The Unquiet Earth

Meanwhile, in Sagespire 4

The party receives their next mission: So switch out the cargo manifest on a ship called the Wide Wench before it makes port in Sagespire.
The party does some research and learns that the ship is currently in the south, heading north. It will pass Sagespire, dock at Crackedspine Hold, then return to Sagespire.
Acquiring horses, Pusher, Lofren, Merk, and Tallulah ride south to the small town of Saltmouth.
On the way, the party discovers a small group of bandits demanding a toll on the road. The party kills the bandits with minor difficulty. Lofren follows the bandits’ footprints back to their camp where he single-handedly subdues two more bandits and steals their ill-gotten loot. The rest of the trip south is uneventful.
Arriving in Saltmouth, the party just catch the Wide Wench being loaded for an evening departure. Pusher inquires with the captain about signing on as a passenger or member of the crew. The captain offers Pusher one spot as a passenger for a fee of 15 gold. Pusher accepts.
Meanwhile, Tallulah gets friendly with the crew, trying to draw some of them from their duties to be ambushed by Merk and Lofren. She is unsuccessful in luring away multiple men, but finds one who is willing to meet her for dinner. She informs the party that she shouldn’t have any trouble keeping him from reporting for duty at sunset.
Merk, Lofren, and Pusher go to the docks shortly before sunset, leaving Tallulah in the inn with her date. When the captain discovers one of his crew missing, he offers to let one of Pusher’s friends take the missing seaman’s place. Merk is chosen, and Lofren is left behind.
The captain decides that he will waive the fee for Pusher’s travel in exchange for not paying Merk for his service on the ship. The party agrees.
Lofren and Tallulah ride north back to Sagespire, encountering the two bandits that Lofren previously subdued. They were still working the make-shift toll station. Lofren beat the two men up again, and he and Tallulah made it the rest of the way to Sagespire in peace.
Meanwhile, on the Wide Wench, Merk went about his duties in a rather misanthropic fashion while Pusher made friends with the crew. Pusher gained the trust of the first mate, who aproached the captain and giving Pusher a trial at joining the crew.
The captain let Pusher accompany him into the Crackspine Hold dockmaster’s office, where he and the dockmaster created the new manifest. Pusher watched carefully, noticing that the captain returned the mainfest to his own cabin.
Over the next few days, the crew put Pusher to work, giving him long shifts and the worst jobs. Pusher suffered through good-naturedly, portraying that the spirit was willing but the flesh was weak.
Pusher gave Merk his gloaming armor, so that Merk would be able to turn invisible on the night of the manifest-swap.
Merk, meanwhile, scoped out the captain’s cabin, eventually finding a dark night when less competent men were on duty. He turned invisible and fey-stepped into the captain’s cabin to find him asleep. He carefully searched the captain’s desk in the dark, finding a likely locked drawer. Merk quietly picked the lock and found the leather folio containing the manifest. He replaced the real manifest with the counterfeit that Theren had provided, being careful to put it in exactly the same place that the real one had been. He mad minor trouble relocking the drawer, but eventually, the deed was done.
Looking for a way out of the captain’s chamber, Merk searched the windows, but decorative scrollwork made the latch difficult to locate in the dark. Merk decided to try the door, and snuck around to the other end of the cabin. Knowing that he was no-longer invisible, Merk looked for a key-hole or gap under the door through which he could fey-step. Unfortunately, no such option was available, so Merk was forced to pick the lock. The lock proved too difficult in the dark, so Merk carefully brought out his everburning torch, keeping most of it masked, to illuminate the lock. With the light, Merk was able to pick the lock.
Merk opened the door just wide enough to take a look around. Seeing no one on the deck, he slipped through the door and carefully locked it behind him. As he finished, a voice behind him asked what he was doing.
Merk turned around to see one of the young human crew members watching him with a puzzled expression. Merk tried to bluff the young man, but he was uncinvinced. Merk acted quickly and quietly, murdering the boy and dropping him into the black waters. Taking another look around, he seemed to have completed the deed unseen.
The next moring, the bosun interrogated each member of the crew about the young man’s disappearance, but no evidence could be found. Several days later, the Wide Wench docked in Sagespire. Pusher and Merk were asked politely to leave the ship. They were told that their services were no longer required. The first mate was disappointed that Pusher had been unable to hold his own as a sailor, but no one seemed to suspect that Pusher had alterior motives for his time aboard the Wide Wench.
The crew dispersed into the docklands of Sagespire, but the bosun called Merk back. Pusher immediately ran into an alley and got as far from the docks as possible.
The bosun acused Merk of murdering the dead crew member and tried to seize the eladrin. Merk produced a smoke bomb, disorienting the bosun, and escaped, leaving the confused sailor with a message, “remember the name, Black Hearts.”
The party presented the stolen manifest to Theren, who paid the party for their hard work.
Theren always has more jobs for his crew, but who knows what the future holds for Pusher, Lofren, Merk, Fatima, and Tallulah?

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Meanwhile, in Sagespire 2 & 3

After the debacle of “acquiring” Tallulah Benson, Merk and Lofren decided to take a little time off from talking to bards. They hired on as bodyguards at the local Merchant’s guild (called Tradesman’s Trade) using fake names (Vinni and Mors).
The female dwarvish secretary, Agnes, took down their information and set them up guarding a small cart on its way south to the small town of Saltmouth. The lone merchant, Leofric, was glad for the muscle. The muscle was mildly disappointed the Leofric was hauling lumber, and not anything worth stealing.
On the first night south, the party was attacked by a pair of Raccoons. Merk and Lofren killed the bandits and took their stuff. Leofric was very grateful.
The rest of the journey south was uneventful. In Saltmouth, “Vinni” lost a few silver playing dice with a halfling at the FiddlePot Inn. Lofren purchased some bling for Miss Agnes. In the morning, they reunited with Leofric and his new cartful of goods.
The first night north, Merk and Lofren examined the cargo, finding a chest full of embroidered silks and two casks of booze. Not sure of the value (or where to fence it), the two thieves decided to complete the bodyguard mission for the guaranteed 100g fee.
The journey north was uneventful, and Vinni and Mors each were awarded their half of the 100g fee. Mors gave Agnes her new baubles, earning her as a contact in Sagespire.

Bored again, the two thieves checked in with Theren and learned that Theren is having a sort of steal-off with a rival group of Raccoons. Merk and Lofren were tasked with stealing the candelabra from the altar on the Temple to the Divine Siblings.
They started by casing the place, taking note of comings and goings. Late that night, they returned of the temple. Merk flitted into the temple like a shadow, while Lofren unfortunately tripped in the street, drawing attention. Merk replaced the golden candelabra with a cheap brass candlestick marked with a two-stroke hoary cross. He slipped out of the temple as Lofren intimidated his audience into leaving him alone.
The two thieves decide to find a quiet place in Raccoon territory to hide. They locate an abandoned-looking apartment and Merk fey-steps inside through a broken window to find a family of squatters. The squatter father wakes up and asks Merk who he is. Merk tries to bluff that he is part of the guard and fails, then he throws money at the family and demands that they leave. The family leaves, and Lofren enters the apartment. About fifteen minutes later, Lofren hears traffic outside. A pair of guards come directly to the apartment and knock on the door. They shout into the apartment and eventually bust down the door.
Merk and Lofren subdue the guards and make a run for it, but a crowd has begun to form. The thieves split up and try to escape, but they fail the skill challenge and are each chased into dead-ends.
Lofren defeats a pair of guards and intimidates the civilian lookie-loos. Merk engages the guard after him, but the mob is too big, and he is forced to flee again. Merk eventually gets away from his pursuers and meets back up with Lofren. Together, they find a safe place in the Undercity to hide for a few hours.

Meanwhile, Pusher has been working with Tallulah, showing her the ropes. Things seem to be going well, but then the mood in the city suddenly shifts. Overnight, the city guard is doubled, and each patrol is accompanied by a fighting member of the Temple of the Divine Siblings (such as a paladin, warpriest, or avenger). The Raccoons are stirring, and a few elf-kin and more than one dwarf has been lynched in the street.
Theren pulls Pusher aside and explains about the steal-off and that he is worried about the two thieves. He sends Pusher and Tallulah to assist.

Pusher, unsure of how else to locate his companions quickly, uses the Sending ritual. He contacts Merk and receives directions on how to find their location. Pusher and Tallulah quickly find their way into the the section of the Undercity, with is located in a normally quiet part of the wave-breaks—great for a quiet hideout—used by both Hoary Cross and Raccoons when they need to get away from the city guard.
The party of four discuss their plans for returning the candelabra, becoming quite animated, and almost fail to hear the group of adversaries sneaking up on them. A trio of Raccoons finds them, and a battle ensues.
The party eventually subdues two of the Raccoons, killing the third. They tie up the unconscious men (one elf and one human) with their own clothes and hot-foot it away from the scene without taking a short rest. While on the move, they run into a city guard and a paladin who are scouting out a shaft off of a main sewer line.
Thinking fast, Tallulah leaps ahead of the party, disheveled and wide-eyed. She loudly bluffs that the men in the hall behind her have been pursuing her and that she is so very lost and in need of rescue. The guard and paladin take the bait and tend to the seemingly terrified girl while the rest of the party slinks away into the darkness. They hear Tallulah plead for the two “heroes” to escort her out of the dark, scary tunnel, and the two men quickly agree.
Less one bard, the Three thieves take some time to rest before heading aboveground and closer to the Temple. They split up for a time, with Pusher and Lofren playing a drunk and his escort, while Merk slips through the shadows alone. They meet back up near the city’s main north gate, only a few blocks from the Temple. Looking for a stealthy approach, they slip into the sewer and carefully navigate toward the Temple. Theren is able to use his knowledge of the temple to find a likely place for the sewer to intersect the catacombs beneath the temple. They heard that way and luck out, finding a great hiding spot, out of sight of the main sewer line and backed with a stone-and-mortar wall that most likely leads into the tombs below the temple.
Lofren examines the wall for strength and thickness and proclaims it a possible entry point. Pusher carefully applies two flasks of alchemist’s acid, loosening the mortar significantly, allowing Lofren to pry out a head-sized stone. Merk then carefully chisels a gap in the plaster and fey steps through, into a hall of mostly unoccupied tombs. Pusher and Lofren dimensional scramble through, getting a little bruised.
The party makes its way through the catacombs and up into a hallway of the temple complex. Merk and Lofren scout, looking for a way into the main sanctuary. They find the women’s’ dormitory, backtrack, and then find a maintenance hallway that leads to some stairs up to the balcony overlooking the sanctuary. After retrieving Pusher and waiting for the timing to be right, the three thieves make their way to the balcony.
Pusher becomes invisible and performs a ritual, creating a grand illusion of the God and Goddess’ symbols swirling down from the heavens. The worshipers and protectors in the sanctuary look upon the miracle with slack jaws and wide eyes as the missing candelabra descends from the lights to rest once again upon the altar. The three thieves sneak out the front door of the sanctuary, completely unnoticed by the distracted guards and worshipers.
Once on the street, the party quickly move away from the temple, their mission complete. They head back to Theren, who rewards them for their success.

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Meanwhile, in Sagespire 1

Meanwhile, in Sagespire…

Pusher – A scrawny kid with some weird magical abilities.
Theren seems to like this one the best—but why?
Lofren – A Dwarven strong-arm.
Even Lofren isn’t sure how he caught Theren’s eye.
Merk – An eladrin assassin.
But everyone knows Theren doesn’t deal in wetworks…
Fatima – an exceptionally beautiful and exotic singer.
Her powers of seduction are well-known.

Pusher, Lofren, Merk, and Fatima spent an evening guarding Exotics, the import store located on the border between the wave-break and the middles. Lofren and Fatima noticed a youth apparently casing the joint, and Lofren went outside to scare him off.
Later, the party met with Theren in his apartment and received their next mission: Kidnap Tallulah Benson. The party set about finding out more about the girl, learning that she was a young bard who made the rounds at various taverns and inns around Sagespire. They found out where she would be playing during the week and followed her to one of her gigs. Fatimah acquired some vials of an illicit drug that could knock the unsuspecting bard out for a few hours and tried the concoction on Pusher to test its effectiveness. Pusher promised retribution. With a drugged wine bottle, the party made various plans on how to acquire the young bard.
Merk suggested a staged kidnapping where the rest of the party could “save” Tallulah from him. Lofren suggested hitting her in the back of the head and dragging her off. Pusher and Fatimah decided to try to appeal to her vanity and talents. Fatimah arranged a meeting with Tallulah to exchange songs and talk shop. The two bards hit it off, and Pusher sent word to Theren to meet the bards at the Gilded Stair for an “audition.” Fatimah could tell that Tallulah was nervous about the meeting being a ruse, so she suggested they each bring a bodyguard. Tallulah agreed and convinced Zephyr to accompany her to the Gilded Stair.
Pusher, Lofren, and Fatimah spent some money to acquire the correct clothing for the meeting, and the party hired a carriage. They arrived at the Gilded Stair in style, and were relieved to find that Theren had gotten their message and was playing along. The party was escorted up to the room occupied by the “Marquis de Renquart,” where the two bards performed a lovely duet. The Marquis then requested individual performances, asking Fatimah to go first. Tallulah stepped outside as Fatimah very reluctantly sang for her employer. The bards switched places, and the party waited outside for twenty minutes before Tallulah returned, flustered and excited.
It seems the whole purpose of the mission was to assess the young bard’s potential and recruit her into Theren’s barony.
The party spent the rest of the evening enjoying the benefits of a room at the Gilded Stair.

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The Unfortunate Sullivan Tully

The next evening, Delan arrives at the Dappled Dog to meet Tallulah for their date. Tallulah has new plans, though, and convinces Delan and Zephyr to investigate a situation with her. One of Delan’s second cousins, Lord Sullivan Tully, has been arrested for assaulting a maid at the ball two nights before. Tallulah claims that the action is out of character and that something must be wrong.
The party goes immediately to the city jail, located inside the guard complex. They find Sullivan Tully rumpled and unhappy. He maintains that he did not attend the ball and was home asleep during the event. He says that he had dinner at the Flagon with a strange woman before going home and immediately to bed.
The party decides to split up. Zephyr and Tallulah go to the Flagon to investigate there, while Delan goes to the palace.
At the palace, Delan seeks out Leta, Princess Ivory’s young maid, but Leta is busy. Delan spends time with the Summerblade twins in Jerrik’s room, playing cards and letting them know about the strange situation. After an hour, Leta arrives. Delan excuses himself and takes Leta into the hallway. There he learns that it was Leta herself that was accosted at the ball. She says that the man who accosted her had been trying to find out where Delan was staying in Sagespire. Leta, assuming he was a friend, had told him that Delan was staying in the palace. In response, the man had grabbed Leta and shaken her, demanding to know exactly where Delan’s room was.
Leta twisted out of his grasp and ran to a guard. When she turned around, the man was gone.

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At The Jhoras Estate

On the morning after the royal ball, Delan decides to run some errande in town. Meanwhile, Zephyr finds out from Tallulah that Delan Jhoras is the hero who rescued Allomir White. Zephyr decides to seek out Delan, in the hope that Delan can arrange a meeting with Erival for Zephyr. The monk makes his way to Delan’s childhood home.
Delan arrives at the Jhoras Estate first, speaking with the butler, Petre, to learn that his father is still out of town, but his mother and brother are at home. Delan visits with his mother, Analee Jhoras, learning that after Ambrose coerced and threatened Delan into leaving Sagespire, months ago, he told their mother that Delan had run off. Delan appologizes to his mother, explaining that he was on a secret mission for the crown prince. Analee invites Delan to dinner before leaving to meet her sewing circle.
Delan then visits his brother, who reveals that it was insecurity and jealousy that led him to send his younger brother away. Delan offers to support and help his older brother in any way he can. Ambrose’s demeanor suddenly shifts as he analyzes his brother as a tool. The two men are interrupted by the butler, announcing that Delan as a visitor, an elvish courier called Zephyr.
Delan goes downstairs to investigate and meets the elf, who explains that he wants Delan to arrange an audience for him with Erival White.
Ever helpful, Delan takes Zephyr to the castle and gets the two men together. Erival tells Zephyr that he will send a message to his late wife’s brother, asking him to help Zephyr with his geneology, if he’s willing. The prince tells Zephyr that the letter will go to the castle, care of Delan, so he advises both of them to stay near Sagespire.
Delan and Zephyr part ways and Delan goes back to the Jhoras estate for dinner with his family. He discovers that his father had some knowledge regarding his disappearance, but did not apparently know the whole story. He concludes an awkward family dinner and it is made clear to him that his father does not want Delan back in his house. Delan gracefully leaves, heading to the taverns for some mood-lightening.
At the Dappled Dog, he learns that the bard he met before, Tallulah Benson, is playing at the Flagon and makes his way there. Tallulah is delighted to see Delan and insists that the perform together and trade songs. They have a lovely night of frivolity and make plans to have dinner together the following night.

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Getting to Sagespire

Delan, Jerrik, Allomir, and Allomir’s men travel safely from the Sharktooth Village back to Breachbrook and attend a feast there in their honor. Delan decides to ride south with Allomir to Blue Water so they can catch a ship to Sagespire, while Jerrik and Allomir’s men go southeast to fetch Jerrik’s sisters from the forgotten mansion.
On the way south, Delan does his best to earn Allomir’s trust and gain insight into Allomir’s character. When they arrive in Blue Water, Allomir lets them into the Blue Hand Inn using a hidden key, and they are made to wait a week until a suitable ship comes available. A day before Delan and Allomir are to leave for Sagespire, Jerrik returns with his sisters and Allomir’s men. Delan learns that Fira has decided to go to Sagespire to begin paladin training (and that Jerrik dislikes the idea), and Delan invites Jerra to accompany her siblings and him to Sagespire.
The Summerblades and Jerrik spend a quiet evening together in the inn before they, Allomir, and his men leave on the merchent ship, the Wide Wench, for their month-long voyage to Sagespire. the voyage is uneventful, and the party arrives safely at the capital city. They are escorted to the palace where Allomir, the Summerblades, and Delan are each presented to the king. King Dallibren declares Delan a hero, and he is invited to the celebration that night for the return of Allomir to Sagespire.
Delan goes into town to acquire a new coat to wear to the ball and pick up any local rumors that might be useful at court. He meets a bard named Tallulah, who tells him about the latest goings-on in town. He teaches her a new song.
Later, in the castle, Delan speaks with Princess Ivory‘s handmaiden, Leta, who gives him some more information. He then invites Jerra to be his date to the ball (at the request of her older sister, Fira), before visiting Allomir and Erival with Jerrik. Erival and Allomir give Delan an array of rewards for rescuing the prince from his orcish captors.
At dinner, Delan successfully completes a skill challenge to diplomatically make it through the meal in the face of several obstacles. At the ball, he spends time improving the reputation of the Summerblades and meets his brother’s fiance.

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Rescuing White, Part 4

As Delan regains consciousness at the feet of Chieftan Saurfang, Allomir White declares that Delan and Jerrik are generals of his large and magnificent army just beyond the mountain pass. Delan successfully bluffs the chieftan into believing Allomir, though the orcish wise woman, Yipyip, screeches that Delan is a liar and that Saurfang should simply kill him.
Delan convinces Saurfang that returning the prince to his army will earn their trust and that they will return with siege weapons with amazing amunitions that Saurfang can use to crush his enemies. Delan demonstrates the power of human weapons but tossing a flask of alchemist fire into a large grouping of straw training dummies.
Saurfang is impressed, but not want to release all of his hostages, because he is not a fool. Delan uses every ounch of his wit (in a tense skill challenge) to create intricate lies and diplomatic reasons for the release of each of Allomir’s men, himself, and Jerrik, prompting Saurfang to relustantly free all of them on their solemn promise that they will be back within the month to provide him with weapons and the aid of a human army.
The humans make their empty promise to the orcish leader and escape his camp, leaving on the orcish road with the blessing of the chieftan.

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Rescuing White, Part 3

On the orcish side of the mountains, Delan and Jerrik wander north along a deer track, finding a few groups of orcish scouts and a cave on krenshar. While resting in the cave, Delan and Jerrik hear a comotion outside and find an orcish protection totem decorated with the sharktooth necklaces that their warriors wear. The heroes also fight another surge of tunnelling worms, like those that they found outside Blue Water, months before.
After several more run-ins with small orcish groups, Delan and Jerrik take some orcs hostage, with mixed results. They eventually learn that they have become the boogeymen of the woods. The orcs saturate the woods with scouts until they finally catch the adventurers while they are resting and beat them unconscious.
Delan wakes when he is dragged into the Sharktooth Tribe’s village and presented to its chief, Saurfang, his advisor, the shamanistic female, Yipyip, and their guest/hostage, Allomir White.

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Rescuing White, Part 2

Delan and Jerrik arrive in Breackbrook and learn from the town captain, Revash Birchtoe, that Allomir White and his men crossed into orc territory almost two weeks before. Revash had sent word to Sagespire because the orcs had stepped up their invasion attempts, sending more and more waves of orcs through the pass, and the halflings were suffering major casualties.
Delan and Jerrik assisted the warriors of Breachbrook with an orcish attack, fighting back more than a dozen orcs and successfully defending the village, but at the expense of one fallen halfling soldier. Delan composed a song about the attack and celebrated the victory and life of the fallen halfling with the residents of Breachbrook before following Allomir White into the orcish lands Beyond.

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Rescuing White, Part 1

Delan spends several restful days in Blue Water, recovering from the Snaprock feast and entertaining the Summerblade sisters with his stories. In town, Delan learns more about his host, the innkeeper. Shara Kine, the owner of the general store lets slip that Jerrik’s uncle, Percival Summerblade, lived in Blue Water and made magic items there until the death of his sister, Eliana, when the twins were born. Delan realizes that Summerblade is an elvish name and wonders why a human man would take his wife’s name for his own. Kael Softbrew, at the Silver Drake Tavern, reveals the Val isn’t who he pretends to be, but refuses to go into details, even after a bribe.
The whole town starts buzzing when a scouting party reveals they saw a completely white caravan on the road, white carraiges, white horses, the drivers dressed in white and blue. But why would the royal family visit Blue Water?
The caravan drives directly to the Blue Hand, and Delan is shocked to see Ivory White, princess of the realm, enter the inn with her entourage.
Val jumps to his feet and greets Ivory by name as his children bow and curtsey to the princess. Ivory frowns as she looks at the children.
“Dear gods, Erival,” she snaps at the innkeeper, “tell me they know!”
“Of course they know, Ivory. Don’t be dense,” he replies, “they are just being polite.”
Ivory snorts and looks around, clearly unimpressed by the inn. Her eyes flit past Delan and then snap back in recognition.
“Is that Lord Jhoras’ little black sheep?” she tsks and shakes her head, “My, my, Erival, you do like to collect strays.”
“Why are you here, Ivory?” Val demands, clearly losing patience.
“Allomir has gone missing,” she says petulantly, “so you must come home.”
“Allomir can take care of himself,” Val replies.
“Allomir is missing, so you must come home,” Ivory repeats.
“Dallibren is in perfect health,” Val says dismissivly, “and his son should be next.”
“Dallibren still has no sons, and you well know it. He hasn’t gotten Sinara with child in all these years, and I doubt he ever will, the fop.”
It is about this time that Delan realizes that Val Summerblade is actually Erival White, lesser prince of the realm, Ivory’s younger brother. They are discussing King Dallibren, their uncle. Allomir is their older brother, crown prince of the realm.
“Tell them I’m missing,” Val says with a sigh.
“Don’t be ridiculous,” his sister replies derisively, “everyone know perfectly well where you are.”
“What about finding Allomir, then?” Val demands.
“My task is to bring you home,” Ivory says.
“Well, where was he when last someone heard?” Val asks in annoyance.
“He was with the halflings in the pass, but we’ve had no word from them.”
“Has anyone been sent?”
“My task—” Ivory begins in monotone.
“I know!” Val snaps, clearly frustrated. He thinks for a moment.
“Damn it all,” Val mutters, finally, “Jerrik.”
“Yes, dad?” Jerrik says, perking up. He’d been watching the back and forth, wide-eyed.
“You know the way to the pass, right?”
“Of course, dad. Just follow the river.”
“Good lad. Send me word in Sagespire.”
Ivory rolls her eyes but otherwise seems to accept the situation. She demands that Val show her personally to her rooms and leaves Delan and the Summerblade youths alone in the common room.
Delan agrees to go with Jerrik and advises that his sisters find someplace to hide in case Allomir’s disappearance is some kind of political plot targetting heirs to the throne. The Summerblades agree. Fira, the eldest, suggests they bring her sweetheart Lan, the blacksmith’s son, along for protection.
In the morning, Delan and Jerrik escort Fira, Jerra, and Lan to the Forgotten Mansion for safekeeping before heading north to catch the road to Breachbrook. Before they hit the road, they find a group of wolves, which they easily dispatch. Once on the road, they find a group of enterprising thieves have set up a toll booth at a narrow spot in the road. They try to fleece Delan and Jerrik, but the heroes dispatch the thieves, finding the signet ring of Allomir White among their possessions. In the thieves’ camp, they also find an opening to some partialled excavated ruins with a rope stretched across it. They venture inside to find a human skelleton, recently picked clean and still wearing its gear and a small colony of glittering crystalline ants. Delan and Jerrik barely escape the ants, because their blindingly beautiful carapaces distract men from attacking them.
After clearing the camp of thieves and man-eating insects, Delan and Jerrik follow the road the rest of the way to Breachbrook.

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