D&D Session 14
After securing the prisoners and collecting supplies for the journey to Nerverwinter. Cromagon, Silanne, Tharbin, Bluebell & Fiorana are seen off by Tarqual & Tremen, who remain in Phandalin. As usual Silanne takes the lead and scouts ahead, whilst Fiorana takes on the duty of driving the cart, with Cromagon beside her to watch over the prisoners. Tharbin follows up on foot to the rear of the cart. Silanne casts longstrider and the team reaches the high road in good time.
Meanwhile, back in Phandalin, Tremen requests a meeting with the townspeople. He is aided by the remaining town guards who ably spread the word to assemble at the shrine of luck. He informs the people of the town that Harbin was discovered to be a doppelganger and they would need to select a replacement. Meanwhile Tarqual mingles with the towns people engaging in general chat and registers from what is said, that the people of the town noticed a change in Harbin’s behaviour just after we arrived. It is also suggested that information about Gragmaw castle might be available from the residents at Edermath Orchard & Alderleaf farm.
Back at the High Road, Silanne scouts along the coastline side of the road, looking for a suitable overnight campsite. As the light falls, Silanne signals back to the cart to slow down and approach cautiously. Something has caught her attention, she cautiously approaches an occupied campsite ahead with a wagon sited in a clump of trees. She observes several guards dotted around the campsite and silently slips back to the rest of the party & reports her observations She indicates that it is her belief they are city guards, and the party discuss their options. Eventually it is decided Silanne will approach the campsite with Fiorana following cautiously behind but staying hidden.
Back in Phandalin, Tremen continues to help the townsfolk organise & complete their civil duties in electing a new town leader. Tarqual meanwhile heads off to Eldermath Orchard, where he garners from Daran Eldermath (a dark elf and resident of Phandalin) some worrying information about some curious old ruins, where workers excavating Owl Well
being chased of by some undead. Tarqual then proceeds to the second location of Alderleaf farm, where on arrival he finds it empty. He takes a quick look round before exiting and spots in the corner of his eye a familiar character off in the distance heading off to the woods along the route to the Red brands base.
Tremen meanwhile has overseen the selection of Qelline Alderleaf as the new town leader who is a resident of Alderleaf farm. He escorts her to the town hall where he proceeds to question her for any additional information on the location of Cragmaw Castle. She mentions a druid named Reidoth who may know of the location, but was heading off to the ruins of Thundertree, approx 50 miles in the Neverwinter Wood. He continues the questioning and asks about the banshee mentioned by Sister Garaele, and is given a vague indication of a location somewhere to the north east of the town.
Tremen & Tarqual reconvene at the end of the evening and exchange their information and ponder on their next plan of action.
Meanwhile back on the High Road, Silanne approaches the campsite and carefully announces her presence to the nearest guard, who is a little startled at first. Silanne informs the guard who she is, about the incident at Phandalin, and her party’s mission. The guards inform Silanne that they were ordered to Phandalin to deal with the Redbrands. Silanne informs the guards that that has been dealt with by us, and coerces a payment from the guards, which they seem very happy to oblige with, as they themselves were not keen on the long trek and task given to them. The rest of the party join the campsite & the prisoners are handed over to the guards & everybody settles down for the night.
The following morning Tarqual & Tremen, having decided to err on the side of caution the previous evening, head off towards the Redbrand's base taking the path to the caves. As we enter the familiar cave Tremen takes the lead & it isn't long before he spots the familiar figure of a halfling. He calls out what are you up to Carp
but receives no reply. Tremen & Tarqual are led a merry chase as we track Carp dodging & darting through many corridors & rooms.
We eventually catch up with Carp and end up in a largish room in which to our surprise we discover the missing townsfolk imprisoned. We immediately set about releasing them and discover a very feeble figure whom we identify as Harbin. Tremen aids the people whilst Tarqual ferries them to the surface for return to the town centre.
Meanwhile back on the High Road the campsite stirs and the parties prepares to go their separate ways, Silanne cast long strider for the journey back to Phandalin, and notices not too soon after setting off some tracks indicating a lot of traffic on the south road. She hones her tracking abilities and concludes that the movement of the unknown traffic is heading a little down the road towards the south, but east off the trail. Silanne follows whilst the rest of the part continue on route to Phandalin.






