Adventure Recap, 2020–08–16

Michael J.J. Tiffany
Phantasmagorical Adventures
4 min readAug 17, 2020

It was a typically boisterous night in Ghallanda Hall, an old inn in Middle Dura, a working class district of Sharn. But one private table was quiet with expectation. Sergeant Germaine Vilroy was holding court, with four old friends who each knew her, but did had never before met her each other.

To break the ice, Sergeant Vilroy invitied each, in turn, to share with the others the story of how they met the sergeant. Ehnor Valakh, a Kalashtar Druid, went first. _____ Jasker Jeronima, a half elf with the Mark of Detection, went next. She _____. Then Sergeant Vilroy introduced Crye, an Arakocra, to the group, and begged Crye to tell the story of how they met. None of the other travelers had seen, or even heard of, an arakocra before. They all stared in wonder, some more furtively than others. Crye’s tale began before her meeting with Sergeant Vilroy, to better explain how a creature of the Air came to Eberron, and the table listened raptly as she told her tale. _____. When she concluded, all eyes runed to Vash, a shifter monk. Between gulps of ale, awkwardly long pauses, and swaying in his seat, giant gulps of He explained that _____.

These 4 adventurers have been employed by their mutual friend, Sargent whoever and another Sargent named something else, to find a contact of theirs, cole, and to recover the important information that she has about one of the big crime families of What City. However, it is then revealed by crye that this crime family Is on to their contact, so that they also must try to cover her from harm.

The heroes then make their way to the bar “cog carnival” where she is said to frequent to fulfill their quest. However, when they arrive, sir jasker promptly blows their cover by ostentatiously announcing that they’re looking for her by which she then runs out of the bar and leaves the bar tender to deal with the party. Crye then goes to run after her, jasker hides under the table, and ehnor tries to negotiate with the hostile bartender while he haphazardly swings an age over the bar. Unfortunately, while doing so, she also announced the party’s affiliation with the police, causing the bartender to loudly exclaim that “cole’s an informer?!?”.

Meanwhile, crye has engaged a chase with the alarmed cole and begins to pursue her by flight. Suddenly, however, a cart comes barreling into his path and Crye avoids it with a remarkably dexterous swoop into the air. Winded, he stopped to catch his breath, only to then slip on a puddle left by something the cart was carrying and then to be left in the dust by the object of his pursuit. After a brief moment to recover his reserve, he takes to the skies again and is able to quickly overtake cole, who has suddenly stopped dead in front of an alleyway.

Curious, he looks, only to see 4 loiterers, 3 obviously gang members and the 4th looking suspiciously like some priest or cleric shifter. These were evidently the persons that cole was worried about and had mistaken the 4 heroes for. Alarmed, he tries to take to the skies, grabbing cole, but only succeeding in taking a little weight off of the 200 lb war forged. Not deterred, he whisper-yells “RUN” to cole, who needs no persuasion and takes to her heels at a much faster pace than she otherwise might have gone.

Back to the bar, jasker decides that it time to leave, and the 2 others take their cue. Sneaking under the table, they manage to make to the door, as well as vaash finessing one of the patron’s purse. Just as they are leaving, however, ehnor realizes that she left her official badge and papers at the bar, and that she must get it back. She runs back in and casts a minor earthquake spell as to stop any pursuit. This causes the bartender to swing his enormous axe, But he only succeeds in blowing a large gust of wind and ehnors badge back at her. Failing to catch it, she quickly recovered and swiftly picked it up and ran with all of her speed towards the door.

When they make it to the street, the three remaining party members are greeted with the sound of furious footsteps coming towards them. Fearing some mischief is afoot, they start running towards the sound, only to crash into their friend crye, on the back of the very person that they were looking for! Unfortunately for them, the gang members are hot on their heels and will reach them soon. Will our adventurers be able to get out of this mess? Find out next time on the phantasmagorical adventures campaign !

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