies despair, PCs encourage.
•	Comeback:Gerðarr arrives w/ entourage, demands the heads of PCs; Townies disheartened, submit
•	Climax: Fight w/ Gerðarr & co., cheats, having his men help; PCs defeat.
•	Dénouement: Villagers scared PCs pissed off BGs; March-Steward coming.
	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
Ep111: The Sons of Einarr, Pt2: The Heathen Army:
	$Shot: Duel w/ Grímarr
	Reveal: March-Steward & 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: March-Steward & Co arrive, bitch out townies, says to get to castle; townies won't leave.
•	Push: Recon. Taranis dream.
•	Action: Next day. Army gathers. Crew talks of leaving, townies despair; PCs encourage.
•	Ramp: Grímarr sends runner, demands PCs(+Mithrites?) parley.
•	Twist: Grímarr tries to talk PCs into switching sides, or die; WiQu reveal; PCs defeat.
•	Setback: (GSabrosky takes charge) Army besieges town, defying the agreement.
•	Comeback: March-Steward & Co arrive, join the siege.
•	Climax: Mass Battle; back off after significant resistance
•	Dénouement: Pack it up & head for castle; GSabrosky reveal? (commands army?)
	Notes: 13W-defense v mercs.
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: GSabrosky chase-down (Speeder?); HMZ-weather combo moving in, PCs "feel" it
•	Push: GSabrosky interrogation; reveal Node plans
•	Action: SirWeland returns, tells about Node, hiding place of the Book of Shadows, HMZ, Wishing Stone. Sinkhole announces Gobs' digging efforts, combined intel sets up countdown—Book must be recovered/destroyed before mana-storm arrives, enabling WiQu to cross over, and strengthening the Node beyond SirWeland's ability to affect it
•	Ramp: Crew tasked w/ evacuation, working w/ March-Steward; PCs tasked w/ locating the entrance to tunnels, go into forest; SirWeland gathers info, components
•	Twist: Find cave, Warden guards; combat. SirWeland arrives w/ stuff, Crew.
•	Setback: Enter tunnels; Gob encounters
•	Comeback: Set up for ceremony; PCs set up to defend
•	Climax: Fight Gobs while SirWeland performs destruction ceremony; football catch & line penetration to complete ritual
•	Dénouement: LdBoldog concedes defeat, says WiQu not in charge; Mana-storm/mist causes team to exit elsewhere, completely unknown
	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?

SEASON2: TheCrusade:
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