Rea Bizia

A young thief who is ready to fund her travels doing what she does best. She plans to see the world and collect its stories along the way.
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ShowerBathShower TM
Honor 3, 1866
The crows continued to search the tower and found a journal belonging to the Baron Sanguine. Crow had them open up the journal and found vellum pages with different markings in an unknown language.
Rea had left the clearing to try and navigate to the tower. She wandered through muddy terrain for half an hour before emerging into a clearing. She scanned and saw that Crow was standing there, she had gone in a circle. She was angry and disappointed, but mainly embarrassed. She tries to save face by claiming she fell while going to the bathroom.
Lor had come out to find Rea and Crow and they all return to camp. Crow tells everyone about the tower, and we decide to travel there in the morning.
Lor and Rea split the watch and there is nothing to report. LONG REST
We trudge through the swamp and make it to the tower. The door is rotted to the point where a stiff wind could knock it down. The foyer is full of crates blocking the doorway to the next level of the tower.
We move them and proceed up the stairs. The room on the first floor has shelves with potion bottles. We hear a crash and see a small dark creature knock three bottles on the floor, shattering.
COMBAT, we prevail. Kel keeps the lone spirit bottle remaining.
We continue upstairs and find the library. The books are too old and damaged to read. We do find the journal Crow had told us about. The vellum pages overlap and show an Aurore plane map.
Rea reads through the journal while Kel arranges the vellum and understands the verses in common explaining that Bokor-Lucien. She knows through stories that Bokor refers to a priest. The teachings have to do with death and undeath. The journal holds the traditions and beliefs of the Bokor, Baron Sanguine. Rituals for bodies and souls of the dead. It confirms the bottles downstairs were spirit bottles. There are notes in the margin in another language she doesn’t understand.
We trudge back to camp and load up the wagon. While we pack up Crow sends his flock of familiars to scout the area and they report seeing smoke coming from an island in the middle of Lake Disrose.
We travel through Malo Barat back to Pont. The way there is made difficult by the muddy terrain.
Once we enter the Scoundrel & Tankard, we grab a table and place the flower to distinguish ourselves.
Rea grabs a round of drinks and notices a group of republic soldiers. She knows they would recognize her and so she sneaks past the table, trying to keep an ear out. The twins are in the party, and she hears that grating laugh, her scars itch and she tightens her hand wraps.
She returns to the table with her hood up and they all notice that the flower has disappeared. An encoded message is left in its place. It reads Go to Burha Keep it also illustrates a secret knock.
We leave quickly and then mosey around town until the meeting time. First, we stop at the port, Kel buys dried fish and Crow bought a music box. Then the cemetery. We ask Suse about the Nash crypt, could it be related?
Rea picks the lock and opens it easily. There are relatives from the last 250 years. most recently entombed: Rebecca "Nonna" Nash. All the females have Nonna in their name.
We review our plan before heading towards the Burha Keep
When we arrive and go through security before we are hooded and guided through the inner sanctum.
We explain Suse's plight. We ask that she be kept in their most secure location for her safety and the safety of those in the city. They mention the bounty and ask for payment.
They want confirmation that this is the praetor's intention, to restart the war.
The Nashes and Smeltfall's married and joined their holdings.
We go to the Hungry Minstrel and take SBSs. Rea speaks to the proprietor and she claims she doesn't know her. She is refusing to give any credit.
They figure out sleeping arrangements
Crow enjoys his own solo adventure with a Foxglove and some reconnaissance.
LONG REST
We are going to find the witch in the morning and Grukk will stay in the city to follow around Sergeant Belana.
Baron Sanguine and the statue of the Lord of Undeath we previously found are a match.
Donde esta la biblioteca
Honor 2, 1866
We see lights approaching through the trees and we take the woman, Suse, with us to avoid being seen. She asks to be taken home (in town). Her wife runs the general store.
A slender grey haired Dwarf wearing fine cotton clothing. We explained that we are wandering away from the beast and headed towards town.
Kel goes to find Crow & Grukk. Grukk suggested following the map just the two of them and Crow said he wants to wait.
Kel finds them and they walk while discussing the benefits of letting her live over killing her now. Explains human aspect to the decision.
Stocky dwarf wearing chainmail armor steps out of the trees and Crow points a gun in his direction. After he confirms there is no attack he lowers the weapon.
When asked if they saw it, they answer with we saw a big wolf, but that is it. They point him the direction of the wolf. The dwarf takes in Crow's appearance, as if to commit to memory.
Lor, Rea, and Suse are walking back to the farm and we encounter the rest of our group.Crow explains he spoke with Kel and will "forgo our mistake for now"
This rubs Lor the wrong way. She packs up the loose horse and takes the wagon forcing all others to follow and jump on while it is in motion. Grukk and Crow walk alongside the wagon and kel jumps on.
We arrive at the general store and an olive skinned lady opens the door. Suse vouches for us and we all enter. Marget Eryn is Suse's wife. She clarifies that we were hunitng then understanding. She decides to feed us.
How long has this been going on? Since Nonna Nash came to town and offered to help us keep the store going. Nonna travels the swamps and offers to tell fortunes.
Rea asks the group if we should find the witch and offers the idea of plan b killing her to end the curse. She thinks the stories are facts.
Crow remembers a crypt for the Nash family in Pont.
Marget explains that Nonna has dark skin, wrinkly baggy skin, white hair and wears a widow's veil. Afterwards she offers us a place to rest for the night.
Crow goes outside t tend the horses and Rea asks him to split the night lookout with her. He refuses.
Lor goes outside to have a heart to ticker talk with Crow, but he is not receptive. Lor and Crow trade perspectives.
We decide to Long Rest and leave in the morning to "seek a healer" in reality we are ging on a witch hunt.
Suse seems better, but she is still moving as if tenderly.
LONG REST - First Watch Lor, Second watch Rea - No disturbances
We decide to split up, Kel and Crow to stay behind.
The rest of us go towards Pont and make plans to meet up. Marget gives us a flower to present to Qedesa Phosor in Pont.
The Scoundrel & The Tankard is where Qedesa's guild (an assassins guild) frequent. Marget doesn't have a lot of friends left in Pont, but Qedesa is a good one.
Marget used to work fr the council of omens.
Lor is told to look for a place where the weave bends, she will know this place because of its unsettling nature.
-----------------------
Kel & Crow
Marget invites Erlyn Grubb to the general store and Crow goes to the tavern . She arranges to have him handling the general store while she prepares to head to Pont.
Kel speaks to a grumpy old man and learns that Belana, she is on the same road as our wagon.
Crow sends ravens to warn the wagon party:
Raven #1 - Hold
Raven #2 - Hold Belana Road
Raven #3 - Stay
We reunite after 30 minutes, Crow relates his message clearly and we understand the warning.
we travel for 8 hours, we have 4 more hours, we decide to make camp.
Crow using flock of familiars scouts the area looking for the Witch/Hag. He finds some landmarks and a stone tower in the middle of the woods.
He sends the Raven to see inside and finds bookshelves, broken furniture and crates, looks like it has been abandoned for years. Raven caws and a normal rat just stares at it. The raven goes back upstairs and looks over the books.
Rea is very excited and as Crow conjures flock of familiars to extend his search, she grabs her bag from the camp and takes off in the direction Crow is searching.
Hangry Beast
1866, Honor - Day 1
1866, Honor - Day 1
After a tough night, Kel awakes to Crow eagerly asking him about Thael Ennore. Maybe because of the obscure reference, or his lack of sleep he didn't recognize the name. Crow is holding a piece of torn parchment with writings and illustrations vaguely resembling a map.
As we reconvene in the tavern below, we see Lor has returned from a visit to the Guard House to visit our horses. We decide to go to Byrn so we journey to retrieve our wagon and horses. We notice that Lor is wide-eyed and excited about the pace of the city in the same way Grukk is enjoying the luxury of beds, food and people.
On the way to the horses, Lor buys herself a Fleur De Leis pastry and loves it. She even shares a bite with Crow. Rea buys 5 cupcakes and Lor keeps hers for later.
We also cross a homemade tinctures and potions booth which Crow is intrigued by. The seller is a woman who brags about a very invigorating potion that gives you the strength of giants. She makes brief eye contact before looking away. Crow offers a trade of sorts, he offers to test the potions and report back to her on their effects. He asks for invigoration potions as payment (worth $9,000 GP ea). She counters with another potion to test, but Crow needs to pay 400 GP and then once he reports back she will give him two potions of healing for free. We end up purchasing 3 potions of healing for 30 GP ea. Rea pays for one with 3,000 CP and Crow buys the other two. We distribute the potions to Rea, Crow, and Kel.
We arrive at the Guard house to retrieve our horses and wagon to travel to Bray. Along the road we encounter a Mushroom-Rhino pokemon. It takes an interest in our wagon and begins rocking against the sides; causing damage. We make it to Bray without further issues.
We arrive at night and see a large inn. There are many horses and wagons ... we aren't the only ones here to collect the bounty.
The inn keeper of the Squirrel's Mead Hall - Erlynn Grub he is a half-ling who oversees the patrons atop the bar. The latest attack of livestock was at the Brockhouse farm. For a small bribe he points out the hunters who have been here the longest:
* Worn - He dresses ostentatiously
* Unknown - scarred dwarf
* Unknown - human man with braids
Crow spoke with the patrons to find more info
Adard Boffin - He was dressed nicely and Crow pretended to accidentally bump him in order to ask him about his purpose here. He was offered a side quest to escort Boffin's daughter to an orphanage; Temple of the gardens. The temple is a week's time away from Bryn.
We prepare the wagon for the night since no rooms are available.
LONG REST
We go to the farm and speak with the land owner. He shows us the carcasses and verifies that he has had many adventurers ask for the same information. We arrange to leave our wagon and horses at the farm and walk into the forest.
We come across a man in the forest praying.
Friffin - the man with braids is also looking for the "beast"
He thinks it disguises itself as a man, or was one this whole time.
He said at first he meant to scare it away, but he thinks it is not natural and intends to destroy it.
Its appetite may evolve to people from cattle. The person killed was hunting it.
Lor recognizes Friffin as a fellow druid they share a secret handshake in the way of mushroom dirt.
We decide to wait for nightfall and then track the "beast". Friffin is laying lures to bring the beast to this area. Lor and Rea hide upwind from the trap. Crow is in a nest up in the trees, and Kel and Friffin are also upwind in the bushes.
We see a large wolf, but it was only attracted to the pile of bait. The Beast of Bryn also showed up and the wolf, while large was diminutive compared. It ran off at first sight of the beast. We stay hidden while we watch to see what the beast does, but then shots were fired and the beast begins to attack. We finally damage it enough despite its ability to heal and it poofs into a middle-aged woman. She begins to run away, but we restrain her. Crow shoots her despite the group's desire to calm the woman and not kill her anymore. She eventually holds it together and explains the beast within her is hungry all the time and she needs to feed it.
Found on the side of the road...
1866, Harvest - Day 28
LONG REST
We wake up and descend towards the Tavern. It is very different during the day, more relaxed. Kathel is sitting by the window and she recommends the cracked mug next door for breakfast.
Lor is in awe of the city, she does not have big city experience and is taking in all the sights. We sit to eat and decide to ask Crow about his eating habits. The morning grumpiness colored their casual questions as an interrogation and Crow threw a hissy-fit. He touched everyone's food and left. The rest of us finish our food and return to the inn.
We ask Kathel to take a look at the box we followed to Pont. We give her a story about wanting to commission a copy of the box. She admires the craftsmanship and says that it reminds her of Cather's Carvings. Cather is the finest woodworker in Pont. The ironwork was most likely done by the Smeltfall family. Cather's carvings is located in the bend, it is not a good neighborhood. She advises us to stay away after nightfall, and when pressed she says there is a group that people do not talk about.
We purchase another room for the night and pay 5 silver per room upfront. We get Grukk up and have him join us.
Meanwhile, Crow is wandering around Pont. He tries passing under the dragon without a gift, but he is not the descendant of the wizard. He then goes to the guard house and pays for an additional night to board our horses and wagon. The guards tell him about a bounty board at the Guild House in the Pomeroy ward. He vists the guild House and find a bouonty to find a murderous bear and bring back proof of its death. Along the way he learns of a rumor that Praetor Smeltfall is a rougarou. There is another rumor that a rat has been dragging a piece of parchment through the streets. He continued to speak to strangers and someone told him to find Britha. Crow finds Britha and she tells his to go to the Hunting Thief in the bend at night.
Kel / Lor / Rea / Grukk head to Cather's Carvings first. On the way they pass the theater (House of Euphoria). Cather is inside and we present him the box for inspection. He was the one who carved it and he confirms it was commissioned by the Praetor Smeltfall. The only detail he wanted on the outside of the box were the dwarven caves. We decide to speak to the Praetor and have Grukk take the bag with the scroll to the inn. The rest of us continue to the Praetor's mansion, we are greeted by Serena his assistant. She says he is too busy to meet with us, but we can return in one week at noon. She takes our names and tries to get us to leave the box with her, but we keep it. Kel asks her for some recommendations to kill time until then and she mentions the ElCuero (riverboat casino). She also mentions we would not be able to get in. There are tournaments that one could win an invite.
Crow is feeling a warmth guiding him to a cemetery. He notices it is a new moon tonight. He starts to hear the clattering of bones as he goes deeper into the cemetery. He sees a priest and he gifts Crow 6 spectral bullets (they never miss). Nearby is the Smeltfarm Crypt. Also Gnash family has a crypt.
Kel / Lor / Rea head to the Guild Hall to find honest jobs for the next week. They decide to find the bear and keep others from collecting the bounty, by warning the bear.
All head back to Hungry Minstrel.
Rea goes to chat with Kathel about the ElCuero:
This week's game: Portholes - Voodoo Sutton (dealer at the hungry minstrel)
Portholes is a dice game .
We need to find the table and get an invite from the designated promoter. Or we can fight in the Crate to in an invitation.
Rea and Lor notice a dwarf woman with short hair and mutton chops, nicely dressed with a scale cloak standing outside the House of Euphoria theatre. She seems to be looking for someone. She makes eye contact with them and then hurries off. Its weird, but we don't pursue her.
We go towards the bend. We pass a pottery shop. We arrive at a large inn "The Hunting Thief". Inside is a large dining area and second floor looks over the first. The chatting ceases as we enter, but resumes after they all get a good look at us.
Egnodd an Elven man drunkenly walks over and asks if we want to be his friend. Lor gives Rea advantage on wisdom checks.
He is a server by trade and he is drinking to relax after a hard day. We ask questions and Egnodd is loudly answering and catching attention from the Foxgloves. Skjoti (part of the foxgloves) threatens us and forces us to leave .... or else.
Rea notices them follow us out of the bend. We get back to the hungry minstrel and sit down with voodoo.
We play portholes.We go to bed and Rea and Lor stay up for a while talking. Moonstone, is what her friends call her.
LONG REST
Kel does not sleep well. He hears a noise in the back of his mind and wakes up exhausted (1 point).
Time in a bottle
1866, Harvest - Day 12
The genie is a large 8' man with fire red skin and a luscious beard. He takes a look at Rea and seeingly says, "You're not Old Bean"
She is taken aback by his appearance and hesitently replies,"I'm a new bean...". He is obviously confused by her bad word play and pledges his allegiance to her.
We learn that the genie is granting 4 hours of his service to Rea, and the first one is minutes in. Rea seems disappointed that the stories she heard from travelers were very exaggerated, but learns about the city of brass and that O'Bean was a Sha'ir that contracted him in exchange for a large gem. The city of brass is a city surrounded by flames. (See Efreeti stats in D&D beyond - extras). When the hour is up, the genie returns to the bottle.
We are 3 days into our travels when the weather becomes unbearably hot and humid. Crow wearing his cowboy guise runs into a congregation of Primus. As part of an extreme baptismal ritual they nearly drown their followers in the "tears of Primus". This causes a tense standoff and we end up leaving.
We leave and along the road we learn about Crow and his ability to shift forms. He claims to have no recollection before waking up in the battlefield after the battle of Wyldebrush 2 years ago. We share our theories on why he has this magic and Lor seems to know something we don't. We also have an idea his ability may be related to his religious devotion to The Ebon Lady, she is the twin of Lua (the diety of Lor).
We come across a felled willow tree. We decide to go around it, but we encounter some difficult terrain. We continue for a few more days.
We get within a days ride to Pont when the city comes into view. When we approach we see two well dressed orc riders heading away from the city; male, Log and female, Kog. They hand us a wanted poster with a warforged on it. Reward is 100 Platinum. Crow shares he knows the warforged.
We enter the city via ferry and pass a riverboat casino. The temperature has dropped to a comfortable level. 10 Silver for us and wagon to cross.
Roy, the ferry man, gave us a brief guide to the city:
* The Hungry Minstrel (Inn)
* Druids Market (in Jaden)
* Kytsalt (Armory) (in Jaden)
* Guard House (Stable)
* Cracked Mug (Restaurant) (Kathel tells us)
As we travel through the city and see a Statue of Naomara, the goddess of law aka Lady Justice. We arrived at the guard station and they will take the wagon and horses for 4 silver per day. We pass through the druids market, but its closed. We see ribbon dancers and beggars. Rea gives a beggar 2 copper.
We come across a massive statue that straddles the road. It is of a dragon with full wingspan and roaring head. Legend has it that if a decedent of the wizard passes underneath it without a gift, the dragon will awaken.
We hear a ruckus and find out that there are fights going on. The next fight in the crate (the fighting pits) is Benny Sledge vs. Ethan. A man named Dan is taking bets, but we decide to continue on to the inn.
We pass the cathedral of No'Eau. Upon entering the hungry minstrel we see tables of gambling. Kathel the tavern owner has one room available. (5 silver per night). She is awesome and very observant. Crow is learning how to pla .38 special from William. Its war, but also texas holdem. Crow wins 2 hands of 38 special.
For baths they are across the street with Gina, 2 Silver ea. Rae and Lor go to the baths and introduce the idea of Shower bath shower to Gina. She is persuaded and dumps buckets of water over us before we enter the bath.
1866, Harvest - Day 21 (next session ) Look at timeline once updated.
Itty Bitty Living Space
1866 – Burning, Day 26, Session Four
Along the road to Pont we see a broken down wagon. We decide to investigate and Lor uses speak with animals to translate animal noises as we approach. A Gnoll attacks us and the animals we heard were hyenas.
COMBAT
We defeat the Gnoll and Hyenas, but we lost Mr. Willoughby in the process. Lor mourned the loss of her friend.
Crow enlists the help of Grukk and Kel to repair the wagon wheels while Lor and Rea collect the scattered body parts of the wagon's previous owners. A couple of dwarves, who, according to a journal found among the wagon explained were from a small mining town called Longsnag. They had been on their way to Wyldebrush when they met with their untimely deaths. Lor and Rea bury the dwarves.
Lor then de-pelts the hyenas and prepares their meat to be stored. We inventory the contents of the wagon.
LONG REST
Next morning we load the wagon and have Tonks pull while Sproket rides alongside with Lor.
The first day on the road was uneventful, and by the second day we rejoined the main road. Several days pass and the high grasses become desert.
We hit Longsnag and conduct some business while in town:
Longsnag General Store- 20lbs of meat will pay 25 GP, We we also bought a canvas cover for the wagon 15 SP
Mine Foreman - 100 lbs of meat for 80GP worth of diamonds
Miles outside of Longsnag, we pass a dilapidated stone house with two people in front swaying under the shade of the remaining roof. Lor leads them away while Rea and Kel search the house. The people looked on the verge of decay and were teeming with ravenous worms. Inside the house we find many item, which we add to our party fund. Special items were:
* parchment with undecipherable script on it (Given to Kel)
* glass jar = with red seal smells like menthol (Keoghtom's Ointment) (Rea's keeping)
* glass vial (murky brown liquid) has a rat claw floating in it = vial of animal friendship (Rea's keeping)
* A small sculpture of a Minotaur dude with wings. ; "lord of undeath" (Rea's keeping)
4 days pass on the road when we pass a stranger. We pause to converse and when he hears we originated in Wyldebrush he asks if we know Amadi. He got a glimpse of Grukk before Rea advised him to hide himself in the back of the covered wagon. We ask him questions about Amadi and glean very little. Amadi is a warlord whose territory is centralized around Wyldebrush. The stranger's name is Riddle and he advises that Amadi is not to be crossed, but that he himself is not concerned as he is capable of handling Amadi.
We continue to travel, but in the road Rea spots an ornate brass bottle lying in the center of the road. The bottle's contents are not discernable from the outside and after close inspection Rea opens the stopper. A plume of dense smoke crawls from the bottle in a perfect 10ft circle around their feet. Then a formidable humanoid man appears in place of the smoke and after a moment of tension he bows at Rea's feet. He looks ready to be of service.
1866, Harvest - Day 12 Next session.
Good Fences make Good Neighbors
1866 – Burning, Day 24, Session Three
As we discussed our plans for transportation to Pont, the sheriff arrived in the Skilled Star. He expressed gratitude for our assistance during the raid the previous night. He expressed that he is short staffed and is looking for help with a disagreement between the Clarkes and Bryces. The Clarkes claim the Bryces are poisoning their watering hole and killing their cattle.
The Clarkes raise cattle and their neighbors, the Bryces, raise pigs.
Crow negotiates a fee from 75g to 85g as payment. He makes it clear we are not being deputized, but does relent when Kel asks for a paper with a badge claiming he was a deputy in training.
The sheriff also mentioned that he spent time with the High Marshalls and witnessed weavers. He thinks that Lor is a weaver after he witnessed her turn into a horse during the attack last night. Crow attempts to question him about the weavers and high marshalls, but he says the Elves in the mountains are protective over their secrets and he will need to ask them.
We decide in preparation for our trip to Pont we will take this assignment for extra money. We will ultimately ride to pick-up the sword and box then on to Pont via horseback. To get Mr. Willoughby ready a disguised Crow boards her at the livery (5s per day). Lor braids her mane and she is now Mrs. Nesbit.
Side Quest: Clark Watering Hole
Rea guesses the location of the watering hole based on streams. The group is on the Clark property when Rea spots a mound of leaves covering half of a broken/fallen war-forged. She perceives it as spare war forged parts, but Crow sees it as a fallen brother. They move him and crow insists on burying him. Rea marks the burial just in case she needs to find the parts again. She doesn't make it obvious. As her party is burying the body, she treks ahead to make sure they are going in the right direction.
She finds the twisted corpses of cows surrounding the watering hole. She investigates and it looks like they were drowned and twisted. She is attacked by a large elemental water snake. She retreats and rejoins her party. She is shaken and tries to explain the source of watering hole issue, but her inability to communicate makes her say things like: Nope Rope! Snake made of water! The group goes to investigate as they are not understanding her ramblings. They soon understand it is indeed a water Snake.
COMBAT
Once defeated it burst into a puddle and Lor weaves and discovers a glowing metallic orb that most likely conjured the snake.
We speak to the neighbors and both sides are being petty and unreasonable. Rea decides to stir up trouble and make one side think they are building a fence to belittle the other.
We return to town and go to the Sheriff for payment. He attempts to short us, but when corrected he paid us the full 85g.
We also notice the Red Sashes outside the jail, but they are not sharing why they were in town. Crow pushes, but Kel steps in and shuts it down before it escalates.
Crow disguises himself as the sheriff and commandeers 3 horses from Patrick, promising to return them tomorrow. We leave Wyldebrush and make camp for the night. During Kel's watch we are attacked by 3 wild boars.
LONG REST
In the morning Lor prepares the boars as food and pelts. We make the rest of the ride in a day and a half to the location of the box and sword.
LONG REST
We give Grukk the sword, but after realizing he cannot wield it we decide to throw it along the way in a manner that it wouldn't be showing.
It will take 3 weeks of travel to reach Pont. Rea is copying the etchings from the box intricately in her journal. Crow is training Grukk to fight.
Level 3
The Long Faced Bartender
1866 – Burning, Day 22, Session Two
Its the morning. We gather our items and are hoping to get out of the vicinity before the soldiers find them. Rea and Crow gather most things and we mount up. Lore conjures up a fog cloud to obscure our departure. We ride off and after an hour we encounter razor-vines, we decide to go around them. A dust cloud forms behind us. An hour later we are surprised in the grass by 3 pumas. Lore is trying to befriend the alpha puma. we continue to ride along.
We stop and set up camp and dig a hole for the box and sword. We build a fire on top of the hole. As we finish building the fire we hear horses approaching and soldiers yelling to one another. They come into our camp and question us. They toss the camp, but we are not caught. We clean up then sleep.
LONG REST
Anatomical heart with a 4 point star in the background. The symbol looks like it is similar to the symbol of Nasir (according to Lor). We discuss where to go next and Kel explains that the box is made of wood from Pont. We discuss returning the horses to Wyldebrush. Lor uses speak with animals to ask the horses their preference. Sprocket and Tonks like Patrick and don't want to be without him. Mr. Willoughby is indifferent. He wants to do nothing basically.
Despite the horses desire to go home, we continue SE to Pont.
Along our way we see an eerie orange glow coming from he direction of Wyldebrush. Crow takes off towards the city. We ditch the sword and chest (Kel keeps the scroll). Crow is a mile outside of town when he encounters a half orc and the orc tells him "They are burning down the town". No specific reason as to who is they.
We catch up to Crow half a mile outside of town. We enter town and see Orcs pulling people from their homes. We fight through to the town square and see the sheriff on his knees in the center of the square being held by an Orc. The Orc is yelling for "Grukk" to come out. If he doesn't he will continue to burn the town.
Once defeated the Orc turns tail to run and says "Grukk, Amadi will find you". 10 G 1 fish skull necklace of animal teeth and a wedge of cheese.
I pay Patrick and tell him Mr Willoughby was stolen by an orc.He was rude and so Rea decides to keep Mr. W. When they go to trakc Mr. W they find Grukk and convince him to join them.
They sleep in the Skilled Star overnight. Mr. W is behind the bar and Lor asks him if he wants to join us. She says yes, Mr. Willoughby is a lady.
LONG REST
The next morning the sheriff comes in as we discuss what to do next.
A) Buy Train Tickets
B) Horses
C) ???
The Mischeivious Lizard
1866 – Burning, Day 20, Session Two
The distraction from the loose lipped soldier caused the Stage Coach to leave Wyldebrush abruptly. The coach left and set up 5 miles south of town and waited for an hour while the soldiers left behind tracked down their comrade.
Crow dropped the soldier persona opting for an older school marm named Tyra Collette. The old woman pointed the soldiers after a ghost trail. Rea and Kel moved away from the Overrated Hag and moved to see if the sheriff would escort the coach out of the city. They bumped into Tyra and she said she was going to the Temple to pray. Rea offered her lodging at the Skilled Star if she needed a place to stay.
When passing the Grand Palace, a half orc comes out to see the commotion from the Stage Coach, he locks eyes with Kel, but then turns away.
Rea & Kel head over to Skilled Star and overhear one of the soldiers being arrested and beaten. They decide to head to the temple as Kel would like to pray.
Crow drops the school marm persona as he enters the temple and puts n his cowboy persona. The temple appears to be empty; he lights a candle for Ilun (e-loon). The temple has alters for the 12 gods and while in the temple Crow senses something wrong. QL then enters the temple and she and Crow discuss why Q has been following Crow. QL explains she needs something from Crow. Crow has dropped his persona and stands before her as a warforged. She knew who he was under the glamor and the fact she hadn’t told anyone created trust between them.
Kel and Rea enter the temple and see the two at their respective alters. Crow@ Ilun and QL @ Lua. El proceeds to the largest alter of Tellus. Upon entering Kel hears a voice in his mind which brings attention to the alter of Nasir. Rea decides to sit in the center of the empty area to be respectful while the others visit their alters.
Shortly afterwards, a wind blows out all the candles in the temple and the only points of light are two red dots from the alter of Nasir. It is a large figure with wings decorated with black circle within a white circle. We saw this symbol on Arcaron. He says that we are meant to be together to achieve a goal. Crow asks why we would want to achieve anything. The figure vanishes in a bright light.
QL introduces herself as Lore. She takes off her hood and reveals a pink birthmark of a crescent moon which when it touches her hairline it becomes white strands of hair. Lore says she dreamt of our group. She knew by following Crow she would find us.
Crow asks if any of us knew the Nasir creature. Lore knows that Nasir is the creator of elves. She shares that the creature was Nasir. Rea knows from stories he uses different forms.
So, what now?
We decide to go after the stage coach and go to the Livery for horses. Sproket (Kel's horse), Tonk (Lore and Rea), and Mr. Willowby (Crow). We pay 6GP (5G deposit 1 G per day). We eventually catch up to the trail of the stage coach. Along the way we run into a group of travelers with 4 mastiffs, the men are wearing Red Sashes. They are traveling with their two young sons. Crow lied and told them the caravan has something of ours.
The sun rises and we make camp while watching to make sure the stage coach doesn’t get out of our sight.
LONG REST
We eventually catch up and set up camp away from the caravan’s notice. There are cycles of guards walking the perimeter and 1 archer on top of the coach.
Rea and Lore sneak into the Caravan’s camp. Lore turns into a lizard and rides on Rea’s shoulder to the stage coach. Lore can communicate telepathically and guides Rea to finding a carved box and a great sword. Lore crawls on the archer and allows Rea to get into the stagecoach and she grabs both items. Lore unlocks the horses from the coach and bites them. They start running scared and drag the archer behind them. The distraction is enough to allow Rea to escape with the items. She is far away when she hears a primal scream of frustration when the box was discovered to be missing.
They reconvene at the camp and view the box and sword.
Top engraving: Figures in battle with monsters Side engraving: Humans Elves Dwarves on bottom half
Great Sword (standard) but good quality
Kel opens the box and it stabs him with poison. Rea then picks the lock and she finds a scroll inside. Its not in a language she knows. Kel can read it, but if he does it will cast the spell. (we don’t know this)
We decide to leave the area so the soldiers won’t catch up to us. We have about 8 hours before we need to rest again.
Nice to meet you...?
Day One 1866
1866 - Burning Day 20 - Session One
Rea wakes in her tavern, The Skilled Star, stretches and goes about her day. She heads around town and she sees a young man in his twenties (stranger / Crow). She rushes around to cut him off before he heads into the General Store. He claims to be helping the Raleigh farm. Rea knows Sarah and Anabell (sarah widowed by the war) but when she tries to confirm his story he deflects. She takes his story at face value once she sees the supplies he purchased. Afterwards, she notices a heavily guarded caravan arrive in town. She understands the coach would be parked at the Livery overnight. Rea notices Arcaron also watching, which is odd because he is blind. Rea speaks with him and asks about the coach and Crow. Arcaron tells her Crow has a "Crystal heart", but the reference goes above her head. Mentions a man with two souls (Kel?), but it also goes over her head.
Kel OxEye - is staying at the Tavern - 6' well built researcher 32 years old. Sun kissed, worn (pensive look / troubled). He wakes and heads to bar area for breakfast. After breakfast he gets dressed for the day, boots hat etc. He tries to befriend Arcaron, but he wanders off after some odd dialogue. Later he notices Crow and he starts observing him openly. Kel eventually notices the caravan of soldiers, which is troubling since the war has been over for 2 years now. Kel sees Rea and they talk about what they think is inside the stage coach.
Crow - Wanders through the streets of Wyldebrush. He is wearing a human disguise that appears to be in his mid/late 40s (sun burnt wrinkled skin) cowboy outfit, but he is a war-forged. Crow sees someone, but a child distracted him to deliver a message that his friend was leaving town deal with business. The friend left just this morning. He notices someone in a blue cloak, She appears to be a young woman whose face is obscured by the hood. Crow draws his gun on the young woman and demands to know who she is. She says she has been following him for weeks. She intends to keep following him, but when an audience catches their altercation, the woman in blue bolts out of sight. Crows changes his appearance and tries to get away from his tail. He heads to the General Store and sees a young woman who asks him why he is wandering around town. He goes into the store and buys full supplies. He heads East towards the farm and he encounters a caravan. 8 horses guarding one stagecoach. The arrive at the Demarch's Office. Overhears the Demarch telling the riders where to stay overnight etc, sounds like a supply run to him. He waits for 2 hours to see what happens to the stage coach. He then delivers the supplies to the farm.
QL - Rea doesnt know any of this ... QL has not shown herself to anyone but Crow, and he doesn't know all her forms. She was the young woman in blue following Crow. We only know she has been following him for weeks. She turned into a cat to continue following him. She is in the rafters at the Vicious Joke. She then leaves when Crow leaves and turns into human shape.
Conversations
The Stagecoach - has at least one passenger and 12 soldiers - Parked in the alley behind the Overrated Hag. Horses stay attached.
Rea overhears one side of a conversation between a soldier and the passenger of the coach:
"What are our final orders... the sheriff will ensure safety, what is a good time for a meet tomorrow?"
The passenger is a female officer with Auburn Hair pulled into a ponytail. She is very assertive and barks order at those in her command. She points to the master suite and commands her subordinate to book it for the night. The guards are posted 2 at a time with the guard changing every hour.
Bartender @ URH - Nir Glerkev
- Ask for info and bought drinks.
Taking a break after a long journey, staying just the night.
Soldiers @ URH
- SRGT Beilana... is she ever leaving the coach?
- She lead during the war impressively with a stick in her ass.
Soldiers @ Vicious Joker
- Here for the night
- Been traveling for a month
- Origin - The Republic
- Destination - SE to the edge of the red barons (Charmed by Crow)
- Soldiers will get a cut of the Stage Coach contents
@card table
- Rea & Kel join game
- Ask Soldiers questions
- Crow is in his original disguise, but Rea is not aware.
- They find out the caravan is headed to the edge of the red barons. The sober soldier takes his charmed friend out before he reveals
@ Stage Coach
- Crow with Old man guise - no peeking! Leave!
- Crow with Charmed soldier guise - Arrest him for speaking about our destination then ... Turn and Run!!
- Kel pretends to be drunk to explain away small noise after failed stealth to roof top
- Rea jumps to roof top to watch the old man's attempt to peek
Man in temple window, back lit. No one has approached him yet.
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