We had our second session in the
new campaign last night. According
to Roll20, it’s called Byenn. I’m
not sure how that relates to the world as of yet, but I’m going to take it on
faith that it will be important, or, if not important, at least serve as a
sufficiently indicative moniker for the campaign. Since we have agreed that we are going to hold our next
session on Friday afternoon, I’m under a bit of a time crunch to get this
summary written. On a happier
note, I remembered to take some screen shots this time around. So, there will be some graphics in this
update! Huzzah!
We left our heroes in the midst
of a riot (cum rebellion?) in the city of Flynnt. Rhyss (me), Aliana, Joramon, and Jertyl[1]
recently slipped into a building at the behest of a bunch of people who it
appears actually started the riot during
the execution. Agreeing to
accompany Joramon to his home to find his stuff was a questionable judgment
call. This appears to be completely insane.
We’re holed up in this building
and there are a lot of other people with us. Yep! You
guessed it! They are all TREKkies.[2] We’re taken to meet their leader. His name is Serge and he’s not
particularly friendly. He
definitely has a thing against dwarves, like Joramon. But, we were fighting in his company, so we appear to be
given the benefit of the doubt.
Serge has the four of us packed upstairs so he and his team can decide
what to do with us. There are lots
of wounded people, but a several able-bodied ones as well. We comply and are escorted to wait for
the verdict.
The heroes wait upstairs while the TREKkies decide their fate. |
As a team we haven’t really had
much of an opportunity to really meet each other yet. Unfortunately, we don’t really get an opportunity to do this
because we have to discuss what the hell is going on and how we want to respond
to things. Joramon isn’t surprised
about this, but informs us that he doesn’t much care for his fellow dwarves
either. Rhyss is really just in it
for the adventure.[3] He takes a seat and starts playing a
popular satirical tune on his pan pipes.
It starts with, “Who
runs the world? Dwarves!” It gets an approving snort from the
other side of the door.
Guards appear at the door and ask
us to come back downstairs. (Did I
mention that there’s still a riot going on all around us). Rhyss decides to be impressive and
attempts to do a vaulting flip off out of his chair. He bombs it and lands on his head, almost destroying his
lute! What’s a bard without his
instrument? The beautiful Aliana
pulls him up. Trying to recover
his poise, Rhyss tells Joramon, “That’s the same trick I used to bed the Pasha
of Ruana’s daughter!”
On the bright side, Serge and Co.
have decided that we are all trustworthy.
On the so bright that it burns side, they have decided that we are all
so damned trustworthy that they’d like us to join their order. They believe in fighting against
tyranny so that learning and peace can flourish. Rhyss is down with concepts like that—it’s a life philosophy
he approves of. Unfortunately,
they want us to show our dedication to the cause by getting the first letter in
the TREK symbol branded onto our skin. Joramon and Aliana agree pretty quickly.
The main floor of our hideaway house. You can see Serge above. He's the one with the word "Serge" floating underneath him. |
Rhyss pulls one of his favorite
tricks—he hides until he’s wanted.
They fail to find him (except one injured guy who sees Rhyss slip under
the table and just smiles). When
Serge calls out for Rhyss, he leaps onto the table and informs his new
benefactor (or jailer, the two seem pretty congruent at the moment) that his
skills run more to sneaking about and garnering information and that a brand
would only impede doing that.
Serge agrees, reluctantly, that Rhyss will not need to take the brand.
Rhyss hasn’t had much time to
chat with Jertyl yet, but Jertyl’s next move impresses him. Jertyl doesn’t want to get branded
either. Thank God[4],
someone else seems to be showing some sense here. Before Jertyl and Serge can have it out, there’s a knocking
at the door. Is it a pleasant
knocking? Nope. It’s the kind that’s followed by a
battering ram. Joramon and a
TREKkie run south to reinforce the barricade. Serge yells that we all need to get upstairs as quickly as
possible. Joramon, Aliana, and
Rhyss follow, but Jertyl decides to stay downstairs and take stock of the
situation. Possibly Jertyl also
wants a moment to reflect on the joyful development prevented his being
branded. Rhyss certainly felt like
it was a close call.
Aliana splits off on the middle
floor. Maybe she heard a
noise? Rhyss and Joramon are
rolling upstairs post-haste. I
guess we are going to the roof?
Maybe this is a horror movie?
There are people surrounding the base of the building, so we head to the
one place with the least good options for escaping…
Chaos reins on the roof. After a moment’s notice, Rhyss can see
that it’s controlled chaos though.
There’s a few guys on the roof along with Serge. As Rhyss and Joramon get up there,
someone pushes a barrel off the roof.
Nothing happens for a second and then there’s a big BOOM! Apparently the barrels are filled with
something incendiary. We take up
positions on the roof. That’s when
Rhyss notices the planks connecting our roof to two other roofs crawling with
Flynnt’s city guard.
Things are looking rough when Aliana
arrives. Apparently she went to
investigate something she heard—a mad alchemist below who gave her several
doses of alchemist’s fire! We may
have a chance! Battle ensues. Rhyss takes position behind a barricade
and starts firing arrows.
Joramon’s fighting along the edges of the roof keeping defenders back
while Aliana chugs vials of alchemist’s fire at our attackers. Then Jertyl shows up. He’d stayed downstairs while guards
sent in their feral tracking dogs.
He’d laid one out, but then had to flee up the stairs with the little
bitches on his heels.
We’re trapped thirty feet above
ground on the roof of a burning building with guards coming at us from both
sides. Rhyss lands a lucky hit on
a guard coming from the east building and knocks him off the plank. When he loses his balance, the plank
falls with him. Joramon is holding
the western plank along with Serge and some TREKkies. Aliana is chugging alchemist’s fire for all she’s worth. Jertyl lost his hook in a grisly
encounter with one of the dogs below, but he’s fighting guards up top with his
scimitar.
Suddenly, Rhyss sees something on
the edge of the northern wall. A
small hole has opened up into what looks like a hidden crawlspace. Most of the TREKkies are dead now. Joramon has taken out the guards and
the western plank bridge, but things don’t look good. Even Serge is on his last wind. Rhyss yells to his companions to hightail it into the bolt
hole while he covers them with arrows.
The three of them make it in.
Serge and the TREKkies aren’t so lucky.
Someone’s installed a false wall
along the northern edge of the building with holes connecting the floors. We flee down them as quickly as
possible. Finally, there’s a hole
too small for the tall folks to fit through. Aliana and Rhyss slide through to see what’s going on
beneath. Joramon and Jertyl beat a
hole and we end up underneath the building before crawling through the last
hole—into a subterranean hideout presumably carved by one of the TREKies.
Just as our heroes slip into the
bolt hole, the building comes crashing down on top of them. Our pursuers have been cut off, but we
have no route back above. Jertyl
lights a torch and we see we’re in a hideout with six beds, a few chests (full
of food no less!) and tunnels heading north and south. Joramon’s in bad shape and wants to
hunker down for the night.
Jertyl finds the food in the
chests and we decide to rest. Aliana
and Joramon are now that last two members of the world’s smallest gang.[5] Jertyl and Rhyss appear to be along for
the ride. Where are we going
next? You’ll have to wait for our
next recap[6]
to find out.
End scene.
Like this post? Hate it? Tell me in the comments section below!
[1] Who I, Boyd
the player, not Rhyss the character, am already lobbying to switch into a class
that has an animal companion who will, of course, be called Yertyl the Turtle.
[2] Possibly in
response to my last recap, our GM has informed us that the word should be
pronounced “Trook” (rhymes with the noise an ape makes). I am going to continue calling them
TREKkies, but you can pronounce them as Trooks, Trookies, Trekkies, or Jumpin’ Jambalaya
Juicers for yourself. I don’t
mind. Really, it’s up to you.
[3] Or is he?
[4] Insert name
of the Byennese (Byenni?) deity here.
[5] All credit
to Aliana on that joke!
[6] Unless we
start live streaming. We might, if
you provide comments asking us to!
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