Chapter 4: On the Road.
In which the party gathers new companions, and goes on a road trip.
Greenest, 11th of Alturiak:The last day in Greenest was a flurry of preparations. Supplies were packed for weeks of travel, weapons sharpened, horses groomed, letters written, papers prepared, spells studied. The whole town, so recently terrorized by an attack from a vicious attack from a dangerous cult, united to help prepare their saviors for what lies ahead. Anyone who could spare something gave biscuits, dried fruit, or a few coins, and those who had nothing to give brought their prayers and thanks.
At dawn on the 11th, without much ceremony, three* horses set off, seen off by the Governor of Greenest and a few other citizens. The lead horse is a large stallion, ridden by a warrior clad in shining chainmail. He wears no livery, as Arwen Dunwood is the definition of a free-blade: a man who lives and dies by his own terms, no one else's. However, certain experiments into magic have earned him the moniker 'Spell-Sword'.
Taking the rear of the company on a chestnut mare is an exceptionally tall Dwarf, or perhaps an exceptionally Dwarven Half-Elf. Like all of his breed, he is quite handsome, but his visage is marred somewhat by an unfortunate scaling of his skin. The day is cold, but Adrik Ungart seems unfazed, wearing only a light tunic and trousers, along with some worn black boots.
In the center, astride an elegant grey pony, rides the Lady herself, Johanna Stonesthrow. The Dwarf is a wizardess of no small skill, evident from the vibrant gem faceted into her fashionable, yet functional warhammer. She absentminded strokes the spine of a leather-bound tome, snatched from the chambers of an elite cultist.
The ride to Arwen's home of
Berdusk is uneventful, and the party arrives in three days.
Berdusk, 14th of Alturiak:The trio arrives at the outskirts of the city in the late afternoon, having made good time on the roads, despite congestion from caravans of goods, primarily wool and wine. As per Johanna's schedule, they have, at most, four days in the city, and number of tasks to accomplish. A boat must be hired, provisions need to be bought, and, of course, Arwen's relatives require at least a brief visit. Arwen's uncle, a wizard, may be of interest to many of the party and may help them answer some of the riddles they may have. And, the adventuring company needs to be brought back to fighting strength, so new recruits must be brought on board.
* The party has recruited four of the cult's pet drakes. Taking them with you will likely be difficult, for a number of reasons: horses are skittish around them, they only eat meat, and they're not good at blending in. If you were to try to bring any, one would be the practical limit, and it would require constant explanation-or a quality disguise.