Session 5: The First Night in Lathleer Report
General Summary
Dear Readers,
This session did not go how I planned. I mean, it's not like any session ever really goes how I planned it; but this one really - oh boy - they just made the decisions they made and now we're dealing with it. Monday was absolute chaos. At the start of the session we knew we were three players down out of six and wanted to continue to play because it was supposed to be a good evening of just getting settled into a new town before they cross into the neighboring country. But no, my players had to speak poorly to the guards and just set off a series of unfortunate events. I am excited to see what happens in our next sessions as our adventurers deal with their consequences.
Best,
Lawsofgodsandmen
The Guards:
The party approaches the gates of Lathleer where four guards are stationed. Two stand by the gate, blocking it and two stand further down the road. The Lathleer guards stop the party and promptly ask for everyone's papers. Alain and Doe hand over theirs willingly and peacefully; but Zero is uncooperative and rude. Seeing the state of Zero's crumpled and messy papers, the guards warn him that they aren't supposed to accept messy paperwork. Zero is rude in return about the state of his papers. He claims that he is just "doing everyone a favor by following their rules." The guard is a bit astounded by this confrontation.
The guard firmly tells him that the law is to not accept messy paperwork or outdated papers. A female guard approaches to support the other guard. She reinforces what the first guard said and points out that they cannot choose whether or not to follow the laws of the treaty and says that the party needs to be careful in the future about how papers are handled. Once Zero complies, they are allowed in. Doe offers to hold Zero's papers for him, and he agrees to it.
The male guard takes down everyone's names and descriptions and warns them that the guards will be watching them during their stay in Lathleer due to this confrontation.
Before the group heads into the city, the female guard ensures them it won't be a problem, then tells Alain to enjoy their time in Lathleer and hopes that he has two strings for your bow on their next adventure - a traditional Aundarian expression of caution and preparation.
IN TOWN (evening):
The group boards their wagon and horses at the north stables and arranges for them to be brought to the south gate the next day in time for their departure.
On their walk, Doe and Zero talk about what the point of food is. Doe explains that it's for energy and asks Zero if he eats and he reveals that he doesn't. He is just powered by magic so he doesn't need energy from food. Doe is astounded that Zero doesn't know about food and tasting things. Zero is confused that certain people don't need to eat but they eat anyway.
Upon entering the town square, Alain and Doe notice that the sign noting the name of the town square has been sloppily painted over revealing that the square was once called Galifar Square and is now called Calynden Square. Alain thinks it's presumptuous of the people to name the square after the House Lyrandar's founder Calynden. Zero grumpily calls the houses "itty bitty, useless houses" which causes Alain to give him a bit of side-eye but Alain stays quiet.
A passerby overhears their conversation and is insulted. She confronts them. "Lyrandar is the reason your house is going out of business." She points to Alain who's Orien dragonmark is plainly on his face. As she speaks a few guards begin to move closer to them noticing the conflict, Doe quickly leaves finding the confrontation awkward. The woman continues: "I would show more respect in a town that is crawling with employees and house members." The guards surround them, Alain immediately misty steps away from the guards. He then rushes towards Zero, grabs him, and casts dimension door portaling them out in a random direction 500 feet away!
Doe watches the town square from a safe space and realizes the guards are scattering and shouting that the people have disappeared. He realizes they're gone and doesn't know what to do.
Alain and Zero pop up 500 feet away in the living room of someone's apartment. Alain casts pass without trace to help them be quiet. Zero tries to take the bowl of fruit and cheese from the counter before leaving. Alain talks him down from it and Zero just takes some fruit but leaves the bowl. Alain and Zero escape out the window. Alain scans for guards and manipulates his glimmerweave to be more indiscreet. He tries to hide his dragonmark with his cowl. Alain tries to get Zero to disguise himself but he has nothing to do so. They plan to be quiet and find Doe.
Once outside, it's clear that the guards are slowly surrounding them. Their options become more and more limited as the guards search for them. As Alain and Zero weave through the streets, a door suddenly swings open revealing a young man. He calls out to Alain and Zero telling them to come to him. He then leads them through a storeroom and reveals a faux stack of crates that leads to a hidden trap door. Alain and Zero follow him to the trap door. The man closes the faux stack of crates around them and then has Zero and Alain go down the steps. Zero enters first and Alain follows.
The man introduces himself as Rat. He walks them through the underground tunnel and tells them that they are going to see Millicent at the Spider's Web. Rat claims that she likes people who give the guards trouble. When they arrive at the end of the tunnel, a staircase leads them up to the back door of the Spider's Web. The door is guarded by a taller gnome woman, who appears to be a rogue. She informs Rat that Millicent doesn't like unexpected guests but he insists she will like these guests because they were the ones causing the guards to panic. The woman gives in and goes to retrieve Millicent as the group waits in the basement.
Millicent comes in with elegant clothes and holds herself in high esteem. Millicent says that she has come from a long line of nobility that served Galifar royalty before the Last War. Her family was extremely talented in all aspects of business and trade. They worked with many of the houses to procure the royal and noble families with whatever they desired. Now, she works mainly in Lathleer, and since the war is no longer considered nobility.
Millicent is willing to do a favor for the group - retrieve their friend Doe safely and bring them back to the Spider's Nest if they will do something for her in return. She claims that she is a businesswoman who values great investments - and not getting anything in return would not be a good investment. She tells Alain and Zero she is seeking a ring that bears her family's crest from a grave in the middle of the The Crying Fields. She claims that she sent another person to retrieve it but they never returned.
Back in the marketplace, a guard approaches Doe and asks them if they are traveling with Alain and Zero. Doe tells them yes. He tells them that they need to go with him so that they can discuss the disappearance of their friends. Doe complies and follows him down the road to the Guardhouse.
As they are walking towards the guardhouse, a dart comes out of nowhere and lands right in the guard's neck. Doe immediately tries to save the guard and a rogue gnomish woman appears out of nowhere and tells Doe she is there to bring them to their friends. Doe refuses and feeds the man a healing potion. He's stable but still hurt.
Doe uses their astral self to push the woman away but she saves and keeps telling Doe that she's supposed to be bringing Doe to their friends and Doe continually refuses. The woman leaves Doe to their choices. Doe is immediately surrounded by guards and toted off to Jail as the injured guard is brought to a healer.
Doe sits alone in a dark and dingy jail cell as their fate is debated by the guards outside, their friends none the wiser to their fate.
Character(s) interacted with
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