After only a few encounters in the Haunted Halls, Master Llewyth of the Six Coffers merchant house has had enough of adventuring.

“Bring back some food and fresh water, this dank dungeon water, and iron rations are not as tasty as wild game” Rochendir softly says as he hands Hawthorne his empty wineskins. Serillian says “Why don’t we all go, we can come back down after.” Adjusting his chainmail as he stands, the priest of Selune says “the lady will be in her full glory soon, I would like to see my lady and feel her power.” “Only four of us will be able to return,” Llewyth hands Serillian a perfectly round blue stone carved with a relief of the sigil. “When we get back to my uncle his wizard will be able to find you and return Jinx and Hawthorn to your side.” “And me…” Burkhardt suggests.

“Well let’s go find something to kill and loot, I can smell treasure…” Stonebreaker unsheathes his broad sword and steps back out into the hall. Hawthorne looks at Serillian, (in elvish) “We will return.” “Good, I should tell you I am a War Wizard of the Elven Court in Evermeet and have been sent to explore the ruins of Myth Drannor. I could use your bow on my crusade.” Llewyth holds the second spherical stone in front of him, “Put your hand on this…” as Jinx, Burkhardt, and Hawthorne reach for the stone, Llewyth utters what must be a command word. The four companions disappear from the fountain room where the party had set up camp to rest. Broknar, Rochendir, and Serillian follow Stonebreakers lead…

Their stomachs churn slightly as a wave of nausea courses through the gut, lungs burn slightly with your first deep breath, the crackling of a roaring fire and the obvious gasps of a surprise fills your ears, your eyes sting from thick smoke as they adjust from the dungeon low light to the light of the fire and the full moon. Six humans that were sitting by the fire cooking what smells like mutton, now scurrying to their feet and weapons. You recognize the mark on one of their shields from Serillian’s tale of the brigands that were slaughtering the peaceful demi-humans in the Helmlands.

Without fail the woodland elf lets loose two arrows, easily finding the chests of two of the now lifeless brigands. Jinx dips into the nearby tall grass before stalking around to the horses. Llewyth draws his sword and readies to engage the first brigand that stands near him. With a few bounding steps the hulking priest brings down his mace as one of the brigands stands to meet the balled head face first, teeth flesh and blood splatter. The brigand stumbles briefly before collapsing at Burkhardt’s feet. The remaining stand with swords drawn and shields in hand from a well-practiced defensive line, you can tell they have military training or are used to fighting as skirmishers. You think to yourself it is good that we caught these murderous horse thieves off guard. The man on the left flank lets out a gurgling gasp, his shield falls as he reaches for his back and turns towards his companions. The Halfling stands behind him with her dagger glistening in the light of the fire. Llewyth steps forward to finish him, stopping short as two arrows fly by sinking into the now dead man’s neck and ribs. A third arrow thuds deep into the shield of the man in the middle.

Surveying the scene, six now dead brigands lay in their own blood, a sheep roasts on a spit on an open fire that crackles as the grease drips from the mutton. Your horses and the six horses from the brigands are hobbled and tethered together by their bridles to a long rope. The horse’s saddles, blankets, and bags are all piled near the fire. Six bedrolls have been set up in a semicircle around the fire. Each bedroll has chainmail set next to it. Only two of the six were still wearing their armor. Poor fools….

Jinx rummages through the loot after Burkhardt heals her and himself. Nothing of intrinsic value but you should be able to get a few coins for the common goods. After filling your bellies with freshly cooked meat and loading the horses you head south and slightly east. Based on the location of the celestial bodies and the mountains in the skyline it will take at least a ride to get to the high road and maybe a little longer to Arabel. Hawthorne effortlessly runs behind the horses.

Ahead several bodies and the corpses of horses litter the ground. It is obvious that a battle acquired only a few days ago, perhaps it was the brigands. Jinx “Help me down Llewyth, there may be something of value left behind.” She marches off cautiously to the dead men. Burkhardt feels a cold shiver run through his body, he shakes his head as if shaking off sleepiness. When Hawthorne catches up to the group he is visibly on edge. His elven senses tell him there is something wrong, something more than a few corpses. As the horses press on they begin to get nervous.

Jinx reaches the first corpse, nothing of value but maybe these boots and swords will increase our payout Jinx thinks to herself. Burkhardt and Hawthorne simultaneously shoot to Jinx, “Watch out”! Jinx looks up in horror as a black cloud forms at her side, the cloud funnels into what takes the shape of an arm and hand that reaches out and touches her face. She visibly weakens as the black forms into a vaguely man-shaped cloud with two upper limbs, a torso, and ahead with two glowing red eyes.

Burkhardt leaps from his horse grasping his holy symbol shout the holy names of Selune … the light of the full moon seems to brighten and shine a beam directly on the priest. His form pulses as if he is going to turn, with a flash that is almost blinding a soft blue light shoots from the medallion carved with seven stars surrounding the eyes of the lady. The creature winces in visible disgust, forms a dark cloud, and withdraws into the darkness. The horses cautiously advance with obvious fear and signs of panic in their eyes and movement.

The group moves at top speed until the dawn breaks, even Hawthorne rides to gain as much distance as possible. When the sun finally rises Burkhardt, Hawthorne, Llewyth, and Jinx stop to assess the situation. Jinx needs rest badly, so the group makes camp. Hawthorne easily finds a game for food and Llewyth gathers kindling, sticks, and fallen branches for a fire. Burkhardt hobbles and tethers the horses before standing guard over the camp.

As evening approaches Hawthorne catches the scent of an orc on the wind. They are approaching, obviously drawn by the fire and the smell of roasted game. With a quick review of tactics, Burkhardt and Llewyth hide within charging distances of the campfire. Jinx weekend but still able to fight sneaks off into the tall grass. Hawthorne takes a position suitable for his skills.

Several orcs meander cautiously into the edge of the campfire light. Guardedly they slowly advance towards the fire and the horses. Hawthorne releases two arrows dropping the two lead orcs. With that Burkhardt and Llewyth charge in quickly dispatching two more. From seven to three in seconds the orcs scramble in fear. Hawthorne drops two more before Jinx can circle around to attack from the most advantageous position. Burkhardt and Llewyth rush the remaining orc. It turns swinging its crude ax wildly before meeting Llewyth’s long sword. Jinx jumps out and stabs the dying orc in its back for good measure.

After a brief discussion, it is decided that the group will move by night until they reach the high road…

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