Eighth Session (Oct 02)
Not ones to remain daunted, they heed not the voice, and rush after their captured kinfolk. Across the next chamber, over the water and on the far wall, they see a shimmering gateway, where the last of their fellow kinsmen are disappearing. Cursing whatever it is that has done this; they make their way to the island holding the gate. They seem to know they have little time before it closes, so they leap through.
The transition is not easy or quick, as they expected it to be. It is rough, disorienting, and harsh. Time seems to stretch, and compress. And when it finally ends, they find themselves not within another set of caverns, but standing upon a hill, a warm breezing ruffling their hair, the smell of things grown beneath a sun, and not inside a damp dank cavern, filling their noses.
Very disoriented, they follow the road that cuts across the hill, seeking some answers, some clue to what happened… someone at least. They discover the road they follow seems to lead into a forest, and is less traveled the further they go, until it becomes little more than a game trail. Turning around, they cross over the hill again, and this time encounter life more complicated than the forest creatures. A human farmer, pulling a barrow of produce, greets them coldly as they ask about the area. He warms up some as he determines that this mismatched bunch of dirt, moss, and blood stained folk mean him no harm. The farmer tells the party where they are, which means little to a people who didn’t really know where their valley was in relation to the rest of the world. What takes them aback though is how long they have been gone. For, somehow, between entering the gnome mines, and appearing upon that hilltop, two whole years had gone by. Not only did the gate not drop them where they expected, it had also not dropped them when they expected.
Thanking the farmer, they continue down the road, hoping to find some trace of civilization. Before the sun has set, they find themselves on the outskirts of a border town named Merikest. They make their way to an inn named The Prancing Pony, and entered. A number of people are there drinking, not necessarily a bad reason not to greet the party as they entered town. The occupants are mostly humans with an occasional rare dwarf, gnome, halfling, and elf thrown in. They appear to have just come to the pub on break from their daily chores.
The pestering and questioning of the drinkers leads the bartender to direct them to a sage in town, by the name of Humphrey. Perhaps he could answer their questions, the bartender suggested, and let the townsfolk drink in peace. Dragging the dwarves away from the bar after only their fourth cup, the rest of the party headed down the street, seeking out this old wizard. The wizard’s apprentice or helper meets them at the door. He is a thin adolescent, seemingly named only “Lad”, or at least that is all the party ever heard Humphrey call him. He bids the party wait, points them to a wet bar conveniently nearby, and goes to inform his master of the arrival of guests. Perhaps it was the presence of dwarves near his bar, but the old human wizard seems to arrive very quickly. Bringing the party into his parlor where he bids them sit, he waits somewhat impatiently to hear what has brought the party to him.
Humphrey soon requests that someone other than the Halfling tell the tale, and Brynn complies. The ranger describes their home valley, the troubles encountered therein, and the events leading to the party being on Humphrey’s doorstep. They also ask if Humphrey has the ability to determine the nature of the magical items they have picked up along the way. When they look around, the party discovers that many hours have passed, and that sleep calls to them. They take their leave from Humphrey after the wizened sage agrees to Identify the items left with him, for an undisclosed fee.
The party retreats to the Prancing Pony and requests rooms to rest in. The next morning arrives quickly, and the party decides that some shopping is in order. They split up to explore the town, visiting the blacksmith, jeweler/money trader, temple, tanner, and other businesses in this sleepy town. Their wanderings eventually lead back to the inn, where they discuss the day’s events. Being told that the identification may take some time, they decide not to return to Humphrey’s just yet. Looking for something more to occupy their time, they ask around in town for work that they could put their hands to. They are directed to the Town Hall and Sheriff’s office. Representatives of the group ask to speak with Gerrard Ishkar, the town elder and First Speaker. They meet with a very busy human that can spare them only a few moments, and hearing what they are looking for, directs them to the Sheriff Reg Ty-Djarling. This half elven gentleman eyes the party for a while, and reluctantly mentions an on-going issue with caravans being harassed by bandits on the roads leading out of town. He would be obliged if the party could investigate, seeing as how the town guard is short handed enough so that they can not adequately address the issue themselves.
Skylar, Genoa and Brynn express reluctance to go until they have arranged for certain items to be crafted by the townsfolk (bow, sword, and the like), but having ordered their gear, suit up and head out with the rest of the party. Just a few hours north of town, they spy traces of the bandits.
Sneaking forward while following the tracks, the party enters the woods to try to locate the bandits themselves. Eyes to the ground, they are taken mostly by surprise as several ruffians emerge from the surrounding forest. Ignoring “requests” to throw down their weapons, the party springs to the attack. Brynn and Grimnyr immediately attack the bandits close to them, with Tombit moving around behind the bandits to use his sneak attack. Skylar hangs back, laying down a barrage of arrows against unengaged thugs. Genoa sends in her wolf, and pulls her scimitar to wade into combat. Athena, previous wont to hang back and provide healing, decides to take matters into her own hands, and also pulls a scimitar.
Under the combined attacks of all the party members, the bandits quickly fall, without causing serious harm to the group. And injuries are easily mended under the tender care of Athena and her “caduceus stick”, a wand of healing found earlier during her adventures. Gathering what loot they can, and any “proof” of these thugs being bandits, the party moves to another location and camps, night having come upon them. The party takes turns keeping watch, and the night passes uneventfully. Waking refreshed, they make their way back to the road, looking for further traces of bandits or bandit-like activities.
Only Tombit and Skylar sense something amiss, the rangers and druid of the party too intent in the search. With little warning, the bandits hidden amongst the trees open fire with heavy crossbows! After the first hits and near misses, the party charges towards the trees holding the bandits. They are showered again by bolts, injuring them slightly, as they near the towering timber. Skylar hangs back, returning fire and covering for Tombit, who clambers up one tree after his foe. He moves agilely from branch to branch, but fails to notice an archer in a tree nearby. He is hit several times by bolts before he can get the bulk of the tree trunk between himself and the crossbowman.
Genoa has her wolf, Timber, hold back, knowing he would not be able to assist in this fight, as the enemy is high above them in the trees. She, however, uses her sling and spells to good effect, causing some damage to the foes above. Athena lays healing hands (and stick) upon some of her allies, moving from one to another, making sure health and spirits are kept up. Brynn pulls his bow and also puts it to good use, as he nails one bandit to the limb he was crouched on. Grimnyr grimaces in frustration, knowing a dwarf in scale armor (shoot, dwarves in general) were never meant to climb trees. As much as it pains him, he grudgingly unslings his bow and fires into the trees, grumbling all the while about enemies that wouldn’t face him head on. The party ignores his muttered diatribe, having heard it all before. A few even conceal grins, the expressions out of place in this setting.
Grimnyr gets his wish as several ground-based bandits try to rush the party, under the covering fire from the tree-ensconced ones. Brynn drops his bow, and unsheathes his swords, readying himself for the charge. Skylar steps back, still firing into the melee, her shots unerringly true. Athena pulls her mace, and her scimitar, and wades into battle. Her training at Brynn’s hands holds her in good stead as she wields both weapons easily. Tombit, having reached his foe, pummels the foe, causing him to tumble out of the tree, dead even before the body hits the ground. Tombit then shimmies down the tree, looking for more targets. Genoa focuses her attacks on the next archer within range, causing the very trees to hold him still. Skylar’s arrows find their mark in the man’s cold heart. The tree branches hold the body like some obscene ornament.
Grimnyr’s excitement about fighting toe-to-toe fades as he finds he cannot seem to connect solidly with his foes. He is frustrated by Brynn taking down his opponent with two solid sword thrusts, takes a moment to exclaim, “That was me kill!” before turning to attack another bandit trying to sneak attack him. To his satisfaction, the man drops after Grimnyr’s axe seems to slide right through the bandit’s armor, and then into the underlying flesh. “Got ‘im in one” he smirks, just as he is struck from behind by the dead man’s compatriot. This avails the bandit little, as Genoa and Brynn both strike him down in a series of blows.
Shortly, the party runs out of foes. Breathing deeply in the sudden calm after the battle, they take stock of the remnants of their foes. And then remember the admonishment by the Sheriff to bring the bandits back to town for justice. Oops. They feel that bringing back any emblem or proof of their banditry would be enough, and would save the town the expense of jailing, feeding, trying, and then ultimately executing the men for banditry. This thought holds varying degrees of comfort for the party, with the cleric being the least convinced. They agree that the last battle was for self-preservation, and thus unavoidable that they slew all opponents. They decide to try harder to subdue rather than kill the next band they encounter.
After patching themselves up, they return to town, to inform the Sheriff of what they have found, and to drop off any proof they had gathered of the slain men’s involvement in banditry. Reg, far from being totally pleased with the groups’ actions, still begrudgingly admits that they are doing well, but reiterates his request for the bandits to be captured alive if possible. He will let them know once he has more information about bandit activities, and gives them a small reward for the work thus-far done. The party takes their leave from the Sheriffs office, and heads back to the Dancing Pony to rest.
In the days that follow, Brynn takes some time looking for an animal companion, having attained rank enough to call one with newly gained spells. He returns to town occasionally, frustrated with the lack suitable companions in the area. Genoa enters the forests as well, looking for another companion to call to her side. She decides she wants a bird this time, and calls out for an owl. Her searches lead her, interestingly enough, back into town, where a barn owl had taken up residence in an attic. Calling softly, the bird comes to her beck, and becomes a friend with the dwarvish druid. Genoa decides to call her new companion Sequoia.
Skylar spends her time discussing her desire for a new bow with the town bowyer/fletcher. She is told that crafting such a bow as she requested would take some time, but could be done within the week. Skylar places some money with the tradesman, with the promise of the remainder once the bow is completed. Genoa likewise had commissioned an item; this one a masterwork wooden buckler, to augment her defenses. Grimnyr is found alternately with the blacksmith and the tavern, in one building up a great thirst, and in the other quenching it. He seems happier than he’s been in awhile.
Athena heads to the town temple, dedicated to Torm, but with shrines to many of the benevolent deities. She speaks with the head priestess of many things spiritually related, and expands her knowledge of the arcane and the divine. She also helps prepare healing potions, as the party’s supplies had dwindled since they had been in the tri-towns valley.
Tombit occupies himself at the inn, alternating swigs of ale with slices of pie. His desire to tell of his adventures to anyone and everyone in earshot occasionally makes for uncomfortable conversation, but the townsfolk grow accustomed to the constant tales, and only a few actively find pressing business elsewhere whenever the Halfling comes nearby.
Soon, the party is summoned again before Reg. He tells them of attacks in neighboring farms, and requests that they investigate. He gives rudimentary directions, and wishes them good speed. Some of the party think that their welcome might have gotten a little strained in the town during the wait, and eye the Halfling suspiciously. Tombit seems unperturbed by the scrutiny.
The adventurers work their way to the north of town, to a farm owned by Frank (pronounce FRAHNK), who in turn directs them further north, and to the west, where the attack occurred. The party thanks him, and continues on the trail of the bandits. The soon leave the road, and find themselves in a dry riverbed. The sand shows signs of many feet, although obscured by nature’s actions in the past few days. Even so, the rangers manage to track the passage of a specific set of footprints (at one point, the young cleric/ranger Athena even shows up the gruff Brynn in following tracks). Expecting an attack, the party is not taken by surprise when a large group of men, halfelves, and a half-orc jumps out of the woods.
The battle is brief, with just three bandits surviving the attack. The party had tried to pull their blows, but were too caught up in the attack to take great care. Sheepishly, they tie the survivors up, trying to decide what to do with them. Some argue that they take the now-unconscious thugs back to town, while others (Brynn being the most vocal) want to interrogate them, find their base of operations, and shut down the whole group. A consensus is reached that the prisoners will be required to talk, for a chance at leniency. The three, reluctant at first, start talking when Grimnyr and Brynn threaten with bare blades. They are lead by a half-orc named Brug, who has been recruiting from local bands of orcs, army deserters, and disillusioned townsfolk. The adventurer’s depredations against his ranks were like a gall, but he has been biding his time, trying to gather forces to attack.