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Character Concept

Eggy is the daughter of her gnomish mom and Elven father. Her family never felt at home with either culture so they settled in the woods, choosing to live off the land and selling alchemy and herbs for gold. Despite their independence the family has a modest lifestyle though the family is quick to move their home if they sense danger.
Eggy, like all of her 8 siblings, was born in a druids glade awash with the magic of the feywild. Eggy grew up playing with her brothers and sisters as well as the occasional dryad or pixie. Although Eggy is not the only adventurer in the family she was the first to be able to see and speak with the spirits of the forest.

Most folk will immediately recognize Eggy as a talented and well known alchemist, since she’s the spitting image of her mother, Langlaha. Eggy is quite sick of hearing that and is likely to start spitting on them in return. Since her family grew up mostly in the woods, she never learned how proper city folk behave nor much about local history or other races. On the other hand she knows the woods like the back of her hand and knows the best herbs to clean a wound, make a good tea, or cure a fever.

Before deciding to try her hand at Maghdar’s mansion she went out on an adventure to to help a local church [Life event]. Along the way she met and befriended a half-orc soldier. Wolves had injured soldier and there were too many for the warlock to handle. Eggy entangled the wolves and helped the soldier escape. For her troubles the soldier left Eggy with a few gold coins [2d6 gp] and her address in a nearby city.

She was able to help the church and the local priest hood promised to look after her in case she be injured again [Boon: one free heal]. During the adventure she contacted a disease from a traveler passing though the area. The church was able to cleanse the disease but it left her with large spots of dark, rough, and patchy skin [Disease].

Session 1 - log

Woke up in the dirt, with a dead rabbit laying next to me.

It was a good morning. I ate that rabbit.

The paper, written in common,


Thralldor, Dri, Adrielyn and Eggy

Guild wizard Pharagil

Middle aged Garbiellina woman
"order of the left hand" - generates some suspician
Avoid anything of arcane
He was in posession of "unauthorized creatures"

Where is it?
Lives off of old road
Eastward, vear off toward sealfort
Bring back strayberries for the magistrate
look out for goblins

"Gerrdies graces" is a pub, working class bar, clean
There's a paladin
Sign is blond woman with mugs of ale
common room has various religios symbols
Lysa Lysander - Thieves guild person

Serric the signed oath
Magdar allied with order of left hand
Doing forbidden research in necromancy
Serric was turned away when he wine
has some “very large lizards”

Head out of tonw
Leads into Gunderhar (gunder folk: halfling)
Gunkin - Kobold

Guards
lots of gunderkin, snares and tracks
mostly don’t trap roads


We find a small shed on a plateau
in
Brown haired woman
climbs to second floor, disappears

Door in the second floor, path beyond the door
We

Find a guard post tower
wooden spiral staircase inside, water damaged
there's bat poop

Clearing between manor and the woods

Near the manor
there is a large garden
statue on a raised Dias, looking at garden

Red rowler shows up.
I offer it jerky and convince two of them two
Critical Jerky
Dri wakes up 3rd thing

Adreielle climbs a treat and tries not to brachiate her neck

Combat
I find pit trap entrance
"You just killed Gary"
"I shoulda gone with the Jerky" -dying

We try second arm and find space under stairs
ghost #2 shows up (dude) and says "this will do nicely"

Upstairs
we find a room with a statue and wand (both magical)
second room is the Master bedroom with ghost dude
He keeps asking for Thesylus

Combat
1 animated armor, 4 swords
half of us die

LOOT: 6 fancy swords, zenithian (adv avoid dropping)
	3 short, 3 long

Kobold: ”Come up with your hand up"

we open another door and….. scene

Writeup: Eggy's Eggy's Big Day Out / To the Mansion

I woke up in the dirt, with a dead rabbit laying next to me. It was a good morning. I ate that rabbit.

Scrounging through my pack for pepper, my fingers touched the paper which promised gold. Well, it promised adventure I guess. My dad says rabbit feet are lucky. I've got four of them now, with pepper on them. I guess that's better than unpeppered luck.

I found my way into the town. Why is it always so noisey? It smells too. Not like the forest, like sweat and anger. I hate it, but this is where the paper said to go.

On the layered rock things, umm... steps of the building there are 3 other people with the same paper. One of them is blue and called Adrielyn. Thralldor has long ears. The other lady, Dri, seems like she would fit in well here. She must be crazy.

An old man named Pharagil takes our paper and calls himself a 'gild wizard'. I'm no sure what a gild is, but it sounds terrible. He takes us to a woman who tells us about the manor, she looks like she has nice kids. We aren't supposed to touch arcane things. Mom liked arcane things so I don't see why we shouldn't touch them.

PS, I found out why later. It's because they hurt.

The manor was also home to "unauthorized creatures". Creatures are my friend so I'm sure that I can just talk to them and tell them to not be "unauthorized" anymore. Once I had a snake that was hissing at me and I told it to sit on my shoulder and it was nice. Later we learn there are lizards, I'm sure the lizards are probably the same, but maybe they won't fit on my shoulder.

The magistrate tells us where to go, it's near the good strawberries. He ask's me to bring him some of them. It's a good time of year for strawberries. There's also goblins near there. It's never really a good time of year for goblins.

The other three want to go to a pub to talk to people and drink. I don't know why you'd want to go to a place with more people. There's a stream we can drink out of just outside of town. Some mint grows a little ways up stream too, so it smells nice.

The place we go to is called "Gerrdy's graces". I'm not sure what her graces are but I don't think I'd like Gerrdy. It's too clean in there, not enough dirt and plants. I could probably fix that, grow a few strangler vines and sprout milkweed in every corner.

There's some fancy pants man at the high table. He yells a lot of those things the people say. Seems he is some sort of paladin. The ones that talk to the Anchients are my friends. I don't think this one talks to the Anchients though.

Dri sneaks off to talk to some other person. Probably some boring town stuff. (OoC: Lysa Lysander. We learn he's doing necromancy and something about the order of the left hand)

We finally leave town and go back to the world past the town and to the west. I haven't been this way much but it's towards the place they call Gunderhar. The gunder are nice folk, they make the best food and live in the dirt.

There's also the tiny scaley Gunkin, which are the worst. They sneak into my traps and eat the food and the bait and chew the traps. Some guards warn us about the gunkin's traps. Like I couldn't find a trap myself. What do these people know with their shiney metal, bleh. I bet they never even craw around in dead plants to get mushroom spores. What do they even do with their time?

Before we get to the strawberries, ...sigh, we find the path to the manor. It's up on a cliff and all we can get to is a small shed. It smells wonderful, like mulch, squished worms, and earth. We aren't sure what's inside so I find a chirping friend. The squirrels here are weird, maybe it's being so close to towns.

Inside the shed Dri says she sees a creepy woman, but she's not there when we look. Maybe Dri is like the squirrels and has been in town too much. In the back of the shed there's a cozy tunnel that leads us past a decaying tower to the manor. There's a lot of bat poop. I bet there's great things growing in there. I need to go back and get a better look.

There's a sort of garden here, but it's way undergrown. It's like the owner cut all the plants back and picked out specific ones. That seems dumb, there could be flowers, vines, trees, and bushes fulling up this space.

There's some suspicious bumps in the dirt which turn out to be some very cranky and untrustworthy Red rowlers. They seem pretty happy to eat some jerky and I feel like I have two new freinds. Then the town lady steps on the another one and the bugs get really upset.

The blue one climbs a tree. That seems like a good plan because there's all sorts of moss that grows in trees. I'm not sure how it helped with the cranky rowlers though. The bodies of the bugs have some great scales, a really good red. They'll make something nice, I could even make armor like those guards had except out of shells. That'd sure show them how to make proper armor. I bet it would make a nice potion too, like mom used to make.

There's a huge person shaped rock that has a secret tunnel under it. That gets us inside the manor where there's another ghost person. The ghost person is looking for Thesylus. Like really, really looking for Thesylus.

Outside the room we find some of that fancy metal armor. It get's angry at us and attacks. There's swords everywhere. The others are bleeding. Even inside the house I'm able to pull healing out of the nature around the house. I'm stronger than I used to be, the magic comes easy and I don't need to barter with faries for it.

I can't speak to my squirrel friend anymore, that magic has worn off. It keeps trying to tell me something but my head is still too foggy from the fight to understand. It runs off.

There's yelling from outside, it sounds like gunkin. I want to wrap my vines around their legs and into their sharp teeth. They tell us to come out which means they will probably want to eat us. There must be another way out, probably behind this door........

Session 2 - log

Kobolds tell us to come out
We retreat into the hall, kill two kobolds
Dri goes down, Eggy pops her spores.
Fight the scale sorcerer and back onto the balcony
Kobolds fight the ghost
Traldor face plants
We short rest
Two fireplaces with "illuminus"
Fountain with water elemental
Red rug
door with heavy breathing

We find a room with food scraps, crappy net trap
Storage room
+ Short bow
+ misc items (rope, scroll case, paper, bottles)

Alchemy lab
+ acid
+ alchemy lab
Notes talking about using fungus to strip away flesh, re-animating it as skeleton

Room with flaming stuff
Weapons case
+ dagger, cycle and short sword - worth 2x value (symbol - red w/ green hand)
armiore with metal curtain - causes electric shock (5 damage)
pedestal with black box, small note that says.
"only when the will of the spirit of illumines is damped. Can the winter come back"

Gregor the stern, - master diviner  of "???'s vale
Alaria twice slain - necromancer, maybe lich 
tartan of the seekers - blood mage, unclear if dead
"all maybe order of the left hand"

We use "infernus" to disable too 3 fireplaces.
Find a fireplace man
Slip out through the storage room, find two lizards.

Head back to town, anticipate ambush
Plan: Eggy is horse, carries Adrieln and Dri. Thralldor hides in the woods.
we set the Wagin on fire
Send the guards to chase after the bandits.
come back with 3 bandits, but not Larsa

Session 3

We well the sickle and short swords (twice value)

We sell the armor (half worth) at the armor

  • Krishna uses "noble bullshit" to convince the armorer to buy the goods.

Apothecary ( Auranique )

  • fancy blue hat, pressed and with a 1 hour lesson
  • Has flavored potions
    • (oak/smoke, grapefruit, orange, sleepy time, lavender, rum)
    • also, beef jerky / chicken jerky 🤮
    • tussin (50gp)
      "This transaction is over"
      "I understand, this happens a lot"

We return to the manor, find the burned wagon, which has been picked over by kobolds


Back at the manor
There's a tablet that reads: "If at first you don't succeed, cut into the ulna"

Eggy gets more squirrel friends, takes Jab along with her.

Lizards "Cuddly and wuddley"

  • Eggy offers them 'free meat, no spells'
  • Dri Anna gets us through the front door via Magdar shapeshifting

Check out the lightning/fire trap room,
head to 2nd floor, via back door stairs

We go back to Magdar with Dri looking like Magdar

They interact for a while. Ghost is bound here by it's will. The ghost changes to thesselus and the lady , but ultimately goes back.

We decide to go get the dead lady. She's dead.

  • Signet ring - "stalwart family"
  • Pink gem - rodchorzite (10gp) order of the left hand thing
    • customary to bury adversary with gem in left hand

We try and put out the fireplace and snag the loot in the trap room. The fire doesn't go down enough.

We investigate the feast room, and are attacked by skeletons / zombie chef.


"First I tried the guards they were too suspicious"
"Then I went for the meddlesome cook, he was always asking questions"
"The servants were loyal, but skeletons don't need to be fed"

We kill 2 skeletons, cook shows up

  • Adrielyn crawls under the table
  • Eggy uses ice knife / spit

More skeletons show up. We kill the shit out of them.


  • 25 gp of flatware

We investigate the freezer and get gem.

We fight mephitis, get brooch.


Go back to wand room.

We get wand of magic missiles

In chest:

  • 3 small black metal disks

Session 4

(Starting at the trial)

Lysa has been arrested, we are asked to get info out of her

We learn: She's been using the Hirst Forest as a base of operations
> [Nature check]
> Hirst is a "haunted" forest
> there's something unnatural going on there

We know she's a "typical lowlife". anything illegal or profitable she's got her fingers in

Cyrella
is fucked up (bites and bleeding via her nose)
wants us to interrogate by tomorrow morning.

Trial dude offers up lore
looking for more info on the Book
willing to pay for the book probably


[we step out to make plans]


e: why do we care about Lysa
e: why did we leave the book? (Bad feeling when approached it, it didn't burn)

? What should we do with the Book / Hirst?

We decide to


[we got back to interregate]


Dogs are spooked...eggy calms them dogs

[eggy starts ritual casting speak with animals]

Cell smells like manure... because of "old big head"

Larsa
is awfully confident, tries to get us to help out

Eggy finds out there "bad blood"

Ask guard if he's seen her before? Why she's so comfy

Eggy threatens with snakes, guard "goes to check on the dogs"

Larsa says she's the kingpin
confesses to killing some of the magistrates men (who were looking into Hirst woods)

[So, there's blood and undead things]