Starting up
Goal: Spend 5 FP (to level!)
New bonds to Mizzle from Sara and TBs (Admiration); Mizzle to TBs, too.

We March!
Tommy Twofer: "Hey, you folks! You beat up …
… my Little Brothers (TLBs)!"
Rumbling at our feet.
Saraid postures, punching a tree. (gets a TH bonus for first roll)
Init - Trimaldis help! We win! (Initiative, that is)

Round 1
S - Harden Scales
TT #1 - One-Two Punch! At the TBs and Mizzle! Misses!
M - Study TT.
Spend 1 FP to invoke a bond with Sara to beat this bully down.
TT #2 - Double Axehandle Swing on Sara! Misses! Smashes the ground, which quakes!
TBs - Swap rifles so as to do poison.
TLB1 - Name calling! Hinder! Try to Slow Mizzle. Fails miserably.
TLB2 - Pulling back for a double-shot.
Round 2
M - Summon the Neko Monarch – Zap them hard!
TT #1 - One-Two Punch! Sara and TBs. Misses – and Sara hits back! Hits!
TBs - Hits TT!
TT #2 - Double Axe-Handle at Mizzle!
S - Toss Elixir to Mizzle.
TLB1 - Shiv! HIts the TBs.
TLB2 - Double shot at MIzzle and Sara. Hits Sara – who smacks back! Thwack!
Round 3
M - More Neko Monarch! Takes down the TLBs!
TT #1 - One-Two Punch on Mizzle and TBs.
TBs - Zap at TT! Very palpable hit!
TT #2 - Double Axe-Handle at the TBs.
S - Crits TT … and an Opportunity (Afflict with Weak).
Round 4
M - Acorn Pixie heals TRbs and Mizzle.
TT #1 - One-Two Punch at Sara and Mizzle. Hits! Sara counters!
TBs - Zap! Takes TT down!!
Denouement
We send them off packing. TT drops a gauntlet (Tommy’s Quaking Knuckles).
Mizzle – FP to have a way to trace them to their lair (for the authorities).
Continuing On To The Town
A few more hours to Delmar-on-the-Water. Remarkable! Light sparkles on rooftops. Tall towers on an islet. Carts and wagons parked outside the city – line of carts moving in.
Female merchant with a cart of cabbages. Turns out everything big going in has to sift through a single lane. Meet again in the market square.
We head across.
What kind of damage? TBs are very confused. Looks like materials failure – very heavy load on the bridge. Maybe not being maintained as well.
TBs - Interesting raccoon-style architecture (double-locked dumpsters and small passages in and out) that indicates there might be animal-type people here.
A Challenge for Sara!
Sara - Sara thinks that she saw someone with a squirrel tail in the crowd: Big city! Lots of people … meet eyes, a brief second of startled recognition. almost like looking into a mirror – and bolts!
Objective! Clocks! Catch-up clock and lost-her clock!
Hyperspeed.
Sara catches up and is able to skid in front of her. “Just need to talk to you!”
On the ground, “Please don’t take me away!”
Introductions.
Try to calm down.

Brother always said, “Your real family will come and take you away.”

Sara. Melody.
Lead back to main street. Holding hands.
Sara was adopted as a war orphan.
Were living at Delmar-on-the-Hill, but the quakes caused everyone to move here.
Get together with the others …
Meanwhile …
Mizzle - reporting the bandit gang to the authorities. Posting board – notes about the red sash bandits. Bounty! Local constable’s office. Disbelief.
Another flyer about a bell lost in the Delmar Channel … what broke through the bridge.
TBs … huh, distracted, by building on a small rise … but little windows, little doors …
TBs peer through the window.
Animal folks … badgers!

A badger tailor shop! Working on clothing, both animal and human sized. Tape measure. Sees the clank face – startles! – heads for door. TBs back up … badget guy walks out, nice vest
Kind of ratty.
Tumble out.
Group rate!
Lock down.
Wave at the badgers all staring at us.
No - not as many animal types here as there used to be. Grandfather spoke highly of their own city – Delmar on the Hill – but lost. Sank. Earthquakes. Now we’re in Delmar on the Water.
You wouild be toasts of the town. Other families wouild love to meet you. “Top of the Tree” – Whitneys live in a mighty tree. But do have some standards.
Badger: Cyrus Harmon.
Rattling off different types of dress shirts and things to wear.
But … not a lot of money to spend on fancy clothing …
Offer to help repair some of their sewing machines. Poor maintenance.

Project to work on it. Sure, if they provide the parts.
… and are taken to the fitting room …
Friends along with … and Whitneys would be happy to meet them, regardless of stature.
Meanwhile, with Mizzle …
Bounty?
Wait, these are real sashes.
Definitely qualify for the 100z bounty.
Chief Ramsay – Mizzle relays his story.
Trying to find blue stone, and Harmony would love to talk to and trade with you. Senator Adra. Geologist?
Chief is willing to talk with the Count to discuss this.
Recommends some places to stay. The Gold Dragon Inn.
Heading to the Geologist.
The party re-coalesces. With Melody.
Melody suggest the Valentine Pattisserie. Walks us through town.
Big place. Lots of activity. Twice the size of Central. Also, taller buildings.
Local attractions.
The Pattisserie, shaped like a cupcake.
At which point, a massive billow of smoke from chimneys.
Someone runs out of the building. “Help! Help! Someone call in the constables!”
Denouement
We spent 6 FP … so 10!
End of every other session:
5 XP
3 XP from the FP we spent.
= 10 XP so …
Level!












