Last time …
Battle with Halti in the amphitheater ruins!
After a good night’s rest at Burley’s house!
Time for Breakfast!
We’re going to establish trade!
Dwyer enters the scene.
Paw post.
Letters to Sara (from parents) and Mizzle (from Nita). TBs are disappointed.
TBs hand off their letter (Letters from the Trimaldi Brothers - #3 by Dave) for relaying home.
Commotion outside – a green wind drake, and a rider – Enzo! (and Cloudy)
Getting the town set with the wind drakes being around. (Fewer floppers!) Enzo is hoping familiarity will reduce the tension.
Oh, Enzo is from Tel.
Mr Robert Alcado, from Parmis?
Sure, large port on the eastern coast. Points it out on the map (“Governors Isle” just offshore.
Doesn’t want to send family a letter … yet.
// all basic gear is available
Next stop to the west … a deadly pass! Lots of bandits, choking off trade from that direction.
Further on … Drellin’s Ferry. A lot of Gold Valley folk moved there.
TBs suggest we could carry mail around. Zam used to be a farming teenager.
Ve hike!

The First Leg
D10, dropped to D8 by Mizzle → 7!
Large ridge line. Head down. Strange sight!
Metal door in side of the ridgeline, open, standing before it, facing outward, is a rusted suit of armor. Recalls the entrance to the clank control room back on Harmony. So … is it a clank? TBs roll a 9 on INS+INS.
Definitely not a clank, but so rusted over … but still upright!
Arcana of the Grimoire … INS D12 … so Mizzle will study the “armor.”
Undead Abomination! Ensorceled to something’s service!
Ask Oracle, how to put it to rest. Until its duty to keep folk out of what lies beyond the door, it will put itself together. Wizard Serdak.
So not going in, and camping, but away from the door.
Sleep in a magic tent.
Next Morning
TBs will make a sign warning travelers. Make a sign./
DANGER!
UNDEAD EVIL DEMON ARMOR!
DO NOT APPROACH!
DANGER!
THIS MEANS YOU!
REALLY!
Mizzle will do a ritual to find Serdak: “Not on this world.”
Travel info … going through mountains, so D12! (knocked down to a D10)
Heading for southern city.
Pass through mountains … and hear a whistle!
Guys with bows, friendly wave.
Threats!
TBs don’t truck with their bluster and tells them to bring it on.

Round 1
Sara - Hardened Scales. And calls them dirty names.
B1 - Bow at Mizzle.
Mizzle - Study for vulnerabilities. invoke the bond “Must Protect Raccoons!” Vuln to Earth; Resist Air and Fire.
B2 - Pair of arrows to take a shot next time.
TBs - switch to Earth Magicannon.
B3 - Shoot at TBs … miss!
Round 2
TBs - Earth Magicannon on B1 – big hit.
B1 - Prepping charged attack.
Sara - Switch to Prayer Wraps, Iron Knuckles in the other.
B2 - Charged Shot - Sara and Pixie! Pixie goes down.
Mizzle - Elixir.
B3 - Charges forward with dagger against the TBs. Big hit! And Opportunity: Plot Twist! Mizzle took the wrong potion! Off balance.
Round 3
Mizzle - Neko Monarch BOOM – 30 hp damage.
B2 - In Crisis – setting up double shot.
TBs - Take down B3 with an Earth attack.
Sara - Big hit! Take down B2.
Round 4
TBs - Big hit on B2.
They flee, leaving stuff behind. “You remember that!” shouts TBs.
Also TBs: Sorry. Provoked the fight. People like that are mean.
1x Steel Dagger
2x Short Bows ← Sara takes one.

We march on
A dangerous encounter …
…for next time!
Mizzle - FP - a sash for evidence of the bandits.
A Small Scene
CUTSCENE
Not far behind us … in the mountain pass … walking up there is a solitary figure, head hung low. They see the marks of battle, she shakes her head. “What sort of trouble now? I don’t want anything to do with it.” And heads north instead.
/CUTSCENE
Wrap
No XP this time.





