Going Walkies

Sunday, November 8th, 1716.

The party started out in Baltimore. The plan was to head south to Annapolis, via Revel Grove. Tom had a bit of last-minute shopping, then the group headed to the docks to find passage to South Port, some 6 miles away. At the docks, the Orc previously seen escaping (and covertly aided by Barb) was seen dead, hanging in a gibbet. Liz asked a nearby fishmonger, who explained that the Orc escaped and killed three farmers before he was brought in. Its body was up there as a message to other inbound orcs.

A boat was found, but the winds were near dead calm, so rowing would be necessary. The boats captain supplied two rowers, but four of the party had to row. This ended up leaving Tamara, Barb, and Jeanne free. Sea shanties were sung to get synched up and progress was made. (About 2 knots).

Tamara observed crab-people  (xxx) asking for "Spice" from the people on the boat. Essentially, it was explained by the captain, that a mixture of Mexican spices (Old Bay) was like cocaine to them. They loved it. The crabs were often hired to scrape the bottom of boats and they worked real hard under the influence.

Upon arriving at South Port (just a couple of docks, two farmsteads (one crops, on herds), and a tavern), the players encountered some suspicious goings on. A barn on one of the farmsteads appeared to have been recently burned. They hear a crash of broken crockery from the tavern. The group was prevented from entering the tavern and several people noticed three large men surrounding a person against the nearby farmhouse. Solo, Jeanne, and Barb went towards the farmhouse.

At the tavern, looking through a window, Greg spied a large man at the tavern counter talking to a early-forties girl. Tamara tries to open the door, but is forced to back off by someone at the door. Liz(?) does a Sending to the girl "We are friends. If you need help, raise your hand". The woman raises a hand about to her ear and waves it in a so-so manner, then brushes back her hair.

At the farmhouse, Jeanne disrupts the conversation. Some terse words are had and Solo draws his blade. Things get tense for a moment, but Jeanne convinces Solo to sheath his blade. The three men depart, heading to the tavern. As they arrive at the tavern, three men exit it. They rebuff attempts at conversation and head down the road south. Bard looks after the farmer, who introduces himself as Dan Mitchell. He mentions the men subtly threatened his wife (Doloris) and their daughters (Jan, Marsha, and Cindy).

Entering the tavern, they meet Jean Wilson. She and her husband Earl, (and offspring Dustin, Scott, and Gwen) and the Mitchells across the street jointly operate the tavern, servicing the needs of people coming and going from the docks. She explains that an unknown person wanted to buy the two farmsteads, and was being very insistent. There is a lengthy discussion. It is explained that the men were using "offer you can't refuse" tactics, but nothing you could call an over threat, but plenty of sub-text ones. Tamara realizes the water around their docks is much deeper than at Baltimore Town. Added to that the Baltimore Town is not currently a "Port of Entry" (i.e. not allowed to have international boat traffic) and speculation is some politically connected person(s) know that the Maryland General Assembly has or will be declaring Baltimore a Port of Entry.

The hour grows too late for travel, so they overnight in the tavern, which is not actually an inn, but they camp out on the floor. While they two families have been given legitimate offers (500 GP each), the party encourages them to ask for more, if they do decide to sell, but the party is unwilling to take on a new unknown enemy. They do tell the families that they can probably offer them land and a pre-built tavern, should they choose to move. There is also some discussion as to the nature of the universe and the improbability of three daughters named Jan, Cindy, and Marsha.

Monday, November 9th, 1716.

In the morning, after a hearty breakfast, our band of travelers head south. After a time there is the smell of smoke, which Willow (Jeanne's owl familiar) investigates and sees what appears to be the regular autumnal burning of the underbrush, which is a thing the Usans do in these parts. Deciding a major forest fire is not in they offing, they continue on.

They come to a crossroads, supporting a small inn and farmsteads. At the inn they learn of a party of three burly men heading south, an hour or so ahead of them, and a merchant with a cart not far behind them. They continue south.

After several hours, the travelers come across a broken cart. With Greg (wildshaped into a bear) acting as a jack, Tom quickly does a "Mending" on the broken axle and they help the driver reload his cart. They then continue on.

A disturbance in the woods near the rear of the party reveals a herd of large rodents (oversize shrews) running to and past the party. The rodent herd passes by only to reveal their pursuers, many many wolves. Everybody gets out of the way, except for Tom, who gets run over and bitten. A swarm of arrows from Tamara clear the wolves from Tom and the other wolves never even stopped and continue their chase.

Evening is fast approaching when the party reaches Revel Grove. It is eerily like (yet unlike) the Revel Grove known to the PCs from the future. While the gates are closed, a watchman above them ascertains the party is seeking lodging and they are admitted. They get rooms at the White Hart Inn and the game sessions comes to a close.