Omens and Evidence

## SESSION RECAP

***Arc 1, Session 2***

***February 17th, 2023***

### Myrr's Dream/The Note

The session opens with Myrr waking up in a dark void, missing their mask, and seeing two figures appear in front of him, a feminine figure made of light, and a masculine, dark figure made of shadow. The two begin to circle Myrr, having a conversation(out of character, these figures were identified as the two gods, Ulena and Ilenar). Myrr wakes up in their bed, with their mask back on, and a note tucked into their hand, the contents of the note read "I didn't want those flatfoots getting to you, avenge my sister. -D", Myrr pockets this note and gets out of their bed, and starts to walk back towards the Cask & Owl.

### Reid's Flashback

At this point, after being unable to find the party, Reid walks back towards the Cask & Owl as well. He zones out during his stroll, when he snaps back in he finds himself in the Adreivandian trenches, those of which built during the third commerce war, the sounds of explosions and gunfire all around. He addresses his scared companions to join him, and jumps out of the trenches, at this moment he snaps back into reality, in front of the Cask & Owl, he enters and takes a seat at the bar, Myrr arrives quickly after him.

### Regrouping the Party

We cut back to Locke, Ambrose, Ace, and Hound. Locke is taking a few notes in his pad of paper before quickly turning to leave. Ambrose stops him and asks him what his plan is, Locke responds that he plans to head for the Cask & Owl, then realizing he doesn't exactly know how to get there, but Ambrose does. Ambrose offers to lead them back, both Ace and Locke accept this offer, Locke and Ambrose help to carry Ace the way there, who is barely able to stand due to all the injuries he sustained. They eventually make it back, the man working the counter immediately recognizes Ambrose and yells at him to get back behind the counter, berating him for leaving early without notice, not allowing him to patch up his injuries before taking off. While Ambrose gets back to work, the rest of the party goes over the evidence that was collected, including a note that Locke had found in the Jane Doe's pocket that read "Embers & Ashes, 9 PM", Locke recognized this as an abandoned factory in the Alchemy District, the party agrees that Ace needs medical attention before they investigate anything else, and the party agrees to split for now and regroup at the Cask & Owl at 8 PM to make their way to the Embers & Ashes together.

### The Talking Tommy/Sir William Pin

Reid, Myrr, and Ace head to the Tinker's Ward, a hub for artificers, blacksmiths, all things including metal handiwork. They arrive at a shop called The Talking Tommy and are greeted by a small goblin who agrees to help Ace, though the price would be hefty and the surgery would take hours. They agree, and Myrr and Reid leave while the operation starts. Locke leaves the Cask & Owl to return to his apartment, where he finds Sir William Pin and Lieutenant Hodges discussing. Pin is reasonably angry at Locke, asking why he had people cross the line after being explicitly told by Hodges not to. Locke doesn't have a good enough explanation, Pin says for this instance, he'll dismiss all charges on the members of 9C, but warns him the consequences will be more severe the next time. Pin and Hodges leave, Locke leaves shortly after them after finding his medicine kit in order to help patch up Ambrose. A short rest happens here.

### The Mechanical Pests

Locke and Ambrose meet each other outside the Cask & Owl, Locke goes over the plan again with Ambrose as he patches their wounds, and the two wait for the other three until 8:30 PM, where they decide at that point they'd be late to the factory if they didn't run by this point, they'd be late. The two decide to leave, the closer the pair gets, the more suspicious they got, street lamps were going out and the two didn't feel safe. They ducked into an alley for a few minutes, fearing that they were being followed, and were attacked by a swarm of mechanical pests. The two do the most they can, but after discovering they were immune to piercing damage, they decide to run, and have to sprint to the Embers & Ashes to make it.

### Getting Lost

The reason Myrr, Reid and Ace didn't get to the Cask & Owl on time is because they got lost, following wrong directions and failing history checks ended them up in the parliament district. After being yelled at by the queens guard for getting too close, they decide to find a trolley and ride it to the Alchemy District. Upon getting closer to where they need to be, the group sees Locke and Ambrose running, they jump and the group makes it to the Embers & Ashes in time. They are met at the doors by two flatfoots that Locke recognizes as officers Wallace Merkowski and Timothy Groms. The party is warned to proceed with caution and enter quietly. Upon entering and failing a stealth check, Myrr kicks a stray metal pipe on the floor which alerts the creatures inside, while Locke is casting mage-hand to check for traps ahead, the session wraps up here.