Following the ambush of the Walezi Impersonators, Wendolin assures the family they will be compensated for this surprise attack. They were not prepared for this situation as this is the first of it’s kind in the Hub, and the Baraza Ku express their apologies. The family is moved to a more secure room, with a magic lock. After a good night's rest, the team grabs their gear, and moves on to tackle the day, planning to come back as the last appointment for the Baraza Ku. The family made their way through the bustling city to arrive at Jestr’s, a voodoo themed shop where they met Timichi, a practitioner of the arts and crafter of potions. After a quick introduction, the family quickly sought out a way to track their brother Sylvan. Timichi was quick to find a particular concoction that would aid in pointing the way to Sylvan. Carlo then asked for Timichi to see if she could give a clue to Sylvan’s whereabouts, or generalize an area to start their search. Timichi felt confident she could do more than that. She quickly threw together a ritual to scry where their brother had gone, and she found something peculiar. She says he has been, in some way, split. Her hands glowed an erie green, similar to Sylvan's dagger of healing. Her hands split when she was pointing to the location of Sylvan’s pieces. One hand rested on Carlo’s chest, and the other pointed to the south east, towards Miraneen.  After this ritual, Timichi cocked her head at AAA, as she used a legendary action to sense that AAA was probing into her mind. She dissipated into a mist, and reappeared next to AAA, poking and prodding and looking him over in an investigative way. She taps the gemstone on his chest, and begins to dance around AAA, leaving a purple trail of mist behind her, eventually obscuring AAA from sight. She exit’s the mist, leaving AAA in his usual state, adorable. Timichi took the dagger Carlo presented her, and went into the back ritual room to prepare the tracking potion. After some chanting, singing and laughing, Timichi emerges with a large glass container to lay the dagger down into, and the dagger’s point will direct the team in Sylvan’s direction. With this in hand, the team was ready to leave as there was another customer that entered the door, but Dugby let a question fly that intrigued Timichi. Hearing that Dugby had lost the past 50 years of his memory, Timichi again dissipates into the mist and begins to dance around Dugby. After a short time, she again emerges from the mist, heading towards the exit to hold the door open and usher in the next patron.  The team takes their leave and heads to Bishop University next for a quick stop. Carlo was able to find a small group of art majors out in the gardens, and commissioned two posters to be quickly outlined and taken to the Baraza Ku. After the outlines were completed, the family left the university and made their way back to the Baraza Ku.  The meeting began with a recounting of the blackout of Delor, Carlo took lead and explained to the Baraza Ku the fight against the mind flayers and how they prevailed. The council accepted their retelling, asking a few questions at the end with a surprise visit from Glyde, the dwarf who aided them in the final battle against Bael. The Baraza Ku denied the family a loan for Juras-lith park, but hinted that there may be an investor on the council in their free time. Lastly, the Baraza Ku listened to Carlo’s speech on the attack from the night before, and brought out a wooden box, with 4 items inside. The Baraza Ku as an apology offered an obsidian spear named Void Magnet, Bracers of the Betrothed Phoenix, and a belt of giant’s strength… and a sock to choose from. After much deliberation, the team went with the bracers, to add another layer of security to the team. The team had questions still about their attackers, but the Baraza Ku shut down the conversation, as they did not want to talk about this topic in the meeting. After this, the meeting adjourned.  The family headed to the Lark after the meeting, meeting with Rhys Sabato. Rhys revealed all he could. The Stitcher is a cold blooded monster whose work can be found on the missing women. She is somehow able to manipulate the appearance and structure of these people, shaping them as if she were a God molding people with clay. Their minds are broken, only intended to carry out a singular purpose, which varies. The powers that be are unable to find more information on the Stitcher, their work is nearly impossible to detect unless you know what you’re looking for, or they do a rush job as with the guards. The stitcher’s work has been found on the missing women as Rhys said, IF they turn up. But by then… their minds aren’t on this plane anymore. And since the missing women have been associated with the Ricattatore family, the Baraza Ku are keeping a close eye on the Ricattaore in hopes of catching the Stitcher as well. With this final piece of information, Rhys said their time of info sharing has come to a close, and he takes his leave.  At this point my players, I’m gonna go ahead and say the Re-Intro Arc is over. You have been excellent at asking questions and expanding your view on the world of Carvahall. You have numerous bread crumbs and plot lines you can follow, the world is literally yours to explore; however, on this next journey, you will more than likely be entering territory you’re unfamiliar with that is under another King or Family’s rule. Here are some things I want you to be mindful of.  Each figure of power is going to have a network of their own… spies, enforcers, researchers… Every single person you have met and will meet has a goal of their own. Someone to protect, something to hide, goals to reach… Their motives are their own, and it’s your job (if you want) to sniff that out.  Entering someone else's land or territory, even if just a casual stroll, can and will be noticed if not careful. Your names and achievements have reached far… Families and guards will have a better chance to recognize you or may even be actively looking for your presence. Be careful to not draw attention, at least from the wrong people. Just be aware of who you are as a group, and how others who don’t know you may perceive you. My suggestion would be to streetwise as much information as you can before entering a new area, and be vigilant at all times.  And to piggy back off of that, I will do my best to clue you in to anything and everything going on around you. I will subtly let you know that there are wandering eyes or ears nearby, without directly telling you. It is not my goal to blindly fool or surprise you. The deception and plot twists feel and look better when it’s been in front of you the whole time. Let the games begin.   I love you all. 3,000 xp for the table, with an extra 800 for Carlo