The envoys haven’t yet arrived and have already experienced the reality of the war-torn island. Harassed by privateers and ending up in a besieged city, their work have only just begun. (Session 1) Docking to port, they are met with a fire to put out, as they watch lizardfolk mercenaries flee the guards and dive into the waters. (Session 2)

Session 1 — Intercepted at First Step

Recording: Link

The Regent’s Legation have just left the Imperial Bay and arrive at Kantby, the first town of Flod. Having a brief moment of introduction to each other, they remained mostly distant, up until their first hurdle. They are intercepted by a band of sea-walking lizardfolk privateers accompanied by a powerful water mage in an attempt to take control of the ship.

Ciraxi makes short and bloody work of the privateers with the help of The Ox and Raskiff, while Hachiko and Shun try their chances with the mage. With the mage pushing off and taking Hachiko’s position on the crow’s nest, the party struggles to climb up the ships pole as they are battered by the mages spells. Thankfully, The Ox reaches the mage in a rush of near-death adrenaline after already falling off once due to sustaining heavy injuries. He pushes the mage off and subsequently breaks her arm jumping right after her, ending the fight.

After rescuing the thrown-overboard captain of the ship and complimenting each other for their fighting prowess, they are able to procure some magic items1 from the mage along a letter of marque with the intent of terrorizing and blockading the city. The letter is signed by Chikai Senso.

With the fight over, they finally arrive at Kantby, seeing the city under siege and the port warehouse on fire.

Session 2 — Fire!

After a lengthy firefighting session, involving rescuing a red-scaled kobold warehouse clerk Snix, the party has been directed towards the governors office. Thanks to Hachiko’s prowess in flexing her noble authority, they’re able to cut in line to meet the governor, Sora Lockneed. There the governor, thanks to the party’s caught letter of marque, is able to deduce that the signee is a warlord far north of Kantby. With the lack of ships on the seas, it is assumed that the Senso clan base of operations is relatively nearby, problem being lack of manpower to scout the area, as well as the camp likely being hidden.

The party is enlisted to help find the camp before the situation in the city becomes too dire. Given lodging and food, and promises of due rewards.

Session 3 - 4 — The Siege Begins

The party begins their first day of defending against the siege. Rested, they began to fortify Kantby with Ox with Hachiko’s help having a spree of Building Barricades and Preparing Arms, and the rest Scouting out 3 blockades. Successfully gaining intel and assaulting the Coastal Battery northwest of the town on the first day.

Day 2 turns for much, much worse. Practically no preparations are done and nobody able to get intel, the party decides on a blind attack, much to Ciraxi’s disapproval. As such, they are led into a trap, walking into a fortified and trapped position on top of a farm. This slow encroaching on the trapped farm and subsequent combat lasts 2 sessions.

Session 5 — Turnabout

Continuing from previous session, the party goes straight into another blockade of waiting scouts, one of which manages to escape and relocate the blockade, losing the party time. Out of leads by that point, the party then retires for the day, ending day 3 of the siege.

Day 3 of the Siege goes much better. With another successful spree of fortification building from Ox and Raskiff, the party holds out for the third day. Ciraxi scouts out an Arcane Relay Cairn just around the shore behind Kantby’s walls, but otherwise gain no information about the encounter. Thankfully, it was a trivial trampling of the blind troops during the cover of night.

Following the successful raid, The Ox tells Ciraxi a secret about his feelings on his charge.

Session 5 - TBD

The morning of the 4th day of the siege rises upon the party. Seeing a reduced amount of activity from the attackers, the party takes back the initiative. However, Shun stays behind in Kantby, healing the wounded and distributing medicine.

Footnotes

  1. The items being a pair of Pontoon Boots, a Spear of Water, and a Sextant of the Night. ↩