“Works for me. Let’s do it!” Dale readies his mace and shield.
Dorric responds to Johannes “Good idea. I’ll be off then.”
Quentin, Johannes and Dale are briefed by Dorric:
- where exactly the Ogre is lying
- where Dorric will be lurking (ready to backstab)
Having given Dorric time to Sneak in and take up his position, the three charge into the cave.
The Ogre is woken by the sound of clanking metal armour, but is surprised (Quentin specialises in this) and has no time to do anything in the first round.
Quentin hits strongly against the Orc-kind (another specialty) and the Ogre looks shocked by his prowess.
Although Johannes misses, he remains calm and prepares another blow.
Dale flanks the monster and gets in a successful blow.
Dorric backstabs with two daggers (only thieves can do this), and his left-hand strike finishes the Ogre off.
The party look round alertly, but nothing happens and it is clear they have demolished the evil band of highwaymen.
“Well, good work all. It’s always nice when we can do a bit of good for the world on our way to other things. What say we take a look at the stuff in the cave?”
The party light a lantern and investigate the cave thoroughly. They find (in probable order of value):
- a locked chest (Dorric reckons the key he has will open it)
- a stack of freshly-cut timber planks (as a carpenter, Johannes says these are top quality)
- a pile of animal furs (as a Hunter, Quentin says once washed, these too will be valuable)
- various swords, daggers, maces and bows (they don’t look suitable for either the Ogres or the Goblins)
- some rotting food
The party throw the food away, wash the furs in the river and look around the area.
Sadly they discover the remains of travellers - clearly the highwaymen had slain them and taken their weapons.
The party bury them respectfully and Dale says a few appropriate words.
Just behind a bush near the cave, the party find a hand cart. It has one of the freshly-cut timber planks in it, plus a package which has been ripped open, but the contents left untouched.
Quentin is a fisherman, so tells the party they are looking at … smoked eels. They are in good condition and would be considered a delicacy.
Johannes asks if anyone recognises what is going on with the cart, planks and fish…
John says, “Well…that was just…neat! Good for us.” He walks over to the daggers to see if any are better than what he has. “I assume you all don’t care if I rummage through these…”
“Oh, and Dorric, open the chest!”
John sorts through the weapons.
He discovers they are all standard issue - worth something, but not full price (as they are secondhand.)
Plixican sends Jinx out to see if there are any other villains nearby, but the Crow sees nothing apart from a few small animals wandering calmly about (a very good indicator that no lumbering Ogres are around!)
Dorric takes out the key and reaches for the chest - but Johannes gently pulls him back.
“It’s just a thought. I know you swept the area outside for traps, but have you checked the chest?”
Good idea Johannes. I don’t think I did.
Dorric discovers a damage trap on the chest, which will go off when the chest is opened.
Dorric removes the trap and uses the key to open the chest.
He finds:
- two bags of gems
- a large book with neat writing in columns
- a box containing trays of coins
- four empty scabbards (two each of dagger and short sword)
The whole chest is padded and also has internal compartments, so the contents are unlikely to be damaged in transit.
Quentin confirms that the cart was wheeled up to the cave from the track.
He studies the track for some distance each way and discovers clear signs of ruts made over time.
Therefore this track (between Sherwoodshire and Freeport) is well-used by the same model of cart as in the cave.
John picks up the book and begins to read it, flipping past anything that isn’t interesting.
John (who can read and write) finds the book is a list of trades, with dates and prices for each transaction.
He tells Dorric (who has salesmanship) about this and they decide that this is the record book of a trade route between Mayor Crumlin in West Sherwoodshire and Elros the Sage in Freeport.
Crumlin sends processed wood, uncut gems and smoked eels to Freeport and recieves back cut gems, smoked fish and hides from Elros.
There is a note in Crumlin’s writing showing that he wants to add soap to his trading and hopefully receive magic items from Elros.
The route looks profitable for both sides, as the traded items rapidly sell out.
Jophn and Dorric reckon that recovering the cart and goods from the ambush will merit a reward from Elros!
The party reckon it’ll be straightforward for one (human-sized) person to push the cart (it’s very well made and the track is pretty level.)
A final search doesn’t find anything else - apparently the highwaymen had only just finished moving the trade cart into their cave when the party came into view.
Checking with the trade ledger confirms the party have recovered all the trade goods - and they have a few extra hides taken from the orc-kind too.
Johannes reminds the party that the trade route passes by a shrine, where they could stay overnight (as Freeport is nearly two days journey…)
Of which god is the shrine?
Johannes reminds the party that the shrine is one of Heimdall’s (God of Good, Guardians, Magic and Chivalry.)
There is an attendant Cleric and simple lodgings.
The party carefully load the cart with all the trade goods for Freeport (as per the trade ledger), plus the extra hides the highwaymen had acquired.
Quentin tests the balance of the cart, announces it’s easy to push and sets off happily.
The party join him and head for the Shrine.
Late in the day, they see the Shrine ahead.
It is just North of the track (and a river runs along the South side.)
However there are four bodies lying motionless just outside the Shrine’s door…
The party wait concealed behind a small copse of trees (just off the map) while Dorric investigates.
He makes it safely to the Shrine (no traps and no outcry) and examines the bodies, which are all dead.
They all look like simple travellers (perhaps going to the Gladiator arena?) but their weapons have been taken and their packs emptied.
The travellers have all been killed by a single blow from the front, using a blunt weapon.
Odd that there are no signs of struggle or surprise…
Dorric moves to the (closed) door of the Shrine and checks again for traps, finding none.
He listens at the door (which he quietly confirms is not locked) and hears a voice boasting:
“So easy! Your pathetic Shrine gave no protection to those stupid peasants. Now they will fight for me - forever.”
There are some sounds in reply, but they are muffled and Dorric cannot make out any words.
Slavers! Dorric sees red and just barely keeps himself from simply charging straight in. Instead he heads back to the party to tell them about the people they will have to kill.
Johannes shares Dorric’s keenness to defeat any Slavers.
He asks “What is our plan?”