Last Time …
Back in the little village.

Fight in a boarding house. Or maybe a bar. Or maybe a boarding house that serves liquor!
Sent Halti Drakesbane running off. Treated her Vanguard quite decently, and they quit Halti’s gang.
This Time …
We sleep.
Burley thanks us for the Zenits we gave him for fixing up the place.
Doc Thorne comes to check on the boy.
CUT AWAY
Halti and her medic and an Alchemist, and a Fletcher.
Halti: need to make lures out of thistle and go to the shrine where the drakes will be … bwah-ha-ha!!
/CUT AWAY
Doc Thorne - dammit! The boy has run off. Still weak.
Do we know where the shrine/temple is? Doc Thorne has a leather-bound book, her father’s journal. Hmmm. Mizzle carries it (to read, no doubt).
Journal: years of information and his own notes. Old ruin from before the Dolvain family took over. Some older families still visit. Built into the highest hill in the valley. (Matches with Zenith, goddess of the night sky and high places.
We Travel!

Hilly area .. normally d10, Mizzle drops to d8 – when searching, down to a d6.
Mizzle successfully guides us. A danger! We are going through the hills – hear an oddly familiar yell. “Anybody? Anybody out there?” Dwyer the trader, captured under a rockslide. Unmistakable that it’s our friend in the pot.
Pot foot got stuck as he was running from drakes, led to a landslide.
TBs and Mizzle give Sara a +4 boost to her roll! Success!
Dwyer is extracted without too much damage.
He’s looking for Cold Valley. Give him directions.
Off to the Shrine
Searching for the shrine. TBs lead them on a nice, boring walk.
An old stone building on the side of the hill. Amphitheater …
… but with smoke rising.
Mizzle creeps forward.
Halti and soldiers have set up a bonfire, burning the thistle.
(We don’t see the runaway boy.)
Temple of the Night Sky … hmmm, wouldn’t it be a coincidence if it started to rain on the bonfire. (Ritual with the Neko Monarch.) Major ritual, small area – 80 → 40, difficulty 13.
Grab hands.
TBs help!

Sara helps, drawing on her bonds. So +3 for Mizzle. Boom!
At the last moment, thunder! clouds! rain!

Halti is not happy.
Flames starting to fade under the rain.
Confront them, or wait? TBs want to confront, so the drakes don’t get hurt.
Sara - bring Unexpected Allies (animals around here). Floppers? Maybe something bigger?

Will soon have the amphitheater filled to the brim with Floppers, creating Battlefield Support.
Initiative: we all suck. Because the Floppers swing both ways. Halti is too on the ball. “I should have known it was you!”
Round 1
- Fletcher - shoots at the Acorn Pixie. Acorn Pizie is taken out.
- Seraid - casts a spell. Resists physical damage.
- Halti 1 - Spear at Saraid. Hits! 19 … but spends a UP … 23. Resists for half.
- TBs - taunt the Fletcher. Enraged!
- Medic - cast a spell - Reinforce, makes everyone immunte to Enrage.
- Mizzle - Neko Monarch - big hit!
- Halti 2 - Hits TBs hard!
Round 2
- Fletcher - shoot Mizzle. Hits!
- TBs - shoot at the Medic … draws on being Three Racoons! Zap! Take down the Medic.
- Halti - stab at Sara. Hits! (But resisted)
- Sara - Copper Club on the Fletcher, hits! Resistant to fire, but not with the Flopper distraction!
- Halti - stab at Sara. Hits hard! But still resisted.
- Mizzle - Elixir to regain MP.
Round 3
- Fletcher - Shoots at Saraid! Hits!
- Mizzle - Big Bang with the Neko Monarch! The Fletcher almost goes down … Halti is in crisis.
- Halti - Backup triggers from being in Crisis … Alchemist shows up! Eek! Alchemist - Throws elixirs and frightens off some Floppers. Entanglement trap! Attacks the Trimaldis! Misses! But … Strive for Perfection! Slams her fist against her helmet … +3 to the next check, and then next times she misses, -10 HP.
- Sara - heals self with Elixir. 50hp!
Halti - Stabs at Sara! Hits! Spending an Ultima point to bring the pain down. Sara resists, and counterattacks. - TBs - Crit on the Fletcher … and crits, and opportunity on Halti … SLOW!
- Alchemist - throws out vials … at the TBs!
Round 4
- Halti - Stabs at Sara - hits!
- TBs - Shoots Halti! Zap, with extra Adrenaline-filled damage! Halti goes down!
- Alchemist - Throws a vial at Mizzle. Poisoned and dazed.
- Sara throws a remedy potion to Mizzle. Mizzle is healed!
- Mizzle - studies the Alchemist. Zealous Sage – studies harder!
Round 5
- Alchemist - vial at Sara … poison and dazed.
- TBs - Zap the Alchemist.
- Sara - Bops the Alchemist.
- Mizzel - Stabs the Alchemist. He is down.
After the Battle
Halti - shouldn’t be like that! Shouldn’t lose to such shlubs!
Flopper tries to nuzzle. Get away!
Everyone should be cheering me on. I should be the champion!
ROAR
Drake lands at top of amphitheater.
Figures riding on it.
Enzo waves at us. “Hi, found the brood mother.”
Go up to the top of the amphitheater to avoid shouting.
Floppers are dismissed before drakes can eat them.
Bring Halti with us.
(skip the option of Halti Escaping and circling back later)
Enzo - found the drakes’ lair. Clutch of eggs, so okay!
What about the people around here?
Uh …
Take some time to grow thistles. And if people think the drakes are a threat, they’ll just hire more people like Halti.
Sara asks to talk to the Brood Mother.
Mizzle - wants to get in touch with the Sky Goddess. Visions, etc. … raven (storm crow)! So, getting in touch with Her messenger.
Drake hisses to Sara … “Smells like the ones who hurt mother … don’t let them near us.”
Sara - placates. We are looking for a peaceful way for people and townsfolkl to live together without conflict.
these are my hills! my territories! where we eat and feed!
S: Is there enough land for them and for you?
BM: These hunters will come back!
TB: Not if the local people do not fear you. Then they will not hire or want the hunters to come.
BM: This is the last clutch. I must ensure their protection.
S: All the more reason to be friends with your neighbors.
H: (searches for some proud boast, which dies). I don’t know if I care any more.
M: Maybe trying to be a hero in the wrong place.
H: Leaving. Not coming back again.
BM: Will protect our young, then go to sleep in the winter. Tell the folk who fear us we will be gone soon.
Mizzle seeks Oracle – what’s the most effective (interesting) way for drakes and humans to coexist?
- Use Enzo as intermediary?
- Encourage the farmers to plant more of the thistle, so they are seen of value?
- Create a potion to allow speaking Drake.
Yes, if they respect their boundaries, and make those offerings, the drakes will respect them, too.
Enzo is willing to help out. And bring the shrine back to what it once was.
Halti watches us speaking with the Drake. One of the mercs saddling up … “Hey, we could stab them in the back and take out the Brood Mother.” Halti: drops her spear. “Nah. Done playing at these games. I just need to go home.” Mercs: uh, what now? TBs: Have you considered farming?
That’s a Wrap!
XP! End of 2nd session: 5. We get +2 XP for FP. And for 4 UP, +4 = 12 XP!
Also, the Drakesbane Spear (to Sara?)
Also, 250z of stuff (indirectly) … of Alchemical Materials.
(Project. Cash) → armor? (Tinkerer master: Upgrade!)






