Play begins with the party contemplating next steps.
Hippogryph birthing occurs (takes a day)
(2 male, 1 female)
10 days journey along narrow roads takes them to Takal.
In Takal, they spot a lighthouse on a home’s lintel.
Also in Takal, they speak with a priestess of Kalaktatla.
Priestess is possessed by Ka, when she prays about the Sun Wraith.
Ka grants them a boon: the answer to one question.
Basically, sail far north, then walk. Once there, look for a city called Thyatis where “spelljammer ships” can be found.
One of the NPCs at the temple (not the priestess) startled at the mention of the lighthouse. Wihelmina followed him to a secret meeting of like-minded conspirators, who discussed the PCs and their plans/history/etc. She was not seen.
They returned to the rented house in town, where Halatia, Torios, and Hollis all announced they had made arrangements and/or would be staying behind. (Torios plans to join the guard here, Halatia plans to marry a nobleman and puppet him into a life of comfort, and Hollis plans to open a brewery.)
Day later, party heads out. 18 days later, they reach Manac. Six more days later, they reach Bitac, then they are forced to leave the roads.
One day later, the party discovers it is being followed. They confront their pursuer— a jungle-dwelling relative of the Purple Worm. The battle does not go well, but Gareth manages to lead it away from the party, catching up with them two days later.
Eventually, the ranger trains the hippogryphs not to cry for food.
Six days later, the party comes to impassable mountains, and the party turns west.
In a weeks’ time, the party comes to a more lightly forested area. Trees are marked with bones/antlers/human bones, etc. every 10 paces or so, for about 15 miles. Party goes around.
Party encounters Valyarie (Neathar that have wolf-companions), see two groups fight, are escorted past territory.
8 days more travel, leaving Valrie terratory, come to the river.