CARRY OVER 1 INSP FROM LAST TIME
BEGIN IN CAVERN BY LAKE
We take our leave of the cave, and go back to the tent where the shapeshifter had been staying. PER and INV checks to look through their stuff. PER gives that it's about the same as last time we left it. INV gives plans and notes on the construction, that a lot of the key paperwork is gone (probably from the fleeing workmen, not anything sinister), coinage valued at 80 gold scattered about (50 of which is paper money for use back in town), and a unique blueprint (crossbow) in a buried dossier. Time now is mid- to late-afternoon. We utilize the rest of the day to get some travel underway. We camp for the night in the blankie. On 2nd watch, I pore over the ring and notice symbols similar to healing magic. I don't get a full idea, so I slip it on. Fuck it. The Ring of Temporal Salvation - Attunement - If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed. Druss offers to upkeep my hammer for me, and we get to talking about equipment. I can't use a shield, but he tells me of a sort of shield called a buckler, and offers to assemble one for me. The shift ends without further event.
On the second day, we stop for some constitutionals, and Rorin locates a mound upon which to micturate. It shifts under him, and starts with a surprise round. Rorin retreats towards us screaming. We brace ourselves and ready for combat. It is shifting mound of earth? Melfina manages to get herself eaten by the damn dirt pile. We manage to take down the nature beast. We come to camp at the second night, and I take second shift again. Third sees an owlbear with some cubs, but they're not here to fight, just moving back into the area now that it is safer.
On the third day, we have another encounter with some (4) large bird creatures. They die very quickly, due to a gross overuse of power. We then make it back to the caravan. Druss checks to see who made it back here from the camp, to find only 5 or 6 had done so. As we approach the center of the caravan, we notice others have come in from the other side of the caravan. A large, opulent wagon pulling something analogous to a modern-day camper or RV. It's super weird. We enter the main tent, Melfina first. Jericho Tinkerbottom is there to welcome us, with Isabelle and some unfamiliar folks. A tall tabaxi and short human male are speaking with Jericho. The human appears to be quite an ass. His name is Holden Cockswell, and he is part of the inventor's guild, here to take over command of the project. The tabaxi is Oliver and is Holden's assistant. We go into his fancy wagon to talk. The blueprint we found was for a grappling hook launcher. The project is proceeding apace, with Lake Town laying track out in their neck of the woods and making a bridge. We camp near the people for the night. The head of security offer still stands, but I'm waiting until I can wash up the gibbly bits and such. We're gonna head back ASAP.
First day of travel, nothing crazy. We camp for the night, and I am on second with Spike, who can talk to me and chooses not to. I hear some rustling in the woods, and a stork-like bird with glinting blue accents to its plumage shows itself. It does not appear to be menacing. The blue is maybe actually fire?
Day 2: Rain, lovely. Druss spots 3 blue spots come down from the clouds every now and again. Night 2: We can see the blue lights, and they appear to be closing in on us. I NAT check to know, it is a bird, like a crane, and maybe from an elemental plane that came to the material plane. We pass on to 3rd and hit the rack.
Day 3: Dawn, the weather lets up, and the birds are less visible against the bright sky. We completely lose track of them over the day. Night 3: 1st watch, the birds are back, and Rorin feeds them again, while approaching them slowly. He feeds them and lets them do them. He notes that one is injured, and is sleeping outside near them. I cast healing word on it and it seems pretty happy with this. Druss attempts to talk to it. The birds fly off in the direction we are travelling, probably towards water (the ocean).
Day 4: Day goes off well, and we reach Smallville about half a day into the journey. Alaina is there to greet us, and we stop for lunch and to catch up. The werewolf Hank spots us on our way out of town. Night 4: 4 humanoids approach during 1st watch and ask to join the camp. The group isn't pleased about sharing and declines. The visitors press the request, and are intimidated when Melfina makes her way outside as well. They move on and head back to the main road. It appears they were thinking of robbing the smallfolk they could see, but knew they couldn't take us all. 2nd shift, we don't notice much, but rolled poorly, so whatever. 3rd shift, they see a lot of eyes, a family of 6 raccoons, which start to pick through our saddlebags, and Melfina tries to get them to fuck off.
Day 5: We can see the blue lights over the bay, and enter the city upon arrival. We return the moorbounder, head to the sanctum to debrief the Marquis.
END SESSION