Episode 3: Debrief and Déjà vu

**Debrief and Déjà vu** (C1E3) is the third episode of the first campaign of The Table is Yours: A Role-playing Adventure Show. Vorano is on the party's tail looking for Terrance, and they need to leave The Echochamber and find somewhere safe to investigate what's going on...

## **Synopsis**

### Darrien Shares Their Knowledge

One returns to the taproom of *The Lost & Found* and distributes the payment from Darrien to Shae, Wash, Codex, and herself. She gives herself and Shae 120 gold pieces each, Wash 110 gold pieces, and Codex 50 gold pieces. To One’s surprise, Codex is pleased with the amount given to her, and One feels it necessary to explain that once she accepts this money, it makes her a criminal. Codex understands what they did was not completely legal but doesn’t think it makes her a criminal. She further notes to One that she needs the money to pay tuition. This starts a back and forth between One and Codex about whether or not she is ready to be in this “business”. As the two bicker, only Shae notices Vorano enter the bar and walk up to Big T. Shae listens carefully as Vorano asks the owner about the location of something he lost, and he suspects it is in The Lost & Found. Sensing the tension between the two, Shae calls out to Big T and asks for a drink. Big T hesitates, but seeing the rest of the party focused on their conversation with Codex, he excuses himself to the back room.

Vorano turns to Shae and walks over, seemingly familiar with her reputation. He tells her he heard she was familiar with the leader of The Needles, and Shae further implies her familiarity with the other pockets. Vorano asks her about his missing employee, to which Shae requests more information. He describes Terrance, but Shae manages to talk her way out of the conversation, feigning ignorance. Vorano accepts Shae will not provide further information but promises he will return.

After Vorano leaves, Big T tells the party it is too risky for Terrance to stay at The Lost & Found. The group sends Wash upstairs, where Terrance is, to retrieve him and move him to a new location. Wash goes to Rita, the headmistress of the brothel, and tells her she needs to kick Terrance out. She takes Wash to find Darrien, who is not pleased Vorano knows Terrance is staying at their establishment. They realize the group needs to move to Topside to stay out of Vorano’s range. Wash walks into the room where Terrance is staying and finds he has made himself quite comfortable. Wash breaks the news to Terrance that Vorano is looking for him and they need to head back to Topside. Terrance reluctantly follows Wash back down to the taproom where the rest of the group is waiting to speak with Carlilsle.

Codex asks if Vorano is a “big deal,” and Carlisle begins to explain that in each pocket there are leaders of sorts, and it is assumed that each precinct, besides the Fifth, has a pocket. The Echochamber has three of these de facto leaders: Big T, Vorano, and Lady Rava. She is an aristocratic woman who keeps her hands clean, and she keeps out of the pockets and runs her operation by using people on the inside. Carlisle then mentions payment and accidentally reveals to Codex she was shorted. He also reminds the group he is not their boss, he just hired them for a job, and they are free to do what and go where they’d like. Terrance brings up that he thought “the gray one” was their boss and Codex, who had seen Darrien appear for a moment, told Terrance that Carlisle is the gray one. Carlisle runs their hands from the bottom of their face and through their hair to reveal that they are, in fact, a changeling named Darrien. They have different personas for different areas, and Darrien only really exists in the pockets. Carlisle is their persona for the Third Precinct. They also point out their tell, something all changelings have that shows through their disguised selves. Darrien’s is a triangle in their left eye. For good measure, Darrien threatens the group with their lives if they tell anyone. Back as Carlisle, he ushers the group towards the entrance to the Topside and tells them their new goal is to find Vorano's Topside connections.

### The Gang Goes Topside

Shae disguises Terrance as an old man as they return Topside to prevent him from being immediately recognized. Once there, Carlisle asks the group for any final questions. One asks if there is a way to speed up the process, but Carlisle doesn’t have much input because this is a newly discovered conspiracy. Terrance offers to the group that Vorano will send people on his behalf to Topside but never goes himself. Carlisle asks if any of Vorano’s men survived the graduation ceremony, and Wash tells him they killed most of his men but there may be a few stragglers. Carlisle suggests they find out if survivors are being held anywhere because the Zobrarian government loves to keep people alive and question them.

Carlisle quickly excuses himself and says he needs to go somewhere as he pulls Shae aside. He asks her how to get to the Eleventh Precinct as fast as possible. She says it will take some bribery, but he can get there in five days. Carlisle tells Shae he needs an appointment with the Bull there, but he should be back in about two weeks. He transforms into Eletha, the persona who spoke with Terrance previously, and she reiterates they can do whatever they please but to keep their ears to the ground about Vorano. As Eletha walks off, the rest of the group discuss their next moves. One thinks they should find a way to speak to the prisoners, but Terrance says the men Vorano sent on this mission probably don’t have that much information, especially if Vorano considers them expendable. One then realizes that because they are prisoners from Murkside, they might not be held in a normal prison in the Third.

The party decides their most pressing objective is to find a place to sleep and they head towards the Fourth Precinct to a place Codex suggests, a bookstore called *1/2 Off Books*. A pale, fey-looking humanoid named Demi, is introduced as the owner. Codex leads the party to a back room where she explains she used to hide when she was young. In the room, there is a space clearly made by children with blankets and tents, as well as a conspiracy wall dedicated to finding a secret wizard society or something. Codex says that she and her brother investigated the secret society of wizards that operate in the city, which elicits odd looks from the rest of the group, but they nonetheless begin to ready for bed.

Terrance first decides to peruse the shop; he looks for a book about The Grove, specifically for information about one of the components he uses in his serum. He finds an informational book, almost medical, about the native flora of the area that has a page on Witch’s Skin. He reads that the plant was used mainly for traditional remedies; it also says that it was thought to be used by the original female clerics of Jophet. Terrance doesn’t recognize this name but assumes it may be useful information in the future, so he copies some of the information. As he does this, he feels a presence behind him as Demi appears and encourages him to buy the book. When Demi tries to take the paper with Terrance’s copied information, Terrance shoves the page in his mouth. After an uncomfortable staring contest with Demi, he eventually caves. He pays for the book and returns to the room for some sleep.

After a comfortable, albeit cramped, rest in the back room of Demi’s *1/2 Off Books*, the group begins to stir. Shae wakes first after her brief meditation and decides to browse around the eclectic shop and looks for trinkets. After some browsing, she comes across a stone in a bowl with some other items. As she picks up the shiny rock to inspect it, Demi seemingly appears out of nowhere to tell her about what she is holding. He explains that the stone absorbed magical energy and that it is from where he lived previously. Shae asks where that was, but Demi brushes it off and tells her she can keep the rock as he has no use for it.

The party decides to head out, led once again by Codex, towards the nearest prison, but Shae notices a dark carriage following the group. She shadow-gates to the driver and asks why they are following the group. A tiefling man emerges from the cart, known only to Codex as Shawm, the person who recruited her for the Red Raven Adventuring Guild. Shawm explains he is following them to reconvene with Codex, who never returned from her mission. Shawm offers them a meeting to discuss the events at the Arcadian Summit University. He says the RRAG has the same objectives as the party when it comes to Vorano. The party hesitantly takes him up on the offer and boards the carriage where they are transported to the Tenth Precinct for their meeting. Shawm asks each member some questions about their abilities on the way to the guild. The answers of each individual are quickly overridden by a message spell, sent to Shawm by Codex. One way or another, Shawm gets a read on each party member, even One who seems especially resistant to discuss herself. It seems to One, for some reason, she’s already met Shawm and cannot place when or why within her mind.

### The Criminals Visit the Guild

As the carriage arrives, the party enters the guild hall. They are concerned that, as criminals, walking into a government organization may be less than beneficial. As One walks through the hall, she continues to get a sense of deja vu. Shawm leads them all to a study where he offers up a conversation with Shae and grants the rest of the group access to the manor where they are free to explore at their leisure.

As Shae and Shawm leave, a dark-haired woman enters the room. Maude reveals she is the head envoy for the guild and that Shawm is actually the guildmaster. As Codex nervously explains everything to Maude, One can’t shake the feeling that she had met this woman before. Maude approaches One with familiarity and knows her real name, Connie. Maude and One seem equally confused as to why One cannot remember meeting Maude or her most recent mission. Maude tells her that she may want to ask her “little devil” to explain the memory lapse.

The party is ushered into the taproom of the guild where they start discussing how they feel about being associated with a guild. This conversation is quickly derailed as the barkeep, a clay skinned half orc named Telemachus, recognizes Codex as a well-known Skinball player. The rest of the group are confused; they are clearly unfamiliar with recreational sports. Codex begins to explain the intricacies of Skinball while One remains reeling from her brief conversation with Maude. One steps out to gather herself, and Wash follows to ask if she’s alright. One tells Wash she is glad he followed her, and asks if he can keep watch of v2 while she steps into a washroom.

Seemingly to no one, One calls out in infernal. The visage of a pale green devil appears in front of her: Chartreuse. One asks this devil why she can’t remember anything and if she, Chartreuse, can share any information. Chartreuse replies it isn’t safe for Connie to remember yet and if she tells Connie anything she will be followed again. Chartreuse explains that Connie can trust these people and this guild. She paints a picture of a woman with pink hair and a ring of purple in her eyes, telling Connie she is the most dangerous thing she can encounter and that she is what took her memories. Chartreuse continues that for now it is best to keep those memories locked up, for Connie’s safety and for the benefit of their agreement.

Connie shows her partner v2 as an example of the progress she has made thus far, and Chartreuse seems pleased. Connie asks Chartreuse how much she should relay to the guild, and she tells Connie to tell them everything. Connie seems to relax and Chartreuse fades out; she dons her armor again and walks out of the washroom to Wash. He asks if she is alright, after hearing her talking to what Wash only assumed was herself. She nods, pets v2, and the pair walk back to the taproom to meet up with the others.