Session 029: Ounacho Problems
General Summary
We start on the road winding down to Ounacho as the North Wind sets out to collect the bounty the town has issued. Along the way, they run across a pair of children arguing about what action to take, one saying it's too dangerous they'll get in trouble, the other saying that there are already people getting hurt. The crew saunters up totally normally (after listening in for a bit). The children introduce themselves as Pim and Kimi and quickly decide to escort the group to Ounacho with a totally normal level of enthusiasm and secretiveness.
The group reaches town and half of them immediately fall down the stairs.
Meanwhile, Tal and Mohr run after a shape on an adjacent roof and follow it into town hall, where three figures wait. Jinx, a buxom tiefling with strange metal legs, Vee, a no-nonsense human wearing armor and a shield, and Mercy, a quiet tabaxi dressed in robes. They introduce themselves as Sting of the Wasp and tell them (basically) to fuck off and leave.
They don't do that.
Instead they follow Pim and Kimi to a camel farm, finding Seng, the town Qu, hiding in the basement. Turns out the Wasps came and dealt with the bounty... and then asked for the town as their boon and enforced the request with violence.
North Wind decides to win back the town. Tal wants to be a distraction quite badly and Zenith decides to go with while the rest blast in through window.
They go. Ze and Tal charm their way into a "trial run" to become part of the Wasps. To prove themselves, the Wasps ask for names of the children who brought them into town. Then to dispose of the other members of their party.
A fight ensues. And once the poisonous snakes are brought out, the rest is rather quick.
When Mercy goes down, the rest is history.
The Wasps surrender. Bargain to be allowed to leave in exchange for 100 gold per person and two thorough answers. After some discussion, Tal asks:
Who do you work for?
Who indeed.
The group reaches town and half of them immediately fall down the stairs.
Meanwhile, Tal and Mohr run after a shape on an adjacent roof and follow it into town hall, where three figures wait. Jinx, a buxom tiefling with strange metal legs, Vee, a no-nonsense human wearing armor and a shield, and Mercy, a quiet tabaxi dressed in robes. They introduce themselves as Sting of the Wasp and tell them (basically) to fuck off and leave.
They don't do that.
Instead they follow Pim and Kimi to a camel farm, finding Seng, the town Qu, hiding in the basement. Turns out the Wasps came and dealt with the bounty... and then asked for the town as their boon and enforced the request with violence.
North Wind decides to win back the town. Tal wants to be a distraction quite badly and Zenith decides to go with while the rest blast in through window.
They go. Ze and Tal charm their way into a "trial run" to become part of the Wasps. To prove themselves, the Wasps ask for names of the children who brought them into town. Then to dispose of the other members of their party.
A fight ensues. And once the poisonous snakes are brought out, the rest is rather quick.
When Mercy goes down, the rest is history.
The Wasps surrender. Bargain to be allowed to leave in exchange for 100 gold per person and two thorough answers. After some discussion, Tal asks:
Who do you work for?
Who indeed.
Report Date
20 May 2022
Primary Location
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