The Succession Crisis Campaign
(January 2014-June 2015)
Starring a range of over 30 player characters during a period of 10 years (in game) and just over a year of gameplay in real life, the Boarhardt Campaign follows the heroes of the Boarhardt Mercenary Guild as they deal with the collapse of the Kingdom of Ovid and the petty squabbles of the minor lords seeking to make their own names upon history. Set between the 1530s and 1540s, this was an era of chaos, where mighty armies fought wide-spread epic battles over land and ideologies.
Beginning at the sacking of Kingsbridge with the death of the last King of Ovid, The Boarhardt Guild found themselves straddling the middle of a war between the King’s heir apparent, his granddaughter Princess Enzia, and his niece, Duchess Yentz. The guild faced not only the armies of these two powers, but numerous vampires, contributing to the revolution and evolution of the small town of Carillon into a regional powerhouse, seeking the lost Clontblades in the Highlands, repulsing an Orlandian Empire invasion of the northern land of Winterark, finding a lost son in the Meridian Isles, and finally destroying the city of Grandmill.
Eventually the heroes of this era caused the land to settle into a new noble-held republic with several players as stewards while a new king was sought for. One would not be found within the player character’s lifetimes…
The maps developed for this campaign ranged from some of the first ones I created, to some of the earliest uses of 3D rendering before final editing. As the first campaign I had ever run as a GM, I learned a ton both in the making of these maps and in how best to run a campaign.
The Campaign had a number of primary arcs. First was the Sacking of Kingsbridge, in which two parties fled from the Boarhardt Guild. This was followed by the Carillon Revolution Arc, which saw most of the maps in Carillon, the Lockwood, and Taintsville being used. At this time was also the Castle Charm Affair Arc, which saw the end of the second party in one final triumph against evil. After a brief break, a combined party began the Defense of Winterark, in which players took an airship north to defend the snowy city from invading outlanders. Finally, the Battle of Grandmill saw the end of the campaign, with the early 3D maps coinciding with entering the high-tech metropolis for the first time.
Chapter One: The Sacking of Kingsbridge
The land of Ovid had stood stable for generations under the unbroken line of Regalus Kings. The ten major houses ruled their respective realms and together worked (more or less) towards the betterment of the realm. King Cinemus Regalus XXII, last of his name, had long held his granddaughter, Enzia Regalus, would inherit the throne. However, the daughter of his elder brother, Duchess Sadine Regalus-Yentz, was seen by many as the heir apparent for the realm. The King saw that a conflict was brewing, and summoned a great council of nobles to the capital to set the issue to rest. In honor of the rarity of the event, a great celebration was announced and artisans, playwrights, and entertainers from around the land came to the capital.
The King then attended a play, “Our Ovidian Neighbor,” a play written in honor of his exploits some forty years before. This drama was known as the King’s favorite, and it would end up being his last. During the evening showing someone murdered the king in his private box, triggering chaos throughout the city. Fires were set and looting began to run wild.
With this backdrop set, our players entered the campaign. With the initial game there were two parties with two different GMs leading each game (to allow both GMs a chance to play in a game session). To accommodate this, there were two different maps made for the Sacking of Kingsbridge encounter that was the first night of the campaign.
In the middle of all this was the Boarhardt Guild, the only officially recognized mercenary guild in the kingdom. To the north fled Arden, Reginald Remington III, Ruadh, John Clonter, Vithar Wodenson, and Jack. To the south fled Mowngle, Irid, Ebenezar, and Azmaranthe. Both parties began at the Boarhardt Guild, their longtime home. The Boarhardt Guild was introduced as a favored mercenary company used by the nobility to take care of minor problems throughout the lands, often the sort that they didn’t want to spend their own soldiers and effort on completing. Unfortunately, the guild was not spared the flames, and the party had to flee through the sacking of the city, occasionally ducking into the dangerous sewers to avoid the flames, eventually coming to the square before the palace.
Here they found Princess Enzia had mustered the city guard and attempted to put out the fires. Duchess Sadine, arriving via one of her airships, confronted Enzia in the capital square in an attempt to restore order to the capital. These two forces, long simmering hate for each other from their leaders’ rivalry, turned to blood in the streets and the capital became a battleground over who would be heir to the kingdom. John Clonter was mortally wounded as he and Arden fought over which side to support, with John Clonter trying to save Princess Enzia while Arden tried to apprehend her for House Yentz.
As the players fled, the royal city was burned to the ground with each house fleeing to their own lands to wait and see what would happen.
Chapter Two: Trouble in Carillon
As Mowngle’s Party fled over the Lockwood Bridge they encountered George Clonter and Preacher returning from a mission. Together with Azmaranthe, Irid, Mowngle and Ebenezar they witnessed Hamfast Boarhard be shot by Horace, the mysterious gunman. Horace implied that both he, the Maestro he reported too, and Hamfast knew the truth behind the king’s death and to clean up matters Hamfast had to be eliminated.
The party drove off the gunman and carried the bleeding Hamfast across the bridge to where Rupert Boardhardt had made shelter in a small fishing hut. The party managed to heal Hamfast with Rupert’s help and flee through the Western Lockwood, avoiding Night Watch patrols, until they arrived at safety: Mowngle’s house in Carillon.
While Waverly attempted to figure out what happened in the capital and secure some sort of safety in Carillon through Mayor Brighton, the party worked with Hamfast to track down Horace, exploring the downtrodden city of Carillon and the western Lockwood seeking clues. Eventually, with the help of an Information Broker named Izaya, the party cornered Horace at the Forest Ruins only to be ambushed by dozens of gunmen under Horace’s command. The party managed to cut their way through them and apprehend Horace, bringing him back to Carillon for interrogation.
Returning to Carillon, Mowngle’s Party (Mowngle, Ebenezar, Irid, George Clonter, Preacher) found the city under increasing pressure from the Night Watch. The Night Watch, a former militia turned thug-like bully force, had declared martial law in Carillon, city of bells. Increasingly draconian laws, including the disbanding of the city guard and banning of all music, were causing tensions to be high among the common folk of the city. Children started going missing, the Lord Silverbell had seemingly vanished, and strange new officers in the Night Watch appeared. These new officers appeared unusually pale and shunned the sunlight.
When Professor Harold Hill was arrested for calling out the Night Watch for stealing children, the city had been pushed beyond the tipping point. The party managed to track one of the new Night Watch officers, a Vampire named Sir Ayluck, to the city park where they witnessed him steal a child for some sort of vampire ritual. Bringing this information to Mayor Brighton, the mayor called for the party to seek out and return the children at any cost and began rebuilding the city guard.
The party, using Izaya’s information once more, managed to track the children to an old manor house in the Western Lockwood.
Here they encountered a shapeless ghost that, upon wandering the house slowly regained her form to that of a long-deceased Lady Rachel Artimage, a young noblewoman of Carillon from several generations previous that had struggled against both Ayluck and his mistress: Lady Morgaine Blackbriar. With confirmation that the Blackbriars were vampires, the party followed Rachel’s ghost to the basement where they found children being sacrificed to regenerate Ayluck’s body.
Chapter Three: Heading to Highchurch
Taking place during the events of Hunting Horatio, Vithar’s party (Vithar, Jack, Ruadh, Arden, Reginald Remington II) fled north to an old thieves guild hideout in the Alafayan Heartlands.
Looking for a place to lay low while the manhunt for Boarhardt Guild members occured in Baptiste lands (as the guild was considered hostile to Pricess Enzia after Arden’s failed assassination attempt). House Regalus and House Baptiste scoured the lands for any sign of the party, but they were safely in an old cellar.
Learning that their only chance to evade capture was to clear out an old series of mining tunnels under the Heartlands, the party made their way through a serious of treacherous tunnels until they came across a wide underwater cave and an abandoned Temple of Alethia. Here the party witnessed a vision of a once clerical ruler of House Baptiste fall to evil after the abduction of children. The party fought hordes of risen undead ghosts of the Baptiste child’s captors this time and eventually redeemed her, allowing her to rest peacefully and restoring the underground temple to balance.
The temple was such a fine location that the Thieves Guild claimed it for their own as their new hiding place. With this new base of operations, the party sought to infiltrate Highchurch, capital of the heartlands. Venturing deeper into the caves, the party entered the Highchurch undercity and saved a wizard-thief who had been trapped, eventually slaying a mighty Chimera that had somehow been summoned beneath the holy city. Having somewhat uneventfully infiltrated Highchurch, the party then made their way up into the city proper.
With Vithar’s party (Vithar, Reginald Remington III, Arden, Jack, and Ruadh) having successfully infiltrated Highchurch, the party found a depressing scene. Refugees from the capital were packed within the cramped walls and while House Regalus, and specifically Princess Enzia, were spending all of their time, money and energy trying to accommodate for the displaced and injured, House Baptiste and the noble folk of Highchurch were getting increasingly unhappy and disgusted with the new comers to the city. The Yentz embassy was under tight surveillance as House Baptiste eyed them as potential enemies due to their harboring (and some claim controlling) young Princess Enzia.
Vithar’s party helped track down a rogue Highchurch lord (a necromancer and vampire) operating out of the old graveyard in the north part of town and truck him down before he could use refugees for his dark rituals.
Upon returning to town, Arden was contacted by a Yentz agent who gave him secret orders. Hours later, while the party attempted to gain supplies for the refugees from House Aviary Arden entered the Regalus embassy, walked up to Lady Enzia, and once again attempted to assassinate her. His second attempt was foiled at the last minute by Enzia herself, who recognized him just in time to dodge his attack. Arden fled successfully, and the city was placed on Martial law.
With every door being knocked down by the soldiers of House Regalus and House Baptiste, the party attempted to flee the city and witnessed the burning and summary execution of the civilians in the House Yentz embassy. Taking sanctuary in House Tanner’s stables, Ruadh found love with a stable girl and the party managed to get horses to escape the city.
Once outside the city walls, Arden left the party to return to Grandmill for further orders.
Chapter Four: Boar Hardt
With the discovery of the sacrifice of children running rampant across Carillon, Mayor Brighton, along with the City’s nobles and peasants alike, confronted Night Watch Captain Ichabod on the steps of The Silverbell Manor and demanded the expulsion of all Night Watch from the city of Carillon, surrender of all prisoners taken by the Night Watch, and to restore young lord Silverbell to the city. Ichabod refused, telling Mowngle’s party (Mowngle, Ebenezar, George Clonter, Preacher, Irid) along with the rest of the Boarhardt guild and the gathered citizens that the young lord was now enthralled by their dark lady Blackbriar, as would the entire town be soon. The mayor, having enough, called for the arrest of all Night watch members and, to the surprise of all, a large number of Carillon Musketeers, having been recalled to duty from their civilian lives, cornered and drove the Night Watch from the city.
During this time, Horatio was freed by Izaya and both fled Carillon to parts unknown.
Knowing a counterattack was eminent, Mowngle’s Party, along with a massive force of civilians turned riflemen, formed up to fight the Night Watch in the Western Lockwood. Led by Captain Calhoun and Guildmaster Waverly, the new force managed to push the Night Watch to the central Lockwood before legions of undead stopped them. Working with Lady Artimage and her spectral powers, Monwgle’s party led a flanking action that eventually turned the tide, breaking the Night Watch lines and driving them beyond McCulloch’s Crossing, freeing the Western Lockwood and Carillon from Blackbriar control.
The people decided to make Lady Rachel Artimage the ruler of the new-formed House Artimage and the Songwood, and Carillon declared all of the Boarhardt Guild and Mowngle’s party as Heroes of Carillon.
In the wake of the Carillon Revolution, Rupert Boarhardt and Mowngle’s Party (Mowngle, George Clonter, Ebenezar, Preacher, Irid) were invited to a fancy party in Lady Artimage’s honor at the Lockwood Abbey. The Rabbit Abbot, a lapine caretaker of the temple to Gein, honored the new lady and invaded many werefolk, noblemen, and fae to attend the festivities. Here Aine, Rupert’s ex-fiance and the fae that cursed his face to be a pig, appeared and caused them to have a very public argument. During this argument, disaster struck.
Hanz Luger, a Yentz strike-force commander, attacked the abbey with a small force of Steam Soldiers, seeking to take the abbey as a launch pint against House Baptiste and also to steal the treasures of the Abbey. Mowngle’s party was separated, and individually worked to take out the invaders. During this time the Abbot was killed for refusing to tell the secrets of his vault, Rupert was mortally wounded saving Aine, and Hanz Luger was totally killed by George Clonter throwing him off the top of the tower (probably).
With the Abbey saved, Aine started healing Rupert seeking to find a way to keep him from dying. Here is was revealed that the only reason he stood her up at the alter was because he had to choose: attend the wedding or let his siblings be killed. Aine, while not forgiving him, was a bit less angry and took him with her to the Summerlands for fae healing.
The party, finding it to be the worst celebration ever, returned to Carillon to sleep off their hangovers.
Mowngle would then leave the party to take a role in being personal guard to Lady Artimage, a roll he continues to this day. Ebenezar would also leave the party at this time, deciding that his old bones had taken enough beatings. He retired to the villages north of Lake Charm to teach the fiddle to underprivileged young Clont folk.
Chapter Five: The Case of Castle Charm
Having escaped Highchurch, Ruadh’s party (Ruadh, Vithar, Jack, Reginald Remington III) took the road to Castle Charm seeking to find a legendary weapon: the Clontblade. Having seen a suspicious fellow wielding one of these blades in Highchurch, Ruadh was determined to return to his homeland in Clont lands to find one for himself. As the Clontblade was said to appear whenever there was a tim of great need, Ruadh felt that the present chaos seemed to pose the greatest threat to the realm in history.
Along the way to Castle Charm, where Saburo of the Boarhardt Guild mentioned a rumor had been heared about the weapons, the party encountered an Orlandian Swashbucker named Ferran (Ferranto DuLambrey). Ferran invited himself to the party and along with the rest of Ruadh’s team they made their way to Castle Charm.
Upon arriving, however, they found the castle’s residents slain by a force of Lizardfolk, including Lady Susan Clont who was found killed on the gates of the palace. The party fought through these strange creatures to encounter the Duke of Castle Charm being offered great riches for the Clontblade by a Lizarfolk Ancient One. The Duke chose to fight, was killed, and the party attempted to avenge him. The Ancient one fled, and the party was left at a loss.
Ferran continued wandering the wild world, and would later appear in Carillon.
Ruadh would eventually be appointed as the new Lord of Castle Charm, it is unclear if he ever found the Clontblade, but many rumors say his sword is unstoppable.
Reginald Remington III returned to Versity Magical Academy to write a thesis on Summoning. It is said that despite his fake credentials, he was accepted as an Adjunct Faculty member based upon magical merit.
Vithar Wodenson returned to the ruins of Kingsbridge to help the common folk and refugees where he could. His story fades from history soon after, with many believing he found a nice wife to settle down with in a small farm in the heartlands.
Jack continued to ply his aim for whatever money he could. He was last seen heading to Bithlo.
Chapter Six: Into The Lockwood
With the Carillon Revolution having created a new Kingdom, the Boarhardt Guild was hired to get information on what was happening behind Blackbriar lines. Fighting across the McCulloh’s Crossing Bridge (and destroying it behind them), Preacher’s party (Preacher, George Clonter, Irid) was joined by a new hire, a slayer named Gaelan, along with a Winterark woman named Raelyn. Together they managed to get in contact with their contact at the Shady Bridge Inn, a bard named Rica, who gave them inside information about the workings of House Blackbriar. A deal was being worked out between House Yentz and House Blackbrirar to take out Carillon, and the party managed to stop the deal before it could begin.
And then things got weird.
Raelyn managed to seduce most every female and a good many men into having a massive magical orgy inside one of the inn’s rooms. All of the party members lost memory of what they were doing for about two days. When they came to they were back on their side of the crossing, and Raelyn was gone. As was all of their wealth and equipment.
Raelyn vanished with the party’s loot. She presumably is using her powers to rob people to this day.
Gaelan and Irid continued taking assassination jobs, both left the Boarhardt Guild and often compete for the same jobs to this day.
Preacher and George Clonter became respected members of the Carillon Musketeers and are considered the last active heroes of Carillon. For several years they served honorably, before they decided to strike out for new opportunities.
Chapter Seven: The Unfinished Tale
Left uncompleted due to difficulties in finding game times during the holidays, a lengthy campaign into the Lockwood and eventually Taintsville went Mostly unplayed. Quite a few maps were made for this campaign.
Players were able to investigate the strange, reculsive village of Haywood in the Eastern Lockwood to find a large basement devoted to Jack, aka Samhain, the trickster god. Here they fought off cultists who wished to kill them. They managed to reach Lake Partin by sneaking around Night Watch soldiers at Fort Lockwood and found a truly great fish. However at this point the rest of the maps devoted for this game went unused. Perhaps in a future campaign they will return.
Chapter Eight: The Lovely Gale & the North
Three years after, George Clonter and Preacher decided it was time to move on,. Hearing a call for mercenaries by Lord Vincent DuBious concerning the recent Orland Invasion, the two left the comfort of Carillon to take on the first Mercenary job in years. Along the way they were accompanied by Professor Raysalian (Ol’ Sooty), a drunk Versity mage and now jobless professor. A deaf cleric named Howard also joined their party, along with a fae changeling named Ansa. Together they boarded the Lovely Gale, an airship piloted by a wingless aviary woman named Gale who appeared to be having a string of bad luck.
Joining the party were a number of faces, familiar and otherwise:
- Ferran, a boastful adventurer.
- Temperance, a bounty hunter.
- Arden, now a diplomat for House Yentz
- Mousey, Ratnick the Roden Chef’s daughter and now Gale’s Mechanic.
- Lotte the Luck, a young witch with extreme luck (in both ways).
- Kinley, Lotte’s stern witch mentor.
- Chadwick, former Boarhard Mercenary and generally awesome bro.
- Gardenstern, the wandering peddler.
- Harley, a lapine lancer and stoic.
- Marlow, a writer for the Ovidian Neighbor newspaper.
- Oliver, a Carillon pickpocket and street kid.
- Susebron, an Avalonian warpriest of Pharasma.
- Morana, a Blackbriar slayer and assassin.
- Rycina, an Apothekary potion vendor.
Together they boarded the airship and set sail for Winterark to answer Lord DuBious’s call for adventurers. Along the way a serious of issues plagued the Lovely Gale, with a wild Gronk hiding in the engines, Rycina attempting to poison and then bl;ow up the airship, and culminating in the airship getting caught in the crossfire between a Yentz Armada and the Orland Gryphon Calvary. With Gale’s flying and most of the crew working together they made it through the battle, only to have Rycina blow up the airship, melting as she did so and revealing herself to be an Apothekary clone.
As the airship went down, most of those on board were scattered to the winds.
With the crash of the Lovely Gale, the party was separated. George Clonter managed to lock himself in a fridge and withstand the crash. Ol’ Sooty managed to fly down using his magic. Azmaranthe managed to use her fae magic to jump from the airship to the ground. Preacher found a parachute and survived in tact. Howard, however, fell to the earth unassisted and was left in a human-shaped hole in the ground by the party.
Howard would later be found by a group of Willow Springs firefighters and brought to the town for recovery. He remains there in a coma to this day.
Preacher led the remaining party members in seeking for survivors and found Gale pinned inside her airship. They helped her escape and tried to keep her spirits up, but as Gale lost her wings, her airship, her family, and her crew she believed she had nothing left to live for. The party managed to convince her to stay with them and she became the first party ally.
The party searched the Tusklwold, a wild forest in the north, for other survivors. They helped Temperance fight off a pack of wolves, saved Lotte and Kinley from being sacrificed to The Great Pumpkin (only to instead sacrifice all of the cultists to their chaotic god, granting George Clonter the Pumpkin’s blessing). And eventually helped Arden rescue Oliver from a pack of Yeti. Oliver befriended a Gronk during this time.
Together the party managed to travel north to the small town of Willow Springs, where they found the entirety of the Winterark Army, having been ousted from their town during the Orland Invasion…
Upon arriving in Willow Springs, Preacher, Ol Sooty, and George Clonter were happy to find a warm spot to relax after their harrowing encounter on the Lovely Gale. Finding most of their fellow travelers having survived and arrived safely at the Willow Springs Inn they all breathed a short-lived sigh of relief. The three survivors were then joined by Susebron, Morana, and an insurance investigator and haberdashed-crusader Bruce Richard (Hatman). Together they formed Morana’s party and went before Lord DuBious to receive their assignment.
There they found Arden leading his own party (Arden, Mousey, Marlowe, Harley, and Ferran) and Vincent had the two parties compete for his pay and work. They would have to infiltrate an old abandoned Baptiste fort south of the town and bring back some documents and a war ant. Chasing Arden’s party, Morana’s party managed to steal all of the goods from the Willow Springs market, set the Tuskwold on fire multiple times, befriend a massive Yeti (which would become Preacher’s pet Bumble), save Temperance form wolves by summoning a fire elemental (and causing another fire), and eventually made their way to the old fort. Along the way they encountered a mysterious mercenary group led by a young woman named Red.
Inside the fort the party found cryogenic tanks with Apothekary abominations inside and Hatman managed to activate all of them. The party once again fought a Rycina clone, and after defeating it (with Red’s help, sniping from the rafters) managed to find the documents. However, when the war ant was released it attacked Morana’s face and Preacher shot it off, utterly destroying the creature.
As the party ventured back to WIllow Springs they were confornted by Arden’s party, but managed to evade them and make it back to town first.
Upon returning to Willow Springs, Morana’s Party (Morana, Preacher, George Clonter, Hatman, Ol’ Sooty) was given the option of saving Lord DuBious’s Wife and daughter or to assassinate his enemy, General Fortissimo, leader of the Orland force that took his home.
The party chose murder, because of course they did.
Arden’s party was left to rescue Lady Elanor and young Katherine. During this time Hatman managed to recruit a young apprentice, Hatboy, a young man who witnessed the death of his zoo-keeper parents by one of their pet wolves, a wolf he then tore the skin off of and now wears it as a hat.
The parties split up and entered the Gem mines beneath the frozen northern forests. Encountering giant bats, Trufflekin, a Black Knight, and an old treasure trap room they managed to eventually find a conrered Ferran protecting a young woman from a platoon of Orland Soldiers. The party helped Ferran protect the girl, who eventually transformed into a were-bat (Batgirl) who helped them finish off the soldiers and then carried Ferran off in her loving winged embrace.
The party managed to find the Trufflekin Resort of Villa Bolette and there managed to tick off most of the trufflekin with record speed. Finding the Truffle King, Red’s Mercenaries, and some WInterark soldiers all debating how to enter the city the party chose to take the “secret invasion tunnels” of the Trufflekin to break into the city.
Morana’s party (minus George Clonter who was taking a nap at the time and was forgotten), managed to infiltrate the city through the jails and, with some clever trickery, managed to start a massive parade in honor of Kevin from Unit 15 (an all around great guy). The parade was led by Ferran (who was found tied to an Orland Officer’s bed) and Rice, the bard. These two teamed up to sell the parade and managed to get it to march out of the city and allowed Morana’s party to infiltrate the Merrydale Palace, where they eventually rescued Lady Elanor with the assistance of Marlowe and Harley.
Meanwhile, George Clonter awoke and joined up with the Winterark soldiers in assaulting the main gate. On doing do, their battering ram opened the gate up to the massive parade coming out and, with Ferran and Rica’s help, they managed to escape. Sneaking into the city with Red’s Redeemers, George Clonter, Ferran, Rica, Chadwick, and Red managed to fight their way through the city and break into the back door of the palace, but in doing so brought the entire force of the Merrydale occupying force behind them.
The party then rescued young Katherine from a Yentz robot, and then made their way to the second floor where they were confronted by Kevin of Unit 15. Driving back the soldier, the party took an Orland child hostage and used it to negotiate for gold. Upon finally confronting General Fortissimo Preacher shot her in the face, gaining the title Slayer of General Fortissimo and becoming wanted in Orland.
The party fled on personal dirigibles provided by the Boarhardt Guild, with Gale, Vincent, and Rupert saving the day. Together they returned to Willow Springs where Vincent agreed to become the financier of the Boarhardt guild into the future.
Chapter Nine: Carillon Nights
After the thrilling heroics of the Assault on Merrydale, the party returned to the lovely city of Carillon to rejoin their friends in the Boarhardt Guild. After regaling Rupert, Waverly, and Hamfast with their thrilling heroics, the party rejoined the Boarhardt Guild as mercenaries (with many, George Clonter and Preacher) being former members and the rest of the party (Morana, Susebron, Hatman, Raysalian) being new inductees.
After a night of hard drinking, the party went to visit with an old friend, Captain Mowngle (former party member and now officer in the Musketeers protecting the city). They found him nursing a broken arm to the tunes of Ebenezar’s violin and explained to the party that there was widespread corruption in the musketeer ranks. He was getting close to finding out what they were looking into, when he was attacked in the street. The party followed up on his clues to find evidence that Musketeer Captain Barque was crooked and managed to kill him before he could assassinate Mayor Brighton and Lady Artimage. Upon searching his corpse they found evidence of a further plot and later investigated a warehouse where they found a Blackbriar vampire and several Night Watchmen preparing for some sort of big event. They could find no more, and the party was thanked by Captain Mowngle.
While wandering the town, the party also rescued Oliver and his pet Gronk from the criminal thugs of his old street gang, apparently low ranking members of the Assassin’s Guild preparing for an attack inside Carillon. Oliver and his Gronk were quite thankful.
The party later followed rumors of a strange sightings of Yentz soldiers within the city to a large, opulent house and broken inside to find a Yentz Juggernaut, somewhat worse for wear, that they proceeded to explode into tiny pieces. It was soon revealed that these were soldiers in Red’s company planning a sneak attack on Grandmill using the suits as disguises. To atone for killing the two midgets inside the power armor, the party agreed to help with the attack at a later date.
While shopping in Carillon, George Clonter (with some financing help from Raysalian and Preacher) managed to purchase his very own Robot Butler, Jeeves. This new follower proved very adept at serving tea and not so great at escaping from thrown chairs.
As members of the Boarhardt Guild, the party decided to visit the new guildhall a few days later, only to find it occupied by a Shade of Horatio along with numerous undead, stolen Yentz steam-suits, and other elements of the Assassin’s guild. The party managed to free each of the Boarhardt siblings, Gale and the other mercenaries, and help Lotte escape via her broom before apparently killing Horatio (again). Preacher managed to shoot every shade of Horatio dead, making him Horatio’s least favorite person ever.
Morana managed to claim a Zodiac Brave charm for Aries, a conjured constellation. This summonable follower proved to be fast, able to dance abnormally well, and had great promise for yodeling.
Chapter Ten: Boar Hardt 2: Boar Hardter
The party soon foiled another attempt to attack Carillon, this time at the local Airdocks, during the events of Boarhardt 2: Boar Hardter.
House Yentz had sent a group of elite soldiers to take control of the Carillon Skyport and, after causing an airship to crash, the party had to fight their way through both stealth and strength of arms through the back areas of the Skyport, eventually stopping most of the insidious insurgents at a nearby church where they had made their camp. The final confrontation, on the wing of an airship, led to the end of this affair and closed the door on the assault. But questions remained as to how long it would take for House Yentz to strike again.
Chapter Eleven: The End of the Succession Crisis
Having stopped a Yentz/Tainstville alliance, Sadine Yentz had become increasingly unhinged. She ordered the total destruction of the city of Carillon, and when her chief minister Arden refused, she ordered him put to death. Escaping in the nick of time, Arden arrived in Carillon to warn the Boarhardt Guild and Lady Artimage of the impending threat.
It was here that Red, now revealed at Enzia Regalus, approached the party with her plans to lay one last, desperate assault against the city of Grandmill using the technology she had been hoarding inside Carillon. The Boarhardt Guild, Gardenstern, Lotte, Enzia along with her mercenaries led by Chadwick, and a small unit of Carillon Musketeers boarded an airship funded by Vincent DuBious and piloted by Gale. They flew fast and low, and managed to attack the airdock at Grandmill: Sector Three.
The assault required the party to destroy giant anti-aircraft cannons in time for the rest of the party to disembark, which mostly went off as planned except for when the witch Lotte was hit atop her broom, causing her to crash into one of the supply warehouses filled with guards. With their surpize blown, they fought through the outer wards of the city to the main gate into the district proper.
With Lotte seriously injured upon the attack and the party backed into a corner with a massive wall of soldiers chasing them and no way to close the gate into the city, Ferranto DuLambrey sacrificed himself to allow the party to escape, using one of the three bombs they kept for the Yentz Airfleet to destroy the entire area. His final words were the same he had said at every encounter up to that point: “Once Again The Day Is Saved, by Ferranto! (And friends).” These words now line the base of a statue in his honor in Carillon.
Having made it through the gate and blocked the majority of the army behind them, they made their way into the city district of Grandmill: Sector Three, eventually causing a large fire and attracting attention. They then fled into the nearby park where they were confronted by a prototype battletank, which they defeated mostly through luck and a bit of skill with a rocket launcher. In defeating the tank, they managed to break a hole into the Grandmill: High Command center and into the belly of the beast the party went.
Killing their way through the heads of the Yentz military, they finally helped Enzia Regalus confront Sadine Yentz in her throne room. Enzia managed to kill Sadine in a great duel while the party held off the Yentz reinforcements, but just as victory was assured the Maestro appeared once more, killing Enzia where she stood. As she died out in Chadwick’s arms, the party tried to track down the Maestro but he escaped in the chaos.
With both potential monarchs killed by eachother’s hands during the assault the battle saw a decisive, but uncertain, end to the succession crisis as the party left the realm without a ruler. As their final action, the party bombed the royal airfleet of Grandmill, stealing one airship for Gale, and destroying the rest. This triggered a massive munions explosion that destroyed much of the city, completely destroyed all of Sector 3, and did considerable damage to Sectors 1 and 2 on their way out, slowing the evolution of technology in Ovid by hundreds of years.
Returning to Carillon victorious, the party went their separate ways for a time… until their next adventure brought them together. This ended the Succession Crisis and set the tone for the future campaigns, with the exploits of the characters fleshing out the world of Falleron considerably.