Chapter I: Peddling Sin -- Session I
View Meree's Pictoral History of this Session!
The first session of this chapter was played just after a nasty ice storm hit the South (or as a Northerner would say "a dusting"), and so we wound up with some interesting player arrangements. Eon's player was unable to attend, due to the weather, and two of my friends wound up joining the session because they were without power and quite bored. So Eon was bundled into the background, present but inactive, and we were Joined by Maxamillion (Pal 1/Clr 1 of Torm) and Borus (Ftr 2). Sadly, I ran out of time to do an e-mailed introduction, so the session begins with everyone just finishing up their leveling training...
The past several days were a nice break for everyone, as many members of the party exercised their newfound abilities. The party finally began to feel the teeth of the North, because the night they returned from the forest, a chill wind and snowstorm blew into Olostin's Hold, making everything cold and dreary. Meree began to copy spells into her spellbook, while Devan went in search of her first animal companion. The only item out of the loot pile that was sold was a rusty old sword found in a closet of the woodcutter.
On the evening that Devan trotted back in to town with a beautiful wolf affectionately named "Wolfie," each member of the party received a brief note from Borstad, cleric of Lathlander, requesting their presence the following morning at six. The note also indicated that they should come prepared to travel.
I am not sure if Wolfie is the permanent name for the wolf, because Devan's player was absent for the first portion of the adventure, but I'm pretty sure that if something else isn't created soon, it will stick. I'll probably call it pooch anyway ;-)
The following morning, they each made their way to the temple of Lathlander, shivering as the cold wind found every opening in their clothing. Inside the beautifully decorated temple, they were welcomed by an exhausted Borstad and Felevel. Borstad introduced the party to two town guardians, who had been out on a mission when the party left to track the gargoyle: Maxamillion and Borstad. He tells the party that they will need all the help they can get on this mission, and he trusts the two guardians.
Once introductions were out of the way, Borstad motions for the party to follow him, and leads them through the beautifully decorated temple. The floors are inlaid with magnificent sun symbols, and statues of Lathlander adorn every corner. Finally, he ushers the party into a large room that appears to be his office. Felevel enters behind the party and quietly shuts the door while Borstad casts a quick spell. Several divine casters of the party recognize the spell as some sort of ward against divination magic.
Borstad begins, "Before I go any further I must have an oath from each of you that what I am about to tell you will not get told to another soul. Whether or not you accept the mission I am about to propose, my words must not leave this room."
Several members gave their oaths, but others wanted a bit more information, especially Antonius, Redival, and Maximillion, who are not in the business of giving oaths that might conflict with their beliefs. "How do we know the oath we are swearing is one that we can keep?" asked Redival. "You may be swearing us to secrecy and then telling us that you plan on murdering an innocent. I could not keep such an oath."
"It is nothing that will require you to break your vows," Borstad assures them. "I would never ask you to swear such an oath. What I am asking is for you to swear that what I am about to tell you does not fall into the wrong hands."
Nods and verbal affirmatives from everyone allows Borstad to continue. "Immediately after you returned the dagger and Hugar's...head...to me, Felevel and I began searching for more information on agents of Shar within the church of Lathlander. It seems that Hugar was not the only spy within our order, and that even now, agents of Shar are active within the Lathlander temples on major trade routes across the Silver Marches, feeding information about trading activities to their dark Goddess."
"It sounds like your church is weak Borstad, this would never happen within St. Cuthbert's order," boasts Redival, her dwarven face radiating outward disgust and inward pride.
"Watch your words," warned Borstad sharply, "our divinations indicate that the agents have not infiltrated Lathlander alone, but I am loathe to pry into the business of other orders." Redival looks slightly taken aback as Borstad continues, "After discovering the extent of this infection, I enlisted the aid of Felevel to find out how we could extract these spies. With a lot of detective work, and no small bit of luck, we managed to uncover Hugar's messenger, his link to the rest of the spy ring. Since Hugar lacked the ability to magically send his message, he relied on an old peddler by the name of Finmar to carry his information to Everlund. Unfortunately, we arrived at this information too late. Finmar came to the city soon after your return, when the hold was still buzzing with news of Hugar's death, and left that same night. We know that he is making hard for Everlund. He will be there by the end of the day. We believe that the peddler is heading for a Shar cell in Everlund, and we need that cell silenced."
"Why send us?" asked Antonius and Maximillion, "Why not send guards or clerics of Lathlander?"
"As much as I would like to send an army of clerics charging northward, I do not believe that it is an option. If the cell in Everlund posses the ability to spy on our location, it would be too risky to send such a group from the gates, it might arouse suspicion. And we are also under just as much threat from a troll attack now as we were when you left to retrieve the dagger; even moreso actually, trolls have been spotted around the edge of the east woods several times over the past two days. The cold must be making game scarce.
"The largest problem is getting you North undetected and in less than a day. This is where Felevel's expertise will help," with a meaningful nod, Borstad turns the explanation over to Felevel, who steps forward from her position at the rear of the party.
"Many years ago," begins Felevel, "the elven kingdom of Siluvanede built a great magical road in the treetops of the High Forest called the Sky Road. This magical roadway acted as a major artery for quickly transporting elves to almost any location in their kingdom. Now it is mostly forgotten, but a few still know it's properties. First, it vastly increases your rate of travel, because each step you take on the road equals hundreds of steps on the ground. Second, it masks travelers from most forms of divination, so anyone watching will simply think that you have vanished into the woods. By taking the Sky Road, your trip will be reduced from two days of travel to six hours of travel. You should arrive a few miles southwest of Everlund by one o'clock today. I shall cover the specifics of the Sky Road in greater detail when we get to the nearest access gate."
"Now," resumed Borstad, "I understand that you completed your last mission for almost no gold, and I applaud you for it. However, the gravity of this mission prompts me to give you a little more compensation. I am prepared to give each of you 100 gold now and a note for 100 gold from the temple of Lathlander when you complete your mission. Is this satisfactory."
"We
each get 100 gold?" Asked Melkor, in disbelief.
"Yes, this is a no easy task. It is well deserved if you complete the mission. So, 200 gold for traveling to Everlund and silencing the spies there. No spy of Shar can escape, or her agents will slip through our fingers. Understood?"
With nods of agreement all around, Borstad stood, "Good. Once you have silenced the agents, contact Mertor, the head of the temple in Everlund, and inform him of the situation. He will pay you the remaining 100 gold and make sure that any spies within his order are dealt with. One last thing, be careful of the old peddler, Finmar. I fear that he is more dangerous than he looks."
With those parting words, the party funneled out of the temple, following Felevel to the High Forest. Luckily, they encountered no wandering mischief, and arrived at a rather nondescript patch of forest after a thirty minute walk. Felevel moved to the base of a tree and carefully brushed away some of the dead fall. There, inscribed in the dirt, was a circle of red, elven script.
"This a gate to the High Road," Felevel explained. "Everyone who wishes to enter the road stands in the circle, and one person, who must have elven blood, speaks the name 'Siluvanede.' You will then be transported on to the road. There are gates along the road identical to this one, and you leave the road in the same manner. You are looking for Gith's Gate, it's sigil looks like this," she carefully drew a complex elven rune in the dirt, which no one in the party could understand because no one speaks elven. Meree scribbled it down in her notebook, however, so that there would be no mistake.
"Good luck," said Felevel, as the party stepped into the ring, which seemed to expand to include all eight of them.
Nodding, Melkor spoke, "Siluvanede," and the world dissolved into a rush of color. There was a few seconds of disequilibrium as the surrounding forest condensed into streaks of color, as if they were rushing upward, but there was no other sense of motion. Then, suddenly, the party was standing on Sky Road.
The road itself was more of a bridge, running from tree to tree and supported in the crowns. It did not run in a straight line, but seemed to move opportunistically from one tree to the next closest one, running generally north to south. The party was currently standing on an octagonal platform, surrounded by the red elvish circle. Maxamillion took a few careful steps out of the circle and was immediately disoriented as the forest floor below rushed by in an irregular, jumpy fashion. Further examination of the forest below revealed that it seemed as if the Sky Road was hundreds of feet in the air, taller than the normal trees in the High Forest.
"Weird," was all Redival had to say, and she seemed to speak for the entire party.
A quick inspection of a sign-post on the octagonal platform revealed that the proper direction to travel to reach Gith's Gate. The party quickly found a comfortable formation and set off down the Sky Road, trying to ignore the disquieting jerking motion of the forest floor below.
"Wow, this would be a perfect hideout for bandits," commented Borus.
The party had been traveling for several hours when Maximillion suddenly gave a shout of surprise. His feet were trapped in some sort of spider web. At the same time, two six foot long spiders dropped down on the party from above and began attacking the front line. The short combat generated quite a lot of noise, as the party members tried to move around eachother on the bridge to land blows. Antonius was unlucky enough to get bitten twice, and both times he felt himself grow weaker. Gritting his teeth, he continued to swing his (much heavier) bastard sword.
Soon after dispatching the spiders, the party heard a commotion ahead of them on the bridge. Moving forward, they spotted something that they had not expected. Ahead of them, and just around a sharp bend in the road, was a portcullis, lowered onto the bridge. The portcullis was in a frame built on to the bridge, but it looked like it would be a relatively simple matter to swing around the outside of it. On the other side of the portcullis, attached to the side of the bridge, was a large building. In front of the building, were three men. One of the men drew his bow and approached the portcullis, one ran further down the road and out of the party's sight, and the final man ran into the building. All three were shouting at the top of their lungs.
Quickly, the melee fighters made for the gate, as the archer opened fire from the other side of the portcullis on the unprotected rear of the party: Devan, Melkor, and Meree. To their dismay, the fighters found that the area in front of the portcullis was the home of two three foot long spiders, as Antonius got caught in a web and the spiders began attacking the fighters. Thorongil, Redival, and Antonius worked on the spiders, while Max and Borus tried hacking through the gate with little success. Meree released a precious magic missile at the archer, while Devan and Melkor pelted him with arrows, only occasionally making it through his armor. After being struck by an arrow, Meree took shelter behind her taller companions, clutching her Maus and hoping that she did not get targeted again.
Finally, Redival had enough of trying to hack through the gate. Taking a careful hold on the side of the portcullis, she swung out and around it's end, winding up unharmed on the far side. A few seconds later, Borus' brain awoke, and he too swung around the side of the portcullis. With fighters dispatched against the now bastard-sword weilding opponent, and Redival cranking the winch to lift the portcullis, the battle was quickly over, but Melkor was nervous of the noise that had been generated, and moved up the bridge slightly to cover any reinforcements.
Meanwhile, the rest of the party was looting the corpse of the human fighter and dispensing some much needed healing. Among his items they found a superior quality long bow, bastard sword, some medium quality half plate, and two potions. Antonius, with his strength depleted and taking more hits than he desired, started to change into the half plate as the rest of the party lined up for healing.
Unfortunately, Antonius was halfway
out of his armor when the double doors on the side of the building burst open, and two hairy spider legs cautiously probed out into the open air. The legs were followed by the lumbering body of a ten foot long spider, and perched on its back, holding a lance and enwrapped with a spiked chain, was the elusive bartender. The shock only lasted for a moment, as Melkor released an arrow at the rider, missing by a foot.
I had been waiting all evening for this moment. I hadn't used the bartender mini since the original Flaming Flagon encounter, so everyone thought I was joking when I placed the mini on the table.
CM: Well Thorongil, you found the bartender.
Thorongil: Oh, hah.
CM: No, I mean really. Astride the spider is the bartender, carrying a lance and wrapped in a spiked chain. Oh, and he doesn't look happy.
Melkor's arrow broke the tension, as the bartender's mount charged out across the bridge, overrunning Melkor and attempting to plant his lance into Borus. Missing by a mile, the bartender began hastily switching to his spiked chain as the spider lashed out at nearby adventurers. Everyone began to shift in to gear as Antonius, Max, Borus, and a (now frothing-mad) Thorongil moved in for melee and Devan began firing arrows. Meree and Redival decided to steer clear of the encounter, and Melkor, who was close do unconsciousness, began to eek away from beneath the spider. The spiked chain came out, but did not last that long, as Borus sundered it with a solid
crack! The large spider managed to cause several more wounds, and began screaming at the party when they damaged it, "You shall pay for that!...[bite]...I will kill you all!"
The bartender remained mysteriously silent, and could apparently tell that his mount was quickly dying under the sure blows of the heroes. In a sacrificial move, the spider backed up toward the open door and the bartender tumbled off, back into the safety of the unexplored hallway. It was dead seconds after its rider dismounted.
Not yet willing to split up, there was a brief moment of regrouping before the party surged into the hallway. Suddenly faced with tighter quarters, the fighters began cussing as every decision put precious sword arms out of reach. They finally maneuvered into the doorway that Borus had spotted the bartender disappear into, when things got interesting again. Lacking his normal weapon, the bartender turned to the only other thing in his possesion: alchemist fire. The mini-fireball hit Borus and several nearby fighters before they stepped in and finished the job.
Momentarily out of the fervor of combat, everyone stops to examine the building and their own personal wounds. Due to the flagging resources of the clerics, several of the precious healing potions are distributed, and Melkor begins to do his duty, exploring the complex. He begins with the room that the bartender was backing in to, which was apparently some sort of bedroom. Scanning carefully with his eyes, and occasionally poking with his dagger, he carefully scans the room for traps. The rumpled bed has been slept in, piles of unreadable, apparently encrypted, documents adorn the desk, the dresser contains a few nicely made garments, but the most attractive object is a trapped chest. Upon closer inspection, Melkor deduces that attempting to pick the lock will cause a small needle to stab the "locksmith." Everyone racks their brains for a moment before Melkor lookes over his shoulder and shouts, "Thorongil!"
The barbarian lumbers in, "What?"
"Could you bash this chest open...carefully?" asks Melkor.
"Right," says Borus, "I'm going to stand outside."
Melkor also exits the room, with an encouraging smile to the barbarian, and goes to ply his talents further down the hall where Meree has discovered an empty room covered in spider webs. The gnome is currently examining a closed door, which Melkor confirms is not trapped. To be safe, Thorongil is called forward, grips the knob, and is paralyzed. Luckily, the effect is only temporary, and the group finds some sort of storeroom behind the door.
All told, between the chest and the storeroom, the group comes away with some serious loot. 230gp, 2xMalachite (10gp), Jeweled Electrum Ring (5,000gp), Silver chalice with lapis lazuli gems (105gp), Sapphire pendant on gold chain (1,750gp), 5,000sp (in a chest), Old Masterpiece Painting (1,400gp), Large Well Done Wool Tapestry (350gp). Almost all of the material (except for the actual gold itself) is marked with a very distinctive heraldic device.
"We're rich!" exclaims Melkor, accompanied by delighted claps from Meree.
Meanwhile, Antonius has finally managed to change out of his breastplate in favor of the half-plate stripped from the fallen guard. Borus and Thorongil are in the process of rounding up the party to investigate another hallway. They finally decide to forge ahead with out Meree and Melkor, who are trying to decide how to lift the 500 pound chest. With Devan and Redival in the rear, the melee types open a set of double doors around the corner from the bartender's bedroom. The doors open into a stable, currently holding four horses and waiting guard. The only other exit is another set of double doors behind the guard.
Surprised, the fighters pull up as the guard lets an arrow fly before dropping his bow and placing his hand on the hilt of his bastard sword. "
I don't like these odds," thinks the guard, "
if only i can draw them outside..."
The loosed arrow breaks the fighters from their shock, and they rush forward with weapons drawn. Borus levels a telling blow after a reckless charge, quickly followed by a miss from Thorongil. Antonius shouts for reinforcements and tries to find an unoccupied opening in the tight space of the stable. The horses neigh and buck wildly in their stalls as the guard tries desperately to keep his assailants at bay, carefully backing away, pushing one double door open with his movement.
With blows raining down from all sides, the guard is showing heavy wounds when the rest of the party rushes in to the other end of the stables. Melkor slinks forward to try and find an opening, while Devan looks hopelessly for a shot: the quarters are too close even for her precise aim. Meanwhile the guard is has managed to back most of the way out of the door, which opens back onto the Road. Frustrated by a series of misses, Thorongil uses his incredible movement to dodge around the guard and into a flanking position. Out of nowhere, an arrow impacts with Thorongil's head with incredible force and the massive barbarian drops with a heavy thud. Screaming, Antonius and Borus hack the guard to pieces while Melkor desperately drags the barbarian back into the stable, using the heavy stable door as cover.
Redival is instantly by the barbarian, but there is nothing she can do. Tears running down her ruddy face, she simply shakes her head. "Vengeance," hisses Max. Acting as a tactical team for the first time, Melkor and Max begin to shout orders.
"Redival, Antonius, you'll be the first out. Neither of you have been hit, and you'll be the hardest to hit. Both of you screen Devan, she'll provide us cover. I caught a glimpse of another one of those portcullises down there, the archer is firing from behind that. The rest of us will follow you three. Meree you're last." Satisfied, Melkor bends over to clap his old friend on the shoulder and distribute the two healing potions the barbarian had in his belt.
The plan works nicely, with the freshest fighters charging out first trying to work their way around the bridge. Devan tries to pin the archer down, but the portcullis gives him some cover, and she has trouble threading the needle. At first the guard drops his bow and stands ready on the open side of the portcullis with his bastard sword drawn, waiting for one of the intruders to try swinging around the end. However, the feverish attack by Redival and Borus on the wooden gate makes him nervous and he backs away to the far side, hoping to lure them across.
Antonius is the first to take the bait. Swinging around the end of the portcullis, he lands right on the edge of the Road. Under heavy arrow fire from Devan, Melkor, and Meree, he charges across the Road and slams into the heavily weakened paladin, trying to knock him over the side. Unfortunately for the guard, he loses his footing at the last minute and Antonius shrugs off the attack. At almost the exact same moment, Borus opens a space in the portcullis large enough for Redival to squeeze through, and soon the guard is trapped between far too many invaders. Trapped by another lowered portcullis, the guard screams as the party repays Thorongil's death with grim efficiency.
Behind the portcullis is yet another octagonal platform, this one holding a gate off of the Road. Although the gate is not Gith's Gate, some are tempted to use it anyway, worried about what else might be in store ahead. In the end, several quick decisions are made. After discovering that there is no apparent winch for raising the other portcullis, several people set to work on destroying the barrier, while Devan and Melkor coax one of the frightened horses out of its stall. They hoist Thorongil's body onto its back, and tie the heavy chest of silver securely behind the saddle.
Regrouped and low on health and healing, the party begins down a long section of Road capped by yet another portcullis. The right side of the road is open, but the left is still occupied by the building the party had entered earlier. Two doors are unopened into the building.
Curious, the party sets to exploring the doors. Cautiously, they peek inside the first one and discover a living quarters, with six beds, four of which look to be slept in recently. There are also footlockers at the end of each bed, which are quickly raided by Melkor.
"Four beds, four horses," comments Melkor, "Best case scenario, there's only one guard left. Worst case scenario, there's at least four." Max makes a sour face at the prospect. The party can ill afford more beating.
The next door leads into a mess hall, with two long tables that is currently empty. A door at the far end of the room is carefully explored by Devan, and leads into the kitchen. The dull pots and pans do not catch her eyes, but a small half-door left of the stove does. She creeps up to it and listens intently at the door. She hears a low cough and shuffling from the other side. Waving to the rest of the group, she kicks open the door and looses an arrow in one fluid motion.
The half-elf guard waiting on the other side of the door is crouched behind a bay of arrow-slits looking out onto the other entrance to the compound. Focused on the noise of the horse and party members in the hallway, he does not notice Devan's approach until her arrow catches him in the side. In a tight area with no exit, the battle is quickly done. Fighters surround the guard and wounds quickly open under his half-plate. Melkor looks through an archway and uses his mage hand ability to momentarily distract the guard by dropping a cloth on his head, causing one of his blows to swing wide. The mistake proves to be his last, as he falls from arrow and sword wounds.
Tired and bruised, the party cranks the last two portcullises open and steps onto the other side of the compound. As they take the first few cautious steps away from the portcullis they hear a loud drumming, as if hundreds of feet were coming toward them from the other side of the building. Then they hear the shrill trill of a spider...then another...then a chorus of angry clicks and screeches. "Run!" shouts Max, and the party burst into a jagged trot, leaving the ill-fated outpost far behind.
After another thirty minutes of travel, they finally arrive at Gith's gate. With a simple "Siluvanede," the party is back on solid ground, and a mere thirty minute walk from the city of Everlund. Happy to be alive and on solid ground, the party begins to make plans.
First, they sadly bury the body of Thorongil. Max and Redival say a few words over his body, while everyone else looks on in respectful silence. Then they turn to the dilemma of silencing the Shar cell. Everyone agrees that the peddler Finmar must not be allowed to contact the cell, and that it will be much easier to silence him outside of the city. They scout the gates, standing in the light of the rapidly fading sun, they decide that taking him close to the gate would be too risky. They finally find a nice ambush spot a sharp bend in the road a ten minute walk from the gate. For hours they crouch in the bushes on the side of the road.
They know that their mark should make the gate before it closes at six, but are unsure of his exact arrival time. As it approached gate closing, the traffic on Evermoor Way slowed, but the party continued to wait in the dark, freezing hands clutching weapons and nervously loosening them in their sheaths.
Finally, when they had lost almost all hope, they hear the sound of a lone wagon coming up the path. Rounding the bend is a decrepit old wagon emanating the faint sounds of pans clanging together and the rattling of "cure-all" potions. Suspended on a pole behind the driver is a lantern, which provides a globe of light in the surrounding gloom. In the oscillating light of the lantern, the wide-brimmed hat and gaunt form of the driver is illuminated: Finmar the Peddler.
Waiting until the last possible second, the party springs the trap. As soon as the peddler swings within range of Antonius'
Detect Evil he nudges Devan. The peddler is
very evil. Devan aims carefully, and shoots, but misses wide and to the left. Their quarry seems unphased, apparently he did not hear the arrow loosed. Melkor shoots, and misses.
Tired of waiting, and worried that the peddler will make it around the bend, Borus charges. Screaming a wordless battle cry, the fighter clears the forest and slams his blade into the peddler. It has almost no effect. The greatsword seems to skid off some hard substance beneath the peddler's voluminous cloak. Finmar looks down at Borus with an almost skeletal grin and says in a frosty, raspy voice, "
You dare to challenge a servant of SHAR?" He then levers himself out of his seat, and his cloak falls open to reveal that the bottom half of his body is made out of bone wheels. As he stands, he pulls a massive maul out from the bed of his wagon and grins wickedly.
Fighters begin to swarm the wagon as Meree tosses a rock enchanted with a light spell into the middle of the road to help everyone to see. Wolfie holds the wagon's donkey at bay, while Devan still tries desperately to hit the strange peddler. Sparks fly off of the peddler's body as Max, Borus, Antonius, and Redival try to overcome the sheer hardness of the thing's bones. Meree quickly consults her arcane knowledge and realizes that the peddler is some sort of half-construct: a man who has had missing limbs replaced with golem parts. "Magic won't hurt it," she yells, "and neither will normal weapons. You need an enchanted blade!"
"Tell me something I don't know," grunts Max, as more sparks fly from his axe.
Finally, Borus tires of hitting the peddler and decides to take out the maul instead. He begins striking at the shaft of the weapon, but has some serious difficulty doing any damage to the hefty weapon. For nearly twenty seconds he makes desperate lunges at the thing's weapon, suffering a rather gruesome blow to the head in the process. But finally the weapon breaks.
Meanwhile, the party, who is embroiled in combat, misses seeing another caravan approach from the rear. "Gaedyn," calls the caravan master.
"Yes Sir," answers the bow wielding caravan guard.
"Go see what that is all about and report back to me. We're going around at a full gallop and making for the safety of the walls."
"Yes Sir," he responds and trots forward toward the scene. What he sees horrifies him. A group of vagabonds have onset what appears to be some sort of monster. "What's going on!" he shouts.
"We're trying to take out this evil [female dog]," shouts Antonius. More sparks fly from the end of his new bastard sword, "And we can use all the help we can get!"
"Alright..." responds the archer. And proceeds to bury his arrow into the abomination, right as Finmar's maul shatters.
Dumbstruck, the old peddler reaches deep inside him and calls for Shar's aid, releasing a wave of fear on to Borus, who immediately runs screaming from the combat and into the High Forest. He then suffers a hailstorm of blows from the rest of the party. Now in an unknown race against time, the party tries to drive blows past the peddler's thick armor as the caravan races to the gates of Everlund.
Eventually the peddler's defenses give way, and he collapses backward into the wagon. The party falls back, exhausted and introduce themselves to Gaedyn, their unexpected calvary. They are just beginning to collect their thoughts and decide what to do, when a full detail of Everlund's guard comes racing around the corner at a dead run.
"Surround them!" the man in front yells to his men, and the thirty guards quickly comply. Melkor decides that this would be a good time to make an exit, and tries to melt silently into the shadows on the side of the road, but a glint from his dagger catches the eye of a guard who shouts, "You there! Stay where you are!"
"What is the meaning of this!" asks the guard, gesturing to the drawn weapons and dead peddler.
Antonius, designated face man, steps forward and tries to explain. "Captain, this man is...was....an evil monster. And it was our sworn duty to stop him from reaching Everlund."
"So instead of informing the town guard, you have committed murder on Evermoor Way? This is a serious thing you have done here. Do you know..."
"Lieutenant!" shouts one of the guards, who is leading the party's horse out of the woods, "Look what we found!"
The lieutenant walks over to the horse and turns back to the party with a look a white hot anger. Something he has seen on the horse has infuriated him. "No more talking. Lock them up!"
As the guards begin to mobilize around the party, Max pleads with the lieutenant, "What have we done? Why will you not listen to reason?"
"I do not reason with criminals. That is for the court."
"But--" Max is interrupted by yet another call from the guard by the horse. He has dug out the papers that the party took from the bartender's desk. As he glances through them, he suddenly drops the papers and backs away from them as if burned. The lieutenant crosses back to the horse and glances at several of the papers. When he looks up, his eyes are closed to angry slits.
"Lock them up in the deepest, darkest, cell," he hisses.