Upon returning to Gloom, the city seems brighter. While there were some losses to the allied forces they were few and far between. The talk of the town is how Drei Marbles Left showed up and played bringing in Gods from other dimensions. Most folks are of the opinion that the German electronic rock band quiet literally won the war with music. Looks like some young Grackle Tooth found a few crates of I love Marbles and must be making a killing as nearly everyone in Gloom is wearing one.
" Hey get your Drei Marbles Left shirts, remember how they saved Gloom and defeated Geist. One of a kind here! Only 100 creds now!". The young grackle gives the 13th a grin. Its a bit confusing for sure, but it would seem for now most folks think the two groups are distinct yet perhaps on friendly terms.
" Hey there Mr. Maverick! I heard the 13th helped out Marbles out in uhh, some kind of ravaged earth! If I give your team a free t-shirt could you get Vick and Tasha to sign a shirt for me?" He passes out shirts to all and even gives Zan a large tarp that has the Drei Marbles Left logo on the back of it.
It looks like none of the black company made it back as far as you can tell. The city is planning a name change and a massive celebration. The new mayor Diamond Clad comes and find all of you.
" Thank you... Thank you so much, you have done not just our city a great blessing but personally me you gave me back my daughter. If you ever have need of me, and it is within my power to help you will have it. Crystal she went home, took Tesse with her. She uhh.." He pulls out a key, ornate and with some small arcane symbols on it. " I am not sure who she meant for this to go, she said give it to him..."
Sadly the 13th does not get to partake in much of the celebration as word gets to them to report back to castle refuge immediately. The Castle is a gleaming respite for your adventure slogged legs. Its battlements are busy, and a shanty town of sorts seems to have popped up around it. By far it is perhaps one of the more illustrious of shanty towns, magic gizmos flying to and fro, the smell of the effervescent concoction is always on the rise. People seem happy and in good spirits. It would seem given the banners flying from the imprimatur encampment most of the folks would be part of the defense force from Dweomere that gave aid against Geist.
Captain Lumkiss cannot seem to help fall over himself, " Oh Gosh! You guys were the right team for the job weren't you!? Outstanding, I even got a raise in pay and a COT team to manage! Just great, just great!..." Ms. Dee hurrumphs bringing the captains focus back, " Oh yes, the counsel of hope is putting together a mission for you. I think Chief Elle is trying to get back in good after the whole hunting down the BC debacle. She is proposing an ambitious plan and even if it goes through it will take some time to get all the pieces in place for it to be executed..." His voice trails off as he seems to be seeing Zan for the very first time.
Ms. Dee gracefully and with tact steps in, " Jitters and Flint will be assigned permanently. Where is Markus, Zeija and Herr Klaus?" She shakes her head, "Sorry I was just surprised to not see them... I rather liked Z and that little Kobold... Markus too in some respects.". A loud jubilant cry from across the way. Ms. Dee can't suppress a smile and whispers, " Given the boy's injuries we had Alex relocated to the castle after Ben died. But not a day would go by without him telling me or anyone of the tales of the 13th."
True enough the young kid Alex comes bounding over showing off a new cyber leg. He gives the 13th hi fives and even Zan a hug, which is weird because he never even met the dragon! " Oh gosh guys! Look at my leg, its freaking awesome! Did they tell you!? The castle is so jam packed everyone has a room mate!" The kid stops and gets a load of Nadine, " Nadine!!! Alex is back baby!" Kid Alex rushes over to the RA, his cyber leg ejects a tool kit into his hand. Other side Alex steps back and walks over to Nadine with the kid version of himself.
Ms. Dee quietly says, " I don't know if you plan on taking him without back into the field. Stargazer worked with him to remove his connection to the spirit world, however it would seem his heroic or curious streak has emerged. I suppose,time will only tell which. It will crush him if you do not take him with you, but if that is your decision I will find work for him here. He is so very attached to you all and from the reports he did give his right leg in recovering a vital piece of info clearing the Black Company."
Captain Lumkiss sneezes and looks at Cantrell, " Really great Job Cantrell. Your team is to report to room 1A and submit a debriefing. A lot of folks are interested in hearing everything. Oh Libertas with Terra Silverforge gone rogue after the vampire hunters we need someone to man the Motor Pool. Enjoy the rest and in a few weeks we will have a new mission for you..." His voice drops, " You did not hear it from me, but I think they found..." Ms. Dee gasps and drags Captain Lumpkiss away before he can breech protocol.
The Castle is indeed packed to the brim, and every room has been converted to double occupancy. Everyone gets a room mate from the federation of magic or somehow someone who will be in the fed shortly. This will play directly into your interlude. Each scene has a primer if you will with some narrative provided by the GM, depending on your below d4 roll expand on the narrative as much as you like.
Player Directions: Its time for an interlude! Tell us what happens when you get back to the castle ( you have a few weeks off, so any build or TW rolls can be made as part of the interlude), feel free to interact with Pender, Ms. Dee, kid Alex or any other NPC you like. I tried to give each of you your own " room mate" that will be in the Fed of Magic area. Roll a 1d4 on the chart below to see how ultimately that NPC roommate reacts and or leaves your company. You can make up any of the narrative and dialog as you please.
1-Enemy: this contact leaves your company an enemy and will actively hinder your efforts. Please add the person to your list of hindrances as an enemy( they are a WC)
2-Ally: this contact can be relied on to provide assistance as you head into the Fed of magic. Add them to your edges as a contact. They are an extra.
3-Antagonist: a reluctant ally, they may show up from time to time to hinder but they may also provide aid. Add as a connections edge at -2 to all connection rolls. They are an extra.
4-Fan: this contact will go to great lengths to actively help you succeed. Add them to your character sheet as an edge connections at +2. This ally is a WC
Note: all these connections are regionally specific to deowmere and the fed of magic. Depending on how far away you are from the region you may not be able to roll or you will have to make the roll at a minus. These connections can be rolled for once per session. All players who include them in their interlude earn +1 benny!