Save or Die: Outcasts: Episode 13

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==Synopsis==
After a month of studied the tomb, the return to swampside and decide their next quest. They decide to look for leads for Grau's missing memories by searching for the elves and perhaps something familiar to Grau. Grau gets a sign from the gods to visit Autumn. The party visit Autumn, and she claims to have no answers, but has a quest for the party regarding a mule in a nearby town that has given birth.
==Recap==
===Tomb Timeskip===
June to July. There is a month timeskip. During this time Arachis discovers the spells inside Sigris Shadowhand's Tomb. He also finds the Shadow Mirror works when taken back into the tomb and positions where it had been before.
There is also strong evidence that Autumn's tower was Sigris Shadowhand's tower back in the day. He also finds that Sigris Shadowhand's tower was in the north of the swamp where the swamp is nearest. The phasing of it being in the swamp's "north" also makes the party doubt Autumn's tower as it is in the north-west.
The tower far pre-dates Sigris Shadowhand, and is a tomb to its masters. There is a way to "connect" with the tower by casting spells in certain places within the tower. The tower and the lands surrounding it will then modify and change. The more power the tower receives, the greater the defences it receives. The text however doesn't reveal all the weaknesses as being cautious. There are mirrors that can appear at the 2nd circle of magic that can be used as crystal balls. The stronger the magic infused the walls increase in quality. Magical security also activates based on the strength of magic infused into it as well, such as forbiddance.
Arachis finds out more about the knowledge of the shadow plane, but there isn't much here that Arachis didn't already find out in his past trip. A shadow of the real world, with poor quality resources, thin-in-magic, but useful to travel between places undetected.
Arachis tries to learn a few of the spells. (fail), (succeed), (succeed).
Arachis and everyone return to Swampside, and find that Arachis's shop has been burgled.
Renatus finds that he is no longer getting gigs in Swampside, as it is "miffed" territory, after the party stopped the tax wagon being robbed and turned in the miffed knights.
Arachis buys Renatus 2 war dogs named Cheeto (11 HP) and Nacho (9 HP). 
===Grau's Memory Hunt===
July 1, 1523. The party is hanging out in the town of Swampside. The party talk about their next plan. Arachis doesn't want to return to Lord Sackmoore yet. Sihcara, writes a letter to report to Lord Sackmoore, reporting in what they found in the tomb, omitting the secret section or the magical items found. Grau suggests uses his connection with animals to have a bird to deliver the letter to Sackmoore. the party agree to this plan, and Grau arranges it.
The party decide to investigate the Fireflies so Grau can find out the truth about himself. The fireflies are hard to find, even when 
Magistrate Zerrah's people was actively searching in the aftermath of Forest's jailbreak. The crackdown has driven the fireflies into hiding.
Arachis suggests the party head north into the swamp and to the abandoned elven woods to see if Grau unconsciously has memories of where to go, given his missing past. The party agree. Arachis then asks the party to look out for certain herbs while they are out there, while Arachis stays in town with his shop.
The party spend the day out in the forest and swamp and Grau hasn't had any recollections or anything familiar. Auguste is a unhappy with Arachis treating the party like lackies and has a discussion with Arachis about it. Arachis apologises for taking Auguste for granted. Arachis says he will go out with the party tomorrow. Renatus volunteers to say with the shop tomorrow.
In the night Grau talks with Cheeto & Nacho with . The two dogs are happy to be pets and are find with Grau in bear form. Grau questions if the dogs want freedom, but there are too domesticated to want that. But the dogs are happy to hunt with Grau for more food in the woods, catching some bunnies. Grau however feels sad of the intelligence difference between himself that the dogs. 
===Destination from the Gods===
July 2, 1523. In the morning, Grau, seeking guidance, goes out into the woods alone and prays while in bear form.
: You channel the power of the Gods every time you cast a spell. You have a direct line to them, but they don't speak like person. Instead something happens in the world around you and you can tell intuitively that it is a sign, but it is a sign that you are going to have to
interpret. When you're done with your prayers you feel something on your back and as you roll to notice what what is this on the back.''
: You see that three leaves have fallen off a tree and landed on you, one is golden, one is red, and one is brown. These three leaves landing on your back is your divine sign. The answers you seek.
The color of the leaves remind Grau of the season of Autumn.
Grau returns to the party, in human form, inside Arachis's shop, and shows the 3 leaves to the party. The non-seasonal leaves is evidence to the others that Grau isn't making things up. The party agree it is a sign to visit Autumn and set off from Swampside westward towards Autumn's Tower near Keygate.
Arachis lends the Shadow Dagger to Renatus to use while in the field. 
===Water Elemental Encounter===
As the party journey beside the swamp they are attacked by a . The party attack the elemental in defence. Grau and the dog, Nacho, bits and claw at the elemental. The elemental attacks Renatus. Renatus retaliates with the Shadow Dagger. Renatus gets dragged under the water. Arachis casts .
Garp takes off his chainmail to save Renatus. Nacho and Grau continue to attack the elemental. Arachis casts which slows down the water elemental. Auguste pulls Renatus to the surface. The water elemental disappears.
Everyone stands away from the water and keep an eye out for the elemental. The elemental emerges once again to attack Auguste. The party again attack the elemental to finish off the being.
The party look to see if there is loot in the Water Elemental's lair. Auguste goes under water and finds a bag of of silver and copper coins. 
The party continue on their journey.
===Back at Autumn's Tower===
The party arrive at Autumn's tower. The party decide ahead of time not to hide anything from Autumn if she asks about it, but Grau will reveal as much as he is comfortable to do so about himself.
The party the go to the tower and meet with Autumn. Grau asks about the mysteries of his past. Autumn invites the party inside for a meal.
Grau talks about meeting with Forest at the memories he got about it, and about his connection with Nadinis. Autumn has no answer to these memories Grau has, and suggests telepathy.
Autumn says she could perform painful tests & experiments on Grau to get more answers. 
Arachis asks how Autumn first met Grau, and she says that she met Grau coming towards her tower from the east, unable to control his transformations. Autumn befriended Grau and invited him inside.
Autumn says she has no further answers for Grau. Grau becomes upset, as the gods told him to come here to talk with Autumn and Autumn has no answers. Autumn does have a quest for the party, to find a mule in the town of Jaedyn (to the east, 88 miles away), that gave birth recently, which is an impossibility. The mule was gifted to a temple of Martha. The temple has declined Autumn's offer to buy the mule, so asks the party to take it. 
Grau apologises for getting upset, and wants to take the quest. Arachis is worried about angering Martha or her temple. Autumn says that Martha forgives all, and the priests aren't a threat "what are they going to do, heal you to death?".
The party rest at the tower overnight.
In the night Autumn speaks with Grau about another avenue for answers, attempting to have a child in his various forms, to see what is possible. After the talk Grau is troubled by the idea.
===Jaedyn's Temple of Martha===
The next morning the party set off towards Jaedyn, crossing though Keygate on the way. Arachis talks with August & Renatus on how they met Autumn, and they say they were in a tough spot and she gave charity to themselves. Arachis is disturbed by Autumn's words about the priests of Martha, since Autumn has always tried to show herself as kind and charitable. 
A few day later the party arrive at the town of Jaedyn. They see murals have been painted of the mule on the sides of buildings. There is a vendor, Gus, selling copper amulets of Martha. Arachis buys one amulet for himself, Renatus buys 3, but takes note where Gus the vendor keeps his money. Renatus tries a plan to ingratiate himself with the vendor then steal money when he makes his next sale, but after 20 minutes he gave up, but pickpockets Gus of 4 amulets that are actually made of gold.
The party go to a pub. In the pub Arachis makes up a story about an Ogre from the swamp wanting to take the donkey. The Ogre isn't happy about the crowds of people coming to see the donkey. Grau decides he should talk with the donkey, but he has to wait until tomorrow to learn the spell.
The next day the party go visit the temple of Martha where the "miracle donkey" is being kept. The donkey has the attention of the crowd in the temple, and is being protected by some of guards, with a cleric at the back. Grau however needs to be 30 feet away from the donkey to cast his spell, and the tricky thing is casting the spell unnoticed.
The party come up with a plan. Arachis will cast on Grau, then the party will cause a distraction by getting in an argument as Grau casts his spell 30 feet from the donkey.
The plan goes as planned and Grau's spell goes unnoticed. The Cleric in the temple interrupts the fake argument with a spell, Renatus & Auguste are then dragged out of the temple.
Grau then speaks with the donkey. The donkey realises that Grau is a bear from his scent, but Grau calms down the donkey. The donkey is unhappy about being taken away from her baby, that hadn't even been weened. Grau offers to help the donkey escape and be reunited with her foal. The donkey accepts. Grau learns that the donkey is kept in a barn at night down the street with one guard. She doesn't know what farm her foal is at. The spell then wears off.
With the spell worn off, Grau claims the donkey told him that she wants carrots.
==Experience==
No experience given this session.
Category:Save Or Die: Outcasts Episodes
Category:Save Or Die Episodes
Category:Save Or Die: Outcasts