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Upon returning to Nennept, the party receives payment for a job moderately well done. Azlo admits he’s in denial. Tokas designs a functional prototype. Shabba sponsors a librarian.
Moving on from the scene of the mostly-prevented crime, our heroes make their way home through a series of familiar townships. Tokas takes a very brief nap. Azlo acquires some magic missiles. Shabba drafts a duo of documents.
Listen all y’all, it’s sabotage! The party’s return from Glassrock is waylaid by a tenacious axe merchant and his roving band of junior salespersons. Shabba does some rastlin’. Tokas holds the line. Azlo vanishes, but in a heroic way.
Our heroes spend their last days in Glassrock chasing various individual pursuits. Shabba hunts down some intel. Azlo looks in on an old friend. Tokas bids farewell to a new one.
Elbret’s caravan has reached its destination – the subterranean dwarven trade city of Glassrock. As she conducts her business, the party engages in an important discussion about how best to wield the power they possess. Tokas seeks expert help on some long-overdue repairs, and in doing so learns a sobering truth about the fate of his people. Shabba empathizes. Azlo ventures forth without gathering his party.
As centuries-old tensions boil to a head beneath the shelter of the ancient wood, legendary traveling minstrel Flughebii Phaeguv steps in to provide rousing accompaniment for the all-out barroom brawl to ensue. Racially-fueled grudges will be sparked into flame, compliments of none other than yours truly, the Triple-A Team. Tokas takes the gloves off, metaphorically speaking. Azlo wants very badly to put the gloves on, but in a more literal sense. Shabba nests.
Who needs sleep when you can be heroes? Our favorite trio of adventurers has really done it this time, picking up a double shift for the Sapphire Sabre that involves tunnels, staying up super late, and the equivalent of magical urine-indicator dye. Azlo bags a brute. Tokas learns a family recipe. Shabba barters in flesh.
Having witnessed the transformation of ordinary townsfolk into extraordinary warriors through the defense of their homes, our party ventures east with Elbret’s caravan, leaving the village of Miller’s Field behind – and forever changed. Tokas spurns the law. Azlo accepts a side quest. Shabba denounces poor parenting.
A disquieted mood falls over the tiny frontier hamlet in which our caravan has settled for the night. Without warning, the alarm is raised; a vile host has been spotted on their approach through dark fields heavy with harvest crop, and the farmers and tradesmen who call this their home must now defend it. The events of this night will defy understanding; a conflict wreathed in ash and flame, to be known henceforth as The Battle of Miller’s Field. Tokas flings some zingers. Shabba commands the archery line. Azlo wades into the flames.
After a wild night in Caplin Hill, the caravan reaches Naphton (where the road splits) and continues east toward Glinhammer, a path that will plunge our heroes deep into unfamiliar territory – both emotionally and geographically. Tokas warms up the crowd. Azlo faces his fears, and they’re still really scary. Shabba looks after a prized possession. Stripey may or may not commit a serious crime.
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