(temporary posting, may be edited later)
Attending: Corrin, Dunban, Fortune and Meriele
Running: Hunt for the Heir
After a stalemate between the part and the Drow, Meri cast a spell to hold her, and the group pacify the elf and save Gundren. Heading back to Phandalin to reunite the dwarf with his brother. After that, a rider thunders in looking for something. A tiefling spots fortune and tells her that he has a message from her mother, telling her that she is urgently needed at home, even though she ran away. While everyone is off collecting horses and tools for the journey, Fortune wastes as much time as she can as she does not want to go back. Corrin has drawn a copy of Gundren's map to trade for the horses for the journey.
Day 1 of journey- mostly quiet, going dark. Set up camp. Set up guard duty. As dawn came the next day, it starts to rain.
Day 2- Raining all day. Miserable. Night comes and since everything is wet we continue on.
Day 3- By midmorning the party start to see a few farms scattered in the rain. Still raining. We encounter a drenched farmer. Ask him for a dry place for the party and horses. As they dried off, stories were told.
Day 4- Rain slows down but is still drizzling. Farmer and his wife are getting a little tired of having travellers on the farm. Dunban helps with some farm work.
Day 5- Rain has stopped! The party has graciously given the farmer's wife, Sylda, 2gp for their lodging and food while staying there. On the road again, going over the hill the party comes across Triboar. Lionshield Coster has another branch of the trading post there. After buying new food rations and a waterproof lute case, the group locates a map of the area.
They travel north towards Bael Moloch. As night falls, they hear a horse and a wagon coming towards them. A peddler is selling magical trinkets. Dunban buys a pocketwatch that stops time, Fortune buys a brooch that makes people forget numbers, Meri buys a book that will change into any religious book with whatever language the reader is most familiar with.
The new few days on the road were uneventful.
While travelling, the party see less and less humans and more tieflings. The party get a lot of strange looks. Bael Moloch comes into view as the party rides on.
1500 population. River on one side and mountains behind.
Magic and magic items are banned from use in the city-state.
As the party gets to the gates, they are stopped and questioned as to why the group is here. Fortune flashes her signet ring, and a superior officer organises a guard to get to the Sulfurios manor, where her mother greets the group and Fortune greets her brother after her mother walks off, since Fortune has said that she doesn't plan on staying. The party have settled in for a little while since the drama may take a while. Meri and Dunban find the library in search for the word in his magical pocketwatch.
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