Starfell: Session One Notes

This is a new series where I share my session notes for the new campaign that I am running called Starfell. While I’m not ready to share my complete method on adventure creation, I can show you the finished result.

If you have questions about what I’ve done, or why I’ve done it, feel free to ask in the comments below. Also, some of this is pretty rough. Remember, these are my session notes and they are only as detailed as they need to be service me. Also, I’ve not let my editor have a glance at this, so you’ll likely find some grammatical/sperlling errors.

Lastly, I’ve not included my world building notes. If I had some things would be a bit clearer. I tossed and turned on the idea of including them… But for now I’m going to hold off. Maybe later.

ENJOY!

PREAMBLE

As requested, there will be character growth and RP, and we will also have tactical combat. This campaign will be 20 sessions long, you will level up at the end of each session.

Ground rules

  • Shut up and Enhance – don’t block people’s moments.
  • Trust – player/player, character/character
  • Talk – speak up if you’re annoyed, check in with each other, speak before the session (or Microagreements) about breaking a ground rule.
  • Love – we’re telling a story together, love each other.
  • Be good – we’re inherently good people trying to do good things
  • Be fungible – be ready for your characters to change and grow
  • Antianarchism – conform to the laws of society, if you don’t you will be removed from society (dead). The game depends on you playing by the rules (more or less). Crime has consequences which cannot be avoided. Criminal beware.
  • Equality – complete gender/expression, sexual preference equality
  • Violence – no sexual assault, no violence due to race.
  • Distractions – pay attention and limit distractions. Break @ 7:30pm for 10 minutes. There’s lots to get through and lots of things to note.

Gritty Realism rules in effect.

  • Rest lengths are not changed.
  • Can only long rest once per 5 day week. Can only short rest three times per 5 day week. Each character can choose to take their rests anytime they’d like.
  • The goal is achieve a different layer of challenge by making you choose what resources to use and which to hold on to.

At the end…

You are in the City of Starfell. In many ways, this is the most progressive city in all the world. Monsters and humans live side by side. Of course, not all things are perfect, and there exists a deep divide between monsters and humans. Indeed only Humans are allowed to vote whereas the second class citizens, half-humans and monstrous races, are not afforded this right. However, this might change. Proposition 333 (aka the Bugbear Hug Law) is currently being debated in parliament. It’s a hotly contested piece of legislation which would give the right to vote to all monster races. Of course, the parliament are all humans and so it has a high hill to climb.

We begin our story, strangely enough, at the end of today. Having survived a terrible ordeal. If you all hadn’t helped each other out during the attack on the Olde Ramset Foundry earlier that night, things might have gotten much more bleak. And, for whatever reason, you’re all here now, reeling from the aftermath of that incident. Wondering what comes next.

All five of you, somewhat injured but safe for the time being are sitting in Master Vess’ inner sanctum letting the bizarre events of the evening settle in. Valencia Valcourt, the Tiefling solicitor places a cloth to her side, the bullet wound bleeding viciously, though she insists that everything is fine.

Master Vess, a large goose egg on his head holds an icepack there. “Ok. It would seem to me that Yala Vindru, god rest her soul, knew how we’re all connected. She never shared with me all she learned before being killed but there is a conspiracy in Starfell. One that has touched us all and we are going to get to the bottom of it. If we don’t, then they’ll get us one by one. Killing us and those we love. Right now, they don’t know we’re on to them, but soon, when they uncover what Yala knew, we’re dead. There are five forces at work: The Blackworks, The Manufacturer, The Programmer, The Financier, and The Mastermind. We’re going to find out who they are, what they’re up to, and we’re going to blow the lid off this whole thing. Are you with me?”

EARLIER THAT SAME DAY.

THE APPRENTICE IN TARP CITY

You’re in Master Ender Vess’ workshop creating more components for artificeral work, as you do every day. This may have started out as a gig to try and spy on the man, but you’re learning a lot. And he’s not so bad. Mean, yes. Cruel, no. Kind of a softy under all that gruff. However, today something is off. Ender Vess is looking particularly agitated today. He’s packing things into a sack in a huff. “Alix! I’m going out for a bit. Don’t expect me back until after you leave. Lock the door behind you. Got it?”

(snapping, mean). Master Ender Vess, 40’s, Male, Human, black greasy hair, thick glasses, portly.

  • “I expect you to get all of your work done without me watching over you.”
  • “If you have any trouble, figure it out. You’re an apprentice not a child.”
  • “I’d go straight home tonight. Lots of riff raff protesting Proposition 333 tonight. I’ll be upset if you are too bruised to show up on time tomorrow, even moreso if you get yourself killed.”

With the Master out, this will be the first time ever he’s left you alone in his workshop. Finally, after months of earning his trust, you can finally do what you came here to do. Find clues about the missing people from Tent City. He knows something, of this you’re sure. What do you do?

Three rooms in the workshop:

  • Mainroom,
  • Sanctuum (locked DC20, mithril reinforced door. Let him open it by using the artificeral stuff in the room, DC 12 to 15), and 
  • Storeroom (locked dc20).

In the WORKSHOP and STOREROOM the following supplies are available.

  • Geodesist Crystals. Capacitors. Required to store different types of artificeral charges.
    • Enchantrix – A red vapour based cloud similar to a thunderhead when released which muddles the mind.
    • Evoken – A lancing, blue, electrical energy which carries with it frenetic, chaotic motility and is often a conduit for giving other spells a range.
    • Illusar – A flickering, sparkling, white, fizzling light which gives randomly coalesces into pictures and sounds. As if pop rocks were sound.
    • Conjurd – Represented by deep purple, negative space energy, most often appearing as a hole in reality with a roiling blackness about it.
    • Abjiikai – A dense non-newtonian green liquid energy which gets hard the more pressure you apply to it.
    • Nekralasis – A creeping, spreading, black, vine-like energy which seems to suck in the colour from around itself making the area shades of gray.
    • Divanseer – A clear, solid energy which appears as a glass marble that reflects things upside down from random places through the universe as random times.
    • Transmata – A solid shard of amber coloured stone which shakes, rattles, and tremors, giving off blasts of bright yellow light like the sun might give off a flare.
  • Peridot cabling. Connectors. Required to transfer charges to other components.
  • Mithril Infused Bits. Actuators. Miscellaneous objects which react when power is applied. They are things like valves, pistons, rotational gears, motors, etc.
  • Cubiculum. Catalyst Chamber. These chambers are where the artificeral charges collide. They are placed along the path, before the actuators. The cubiculum sets the intensity, duration, and flow of charges to reach the desired effect.
  • Corpus Ascendicus. Mountings. These bodies are design specifically to house artificeral components and to facilitate the discharge of magical energy.

SANCTUM: You scan the room and are amazed at what you see. Half constructed devices of a whimsical and wonderful nature. Pictures, Schemix, and designs are tacked up to the walls and lay in great piles upon the desk and cot in the corner. There is a master set of arcanic tools on the worktable. There’s a board on the wall with labels upon it and a place for pictures, but most sections are empty.

You instinctively take a single step towards the board and then you hear the ticking of gears, a surging noise, and your eyes snap towards the mechanical device, it’s top spinning a long barrel towards you. BLAM. A bolt of blue-hot plasma-like arcanic discharge slams into the wall right next to you, melting the wood as if it were butter. Your mind races, assessing the danger: Evoken for range, Nekralasis for deadliness, and Transmata for destruction of armour. Powerful, deadly. It’s an artificeral turret. The thing begins to hum again, ready to put out another deadly charge. What do you do?

Turret Encounter

Stationary turret. Tri-claw base. AC 18, HP 50 +5 to hit, 1d8 force damage. First blast always misses, it’s a warning shot. Other shots aim to kill. Holds action to fire if no LOS. Fires at moving targets, easily fooled.

The board must be what you’re looking for. It has five labels on it but no pictures associated with these lables. The labels are: The Manufacturer, The Blackworker, The Programmer, The Financier, and The Mastermind.

Elsewhere on the board there is a picture of a Human woman, with a jaunty yellow coat and a large feathery hat. Some scribbled notes on the photograph reveal her name as Yala Vindru. They also say, meeting, today’s date, 7:00pm, at Olde Ramscet Foundry. There is also a note that says, “Blackworks Agent?”

It looks like you’ve found your clue, and seeing as it’s getting close to 7:00 already, you better get a move on!”

VICTOR VEGA’S FIRST MISSION

Today is a big day for you, Mr. Vega. You’re finally getting a mission with the Velvet Masquerade. As a Tiefling you are expected to serve the Halls of Justice as an impartial solicitor, but only a select few get to serve the enigmatic Velvet Masquerade as an information broker or assassin. You’ve been a member for months now, training and learning. Finally, you get to prove yourself.

What’s more, your mentor is Valencia Valcourt, a legend as a solicitor. She was the youngest solicitor ever to defend a capital crime. As a prosecutor she is undefeated in over 16 cases. AND She’s going to be personally in charge of auditing the vote for Proposition 333, The Bugbear Hug law, in the Hall of Parliament. Her reputation is equally as impressive as a member of the Velvet Masquerade as well, so it’s best not to screw it up.

You and her are walking down a street, wearing your solicitors suits, your other professions tools and armour carefully fitted and hidden underneath.

Valencia Valcourt, Female, Tiefling. Very tall and incredibly attractive. Her horns are a deep crimson red, folded perfectly symmetrical around the crown of her head. Her pinkish-red skin is soft and suffused. Valencia’s suit is tailored to hug her curves perfectly, and her tail is thin with a neat little spade on the end. The very model of Tiefling attractiveness.

“Your mission will be simple today, Mr. Vega. The client has requested protection, and you’ll see to it she gets it. To be clear, little masque, you have not been authorized for wetwork.” She stops you in the street and points at a woman inside of a building. She’s human, in her thirties, a little larger but pert and energetic looking. She is wearing a jaunty yellow coat and a large feathery hat. “Her name is Yala Vindru, she has an appointment in Smog Town and you’re to see to it that she makes it there. You’re not to be noticed by her or anyone else. Any questions?”

“One last thing, little masque. A secondary objective. Miss Vindru has been reluctant to tell us why she is in need of our assistance, and I’d like to know. She keeps a notebook in her side purse. Pilfer the book. Remember, she nor anyone else can suspect you have anything to do with her. You’re just out for a walk. Think you can handle that?”

Your mark, Yala Vindru, leaves the building you’re standing outside of and begins to head down the busy road. In the direction she’s walking, maybe about 100 feet away is an angry picket line of Bugbears all chanting, “yes to 333. Bugbears hug. Bugbears vote!” What do you do?

Protection Encounter

Yala will have three ~rounds before she gets to the picket line. DC 12 for pick pocket. If caught have a passerby or Bugbear notice and interject.

Picket line will let her through, but some Bugbears will try and stop Vega. They’ll ask if he’ll represent their cause. They won’t part for him, so there’ll be an easy (DC10) check to get them to back up or slip by them before losing sight of Yala Vindru.

After the picket line, she’ll turn down an alley. 3 goons (commoners) will follow her. Clubs and leather sacks in hand. Tell Vega this as he’s tripped up by the picket line.

Yala Vindru gets attacked in the alley. They’ll try and cover her head and force her down the alley. One or two might break away to deal with Vega, but that’s it. Priority one is to get her captured.

When the goons go after Vega. They’ll try to blind him with one of the sacks (use grapple) while the others make their getaway. Maybe one other gets advantage attacks upon him. The goons don’t want to kill anyone, so subdural damage only.

Yala must be captured, Vega must fail. Deploy the sniper (Baile dela muerte). Put an unerring, ricochet shot into his back and knock him out.

You’re surprised to see Valentia Valcourt standing over you. She looks concerned. “Are you ok, Little Masque?”

“Don’t worry, something strange is going on here. That sniper bounced his shot off of four surfaces to hit you, but he didn’t kill you.” She looks around at nearby windows. “I’m going after the sniper. You examine the book and see if there’s anything in there we can use to find her. Get her back.” She grabs you by the shoulders and looks you square in the eyes. “Can you do this, Mr. Vega?”

You flip through her pages of her book. It’s mostly lists of things to remember in her daily life. However, a recent note says, meeting, today’s date, 7:00pm, Olde Ramset Foundry. It looks like you know where to start your search.

TROUBLE IN HOLLARSIDE

Orlon’s Carnivale is a large traveling production which involves acrobats, exotic animals, and the famous necromantic Dance of the Skeletons. The bardic troupe responsible for this necromantic display has never had any issues with the law nor controlling their undead. Until recently.

Carnie, you’re sitting in your tent at the table for two. Mother Orlon is standing there, arms crossed looking royally peeved. She is still wearing her ringmaster’s outfit even though there’s no performance to put on. Her hair is large, her makeup garishly bright for the stage. Sitting across from you is a bright-red skinned Tiefling in a nice suit. His horns flank either side of his head, coloured obsidian black and coiled like rams horns.

(slow, calm) Voth, Tiefling, Male. Bright red skin, two obsidian coloured rams horns.

  • “I’m Voth, lad. In Starfell you’re assigned a defender from the Hall of Contracts to defend you. Do you have any questions?”
  • “Danica Emuulie’s injuries are quite severe. She has deep lacerations to her face and arms. I’m told she will be permanently disfigured from the attack. Then there’s the matter of her eye. It has been destroyed.”
  • “You must understand that in cases which involve Necromancy, even when the proper permits are in order, the Hall of Justice tends to be quite severe. Even more so given the innocent nature of the victim.”
  • “Do you deny that you were responsible for the undead animal in question? And that it was under you influence when the attack occurred?”
  • “I’m afraid the penalty for the mishandling the necromantic entities has a minimum of life in prison.”
  • “You have said here that you suspect a blue powder may have caused the creature to go awry? And that you saw a man fleeing the scene with a box leaking the substance and that the box said Olde Ramset Foundry on the side of it?”
  • “As a solicitor I am obliged to inform you that you cannot leave this tent while your arrest continues. However, if you are able to gather any evidence to support your claim, I would do it. The alternative is almost certain incarceration for the rest of your natural life.”
  • “If you tell the constables that you believe Residuum caused the attack, they might believe you brought it. It’s highly illegal and possession is punishable by execution. I wouldn’t mention the theory unless you have evidence to support that it wasn’t you.”

(cold, interrupts) Mother Orlon, Half-Elf, Female. Large hair, bright stage make up, wearing striped pants and a tailed, ringmaster’s coat. Has at her side a large top hat and a white and black cane.

“Don’t worry, Mr. Tiefling. The boy will remain here. I’ll see to it personally.”

After Voth takes his leave, Mother Orlon pulls out a command rod and flicks it. A few seconds later, a yellowing skeleton pushes its way into the tent. “Ensure the boy doesn’t leave the tent. Understand.” The skeleton pauses for a second before nodding its skinless head in acknowledgement. Mother Orlon looks over at you, opens her mouth as if to say something, but then thinks better or it and leaves. You are alone, except for Becky, Mother Orlon’s personal skeleton. What do you do?

  • Things Carnie might know.
    • Arcanology 2: The blue power was residuum, a highly potent and unstable magical powder that is used to create very powerful magical items. It’s highly illegal in the city and its use is forbidden by the Scepter Accords.
    • History 1: The Scepter Accords is the legislation which allowed the humans to govern themselves after the Elven withdrawal. It was one of several conditions that the Elves put within the legislation.

Escaping Becky Encounter

Becky is ordered to ensure that he doesn’t leave the tent. She is a literal creature, so she can be tricked easily. He could fight her, but that would mean damaging a valuable asset and it will defend itself. I suspect some kind of trickery to happen, either stealth, distraction, or flat out running. Becky will not allow the boy to break line of sight.

Other than escaping Becky, there should be one to three other skill checks DC 10 to 12. The other carnies are ordered to make sure he stays and they will comply. Use them and the animals to give chances to be spotted.

Failure means the alarm is raised, but they won’t go chasing after him into the night – that’s Becky’s job!

HEZMA’S SHRUBS

You’re in your study, as is usual now. I mean, it used to be the bedroom, but you needed more space to do your work. These images, pictures, and formula keep coming. And you’ve just about unlocked another one. There is no reason why this is happening to you, but you’re becoming a wizard.

Hezma, your wife of 55 years is pounding on the door. “Husband! You’ve got a letter in the post… From the Government! Why in all the lands would the Government be writing you?” The pounds again. “Unlock the door!” It’s not actually locked, your books and papers have fallen from the desk and are blocking it. What do you do?

Hezma enters the study and looks around. “My dear lord husband! All this from staring at the box?” She picks up and scans the pages riddled with arcanological formulas. “You know you’re going to get in trouble if they find out that you’re doing magic without a license!”

The letter Reads: Sir, I have recently come to know of your situation and I am writing with all do dispatch to inform you that something terrible is happening. I believe it to be related to the recent bonuses you’ve been receiving and the efforts you’ve been undertaking to earn these funds. I dare not say any more and hope that we can meet in person. I will be at the Olde Ramset Foundry tonight at 7:00pm. Please arrive. I will have much more information to share with you then. Until then, please find enclosed gifts to show you my sincerity in the matter. Yours Truly, Yala Vindru.

435gp. Spell Scroll (Ray of Frost) (common, dmg 200), Spell Scroll (Grease) (common, dmg 200), Spell Scroll (find familiar) (common, dmg 200), Spell Scroll (Witch Bolt) (common, dmg 200), 2 x Potion of Healing (common, dmg 187)

After a long silence, Hezma speaks up. “So. You’re cheating on me then?” She crosses her arms and waits for your response. What do you do?

You hear a thumping from the rooftop garden.

You slowly, cautiously climb the stairs up to the garden and peer your head through the trap door. Two of Hezma’s shrubs have uprooted themselves and are viciously attacking the other plants.

The two shrubs stop when the hear something. Slowly, as if they they had heads and eyes, turn towards you. Then they dive towards you, thorny vines whipping around violently.

2x Awaken Shrubs Encounter

They are attacking anything that moves. If nothing moves, they’ll attack anything they can get to, prioritizing shrubs. They’re dumb and easily tricked.

Starting the shrubs 30 ft away from the entrance so when they run towards the wizard and his wife, they don’t reach him in one round. They won’t double move, instead attacking the roof, railing, and garden after their move is ended.

The shrubs are weak, so simply locking them on the roof should be sufficient to hold them at bay. However, left unchecked will make for more property damage. Not to mention they’ll be noticed, and the use of magic without a license is a crime.

Hezma crosses her arms again. “First you stare into a box for money. Then you take over the bedroom with your drawings. Now my shrubs are trying to kill us? You better go get some answers from your girlfriend! NOW!”

FIGHT NIGHT

The Olde Remset Foundry has long been abandoned by its owners who longer needed the aged equipment and dilapidated building. However, an enterprising young Bugbear woman named Baby has found another purpose for it. Monster fights. They’re savage and brutal, but many monstrous races are strong and make superlative gladiators. While the event isn’t strictly legal, the constables tend to turn a blind eye to Baby’s games so long as things don’t get out of hand.

The Olde Ramset Foundry is in disrepair. The floor is lettered with old boxes and tools. There are offices in the back with broken windows which look out onto the factory floor. There is a second level consisting of a network of catwalks. They are falling apart and it would be dangerous to be up there. Finally, a giant metal ladle once used for pouring metal into molds still remains, hanging by thee massive chains over what is now the fighting cage.

However, tonight something very unusual is about to happen. For the first time ever, a human is going to fight in the pit. The crowd is very eager to see a human get their face pounded in.

Bruce, your situated in the old manager’s office while you prepare your equipment for the  fight. Through a foggy window, you can see Korloth the Crusher is already in the ring, his adoring fans gathered around to hear him brag about his accomplishments. You hear a kerfuffle outside your room and muffled shouts. A second later, bursting through the drop sheet that is your make shift door is an eight foot tall stone and metal man. Your warforged retainer, Alfred, wearing his black suit with a thick, red servant’s belt around his waist.

(Deep, authoritative) Alfred, Warforged, Male. He is eight feet tall, constructed of metal and stone. He wears a tailored black suit over his bulky, armoured body. Around his waist is a thick red belt denoting servitude.

  • “Sir! Thank creator I found you. What are you doing here?”
  • “I am sworn to see to your protection, I cannot allow you to endanger yourself like this.”
  • “I work for your father, not you. I’ve not told him of this, and I won’t – if you promise to leave immediately.

Give Wizard, Alix, Carnie, and Victor a chance to act. A round worth of actions each. Then move on. All DCs are 10-12 to spot certain people or evidence.

  • Victor Vega might spot the thug who attacked Yala Vindru in the alley in Otis’ entourage.
  • Carnie might see his mom and skellies.
  • Alix might see Ender Vess.

Baby, the Bugbear master of ceremonies, climbs atop the fighting cage and announces to the crowd, “tonight’s festivities are about to begin. Talk to my brothers if you’d like to make a bet. We’ve got a return of four on the human. A return of two on the Orc! House fee is 1 gold note! But without further ado, let’s get it started. The defending champion, weighing in at 485 pounds of pure Orcish rage, Korloth the Destroyer!” The crowd goes nuts. “And his challenger, a neophyte to our arena, weighing in at 168 pounds, the HUMAN!!!!” The crowd laughs and claps as they wait for you to enter. What do you do?

DC 10 Lock.

Korloth, Orc, Male. He is nearly eight feet tall, overly muscled, and contains dozens of scars. His face is misshapen, apparently from many crushing hits to the face. His nose is flat and sunken in.

  • “So. How do you wanna do this? Should I get it over quick, or should I take me time?”
  • “For what it’s worth. I think you’ve got guts, kid.”

The cage gets locked from the outside and Baby rings the bell to start the fight.

Fight Encounter.

This is an encounter with MANY moving parts.

  • (30) Baile de la muertos (NPC. Unerring sniper. Meant to ensure Yala Vindru dies.)
  • (29) Yala Vindru (NPC. Confused and enraged. Will attack anything that moves near her. Use OROG stats).
  • (20) Korloth (NPC opponent to Bruce, Orc stats)
  • (17) Alfred (NPC guardian of Bruce’s)
  • (14) Baby (NPC. Bugbear and master of ceremonies)
  • (10) Ender Vess (NPC. Looking for Yala Vindru).
  • (6) Otis Engi and his 3x Otis’ thugs (Here to trade with the Draken Syndicate. Use bandit Captain stats for Otis and Commoner for his crew)
  • (4) Eskar Redscale (NPC. Part of the Draken Syndicate. Here to trade with Otis Engi’s crew. Use half-red dragon stats for now). 
  • (3) Crowd (cumulative mass which reacts to the violence by fleeing causing danger, obstruction, and gets in the way as they do so).
  • (2) Mother Orlon and her 2x Skeletons (Looking for her son. Use skeleton stats for Becky and Rudy.)

ROUND 1: Everyone gets a full round, nothing out of the ordinary, business as usual. If a PC starts a fight that might kick things off early.

ROUND 2: Again, another normal round, everyone can do something, the fight progresses again.

ROUND 3: Suddenly, the side entrance to the building smashes open and a hulking orc, bigger than you’ve ever seen, comes barreling through. She’s covered in blood and wielding a massive cleaver. Though her voice is Orcish she’s screaming in common, saying “YOU DID THIS TO ME! YOU DID THIS TO ME!” She is wearing the tattered scraps of a once jaunty looking yellow coat. She then lunges forward swinging her cleaver towards a Red Dragonborn. This starts a chain reaction of events which leads to a terrible brawl.

  • Yala Vindru attacks the Red Dragon Born.
  • Korloth keeps attacking Bruce. Maybe saying something like “MORE BLOOD, MORE BLOOD, MORE BLOOD, WAAAARGGH!!”
  • Alfred noticing the fight pushing towards the ring tries to subdue the Orc.
  • Baby tries to get the audience to remain calm but fails.
  • Ender Vess tries to stop Yala Vindru by casting Levitate on her. Thereby protecting everyone else and defending her.
  • Otis and his thugs try to use the distraction to steal the residuum.
  • Eskar Redscale, believing this to be a deliberate ambush, sends gouts of fire at Otis, the Orc, Alfred, and then the crowd, trying to hit as many people as possible.
  • The crowd screams and runs in terror, some burned up and dead from the flame breath. Everyone has to pass a strength or dex save (DC10) or be knocked over. Mother Orlon will be struck, even if she doesn’t fall. Her command rods will be knocked from her hands.
  • The Skeletons, observing a threat to Mother Orlon move to attack the closest individuals, probably the crowd. While Mother Orlon tries to find the rods to call off the skellies.

Round 4: Let everything play out based on the objectives of all people. Korloth and Bruce’s fight gets interrupted. If anyone hits less than half health, they will try and run. At an appropriate moment insert Baile de la Muertos into the fight and have him kill Yala Vindru – bounce the bullet off three surfaces to make the headshot.

The shot rings out suddenly, you hear three distinct metal strikes before the bullet finds itself perfectly lodged in Miss Yala Vindru’s forehead. She crumples to the ground dead. Appearing as if from no where Valencia Valcourt grabs Victor Vega by the shoulders. “It’s time to go.” She points over at Alix and Ender Vess. “Help them get back to their home safely. They’ve got information we’ll need. I’ll see to it our gladiator, that wizard, and the carnivale boy join you there shortly. Quickly now. The constables are on their way and I mean not to be caught up in this mess.” Victor, as you jump to do as you’re told, you notice that Valencia has a nasty wound in her side. She’s been shot.

Narrate them getting away, the constables pulling in behind them just as they’re leaving.

WHERE IT ALL STARTED

You’re all sitting in Master Ender Vess’ inner sanctum looking to each other, not sure of what to say. He clears his throat again, puts his hand in front of him, palm down, making an ‘all in’ motion. Then he repeats himself. “Whoever they are, whoever did this to Yala Vindru, whatever they’re doing… they need to be stopped. Are you with me?”

THE END

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