Saturday, November 7, 2015

Realms Toowoomba Recap # 55 [RPG]

[2 Flamerule 1372 continued]

The adventurers leap through the mirror-portal and immediately find themselves falling towards a hard stone floor. All but Myst and Syd manage to land on their feet, but the whole group is in far worse danger. They've arrived in a warehouse that has been set ablaze, and several members of the group seem dazed and shaken by the mystical journey. Fortunately, Syd keeps his cool and instantly transforms into an ape. Climbing and leaping over crates with abandon, the druid finds an outer wall, blasts it open with a powerful spell, and returns to start ferrying his friends, confused and choking from smoke, to safety. Mellia also arrived in full possession of her faculties, and she decides to look for a nearby exit. While invisible, she witnesses Mortemont being carried to safety by his clay golems, while nearby guard-hounds yap and cringe. She returns to the others, and with Syd's help is able to escape.

The adventurers find themselves in an alleyway adjacent to the burning building. The sound of yelling echoes through the night, and occasional glimpses of large groups of men running and shouting can be seen past either end of the alleyway. As Syd and Mellia stand watch and tend to injuries, the others start to recover from the smoke and rigours of the instantaneous journey. Gradually, however, a startling realization dawns on Fargrim, Ralkin, Dolcetto, and Myst: they've switched bodies! Dolcetto's mind is trapped in Fargrim's body, the dwarf's mind is in her's, and Ralkin and Myst have likewise transferred. They have little time to grapple with the implications of such a dramatic turn, as a shirtless, tattooed man wearing red breeches dashes into the alleyway pursued by an enraged mob chanting about throwing off the shackles of Thay. 

From her studies, Mellia realizes the man is likely a Red Wizard and communicates this to her allies. Syd transforms again, this time into a giant eagle, and telepathically instructs the fleeing figure to climb on his back. The man does so and gleefully says that "the rabble below" will now face the punishment they deserve. He calls forth from realms unknown a massive, two-headed troll to appear and wreak havoc on the Laothkundians, who flee en masse. Dolcetto, who just seconds before realized she was in a new body, is filled with a sudden uncontrollable rage and charges towards the monster! The beast inflicts multiple grievous wounds before Syd convinces the Red Wizard, who names himself Olver of the Order of Abjuration, to send the creature back whence it came. Olver says his Order has a safehouse in Laothkund where they can regroup. With Syd scouting ahead through the air, the adventurers bypass heavy fighting in the streets as the uprising continues.

Once inside the safehouse in the hidden basement of a decrepit residence, Olver suddenly realizes he knows little about his rescuers. The two tieflings pass unremarked, but he is quite surprised to see a dwarf and a halfling in the city. He grows suspicious and truculent. Mellia explains that they are a group of adventurers who seek to enter Thay on important business with the Flaming Brazier. Olver says that to obtain a travel permit, they should seek an audience with the autharch of a border province. He then asks the adventurers to leave, after thanking them grudgingly.

[3 Flamerule 1372]

Shortly past midnight, the adventurers again find themselves out on the streets of Laothkund. They decide to head towards the eastern portion of the city, hoping to escape the uprising and camp in the wilderness. In the city's labyrinthine streets, a wrong turn leads the party face to face with a bloody and enraged patrol of gnolls. Mellia tries to persuade them that she and the others are on the side of Thay, but the motley band of adventurers look too suspicious to the gnolls and a fight ensues. Syd, who has transformed yet again and taken the shape of a horse, calls down lightning from otherwise clear skies to strike the hyena-faced humanoids, while Mellia sends magickal spheres of force and summons black tentacles to crush them. Ralkin, in Myst's body, is injured during the fighting, but the adventurers are victorious and able to keep moving.

The party's quest to rescue Cain has just begun, and already peril dogs them at every step!
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Director's Commentary (September 24, 2018)

One of the great things about a sandbox-style campaign is that it gives the GM a lot of room for creativity.  Having the PCs teleport into a burning building allowed for a pretty cool beginning to the session, and then the realization that the city was in the midst of a revolution gave them the opportunity to decide which side (if any) they would support.  Picking the Red Wizards shows that the PCs weren't exactly good guys, but it did get them some crucial information.

The other big element to this session was the body switch storyline, a science-fiction classic.  I allowed some saves and random checks to see who, if anyone, would switch, and with whom.  The idea was to stymie the mix-maxers and provide some interesting new role-playing opportunities.  I think it worked pretty well.

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