# Session Start >*The mayor of Wickermoor then emerged from a nearby building, explaining that this ritual is just part of their ancient traditions, and thanked the party for helping to aid in the feeding of the sacrificial blood to the thirsty earth and roots of the sacred tree. He invited the Druskenvalds to their Manor, which they have been keeping with the help of a family of servants, and they obliged, inviting the party to dinner the following night on as they left. The mayor then offered them each 10 gold to cover the costs of room and board for the evening before directing them to the local inn.* # Session Summary - ember writes "amber" on the guest book - Louis acts like a bouncer at the door and alda gets out a shotty. there is somewhat of a standoff between her and para, but it is diffused pretty quickly - the party goes into the green queen inn and they find st steve at t the bar - they find alda, and Lazulia gets the orus ludari pocket watch from her - the party spends a bit of time drinking tequila at the bar amongst other things, as well as reconvening with ST steve for a brief period. - lazulia summons her familiar to do some recon on the inn, finding a theater and mostly other normal inn stuff otherwise. - the party does a long rest, and a number of characters experience dreams of certain things related to their threads of fate - lazulia gets the journal, it is in her hand when she wakes - cards are pulled - emperor. and magician. lazulias is the one about busting her own path or whatever it is. - they wake the next morning, and megan realizes that she is in possession of a strange bottle. - Looking outside, they see that the sun has not quite come up yet, and Alda explains to them that it never gets sunny here in druskenvald, not at all. - Megan gets a 20 on the roll to see what the deal is with the tree, and learns that if someone gets caught out alone at night the tree might attack them, as it is a living being. - as the party is leaving the green queen to go to the ruins, they pass the schoolhouse where finneas stops Seraphine in the street to tell her that he thinks he may have seen someone who looks exactly like her elsewhere here. She left town suspiciously after a bunch of people died under strange circumstances. - parabellum does a recon sweep of the village, checking to see if there are any strategic choke points or anything like that, finding none, but finding that something off is going on at the house. info he gets: - He notices is referred to as "the crooked house" at some point (oops) - with a good arcana check, he discovers that there is something strange and magical happening here. - he sees a family of caretakers that seems to be tending to the house normally. - looking for choke points, he doesn't find anything out of the ordinary that stands out for a town. everything seems to be arranged in a simple manner that should make things easy to navigate. - Next, the party makes their way over to the ruined church, where the X69 leans using his scanners the history of this place, and that its basically like the final standoff in slewfoot. The witches in the party group together linking hands, reaching into the soil, and they sense that the earth has blessed them. this basically grants the three of them the ability to see the interior rooms of the house before they go in there. - The party then goes over to Tolliver's Trading post, where Louis immediately buys a beekeeper suit that he sees in the window. - Baltus and Bimbap have a conversation, where he tells Bimbap that he knows of an engine made from the same place that he saw printed on the coal box of the ghostlight express. They chat some more, and the party learns that Baltus is in search of interesting artifacts, and perhaps he could help him find something by reaching out to his contacts across druskenvald.