After dealing with the Nettlebee conspiracy, the party accepted the farmers' hospitality and offered to help the halflings put their life back together. Shame bled into sorrow as the stout folk silently contemplated their loss and the misdeeds of their patriarchs. Betram was buried in the family cemetery and they did not expect to see Wiggan again. Jayne made it clear to all that things were going to change on the ranch. "From here on out, those of us with some sense will be making the decisions" she firmly declared, nodding resolutely at her daughter Elisa, then LiKi. What's more, word had just arrived by way of raven that Jayne's sister Quelline Alderleaf would be arriving from Phandalin in a tenday in order to help her direct the Nettlebee affairs with prudence and hard-earned wisdom. When Betram meekly interjected, Jayne cut him off, exclaiming "#times up! You men have had the run of things and look what we've come to. It's our turn now."
LiKi was excited by the prospect of seeing her old friend again and asked Alexander if he would escort her to Triboar where she might wait for Quelline and her entourage. Kahntun and Leopold were eager for a change of scenery and decided to join the party as well. They planned to continue on to Yartar to investigate the old crossroad town. They guessed that they had about three tenday before they needed to depart for the druid festival at Scarlet Moon Hall. Plenty of time for exploration and shopping.
Growing increasingly fond of Alexander, Darrow (left) asked to accompany our folk hero on his journey to Yartar and continue his training. Alexander agreed. Elisa took on increasing responsibilities under the mentorship of Jayne, the new boss of Nettlebee Ranch.
The town of Triboar stands where the Long Road Meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two communities compete for the trade of the Dessarin Valley.
The current lord protector is a good-natured ex-adventurer named Darathra Shendrel, known for the excellent wine she makes. Darathra enacts and modifies local laws (known as "The Lord's Decree"), which are then enforced by "The Twelve," a dozen mounted veterans drawn from the militia to serve a tenday cycle.
Triboar is a horse-market for a dozen nearby ranches that turn out trained draft horses, riding mounts, ponies, and pack mules. It would not be surprising to see Nettlebee ponies on sale from time to time. Blacksmiths, harnessmakers, and wagonworks flourish in town. In addition, a number of guides operate from Triboar. They take merchants and other travelers all over the Sword Coast and the North (typically for stiff fees). Many of these guides are retired adventurers who know the North well.
The party relaxed for two days at Wraftan's Inn, enjoying its famous cider and mincemeat pies. On the third day after their arrival, Quelline and her party arrived.
A half-elf adventurer named Gervor and his companions went missing recently. The adventurers were staying in town, and locals expected them to return tendays ago. In addition, two important merchants from Waterdeep, Harloss and Jarlee, are overdue.
Quelline arrived with two heavily-loaded wagons of her personal effects. She had sold Alderleaf farm for a considerable profit given that Phandalin was experiencing something of an economic renaissance after the reopening of the mines at Wave Echo Cave. She was eager to investigate further ventures in the Dessarin Valley while continuing to work on compiling and editing her father's stories.
Carp was happy to see his old friend Alexander, as well as his cousin Darrow. He accompanied the party that went on to Yartar which included Alexander, Kahntun, Leopold, and Darrow.
Boys trip to Yartar!
LiKi was especially happy to see Reidoth. He told her that the cleansing of Thundertree had progressed significantly after the party rid the land of the blight that had settled there so many months back.
He claimed to be unaware of the druid Circle of the Scarlet Moon (hosting the festival at Scarlet Moon Hall), but said that that did not mean it did not exist.
LiKi spent large portions of each day for the next two tenday conducting research with the old sage (LiKi spent downtime to learn two pieces of lore which she hasn't cashed in yet).
This fortified city commands the most northerly wagon bridge over the Dessarin River. A walled citadel on the west bank of the river connects to a bridge wide enough to accommodate two wagons with room to spare, connecting the Evermoor Way into and through Yartar. The road leads east to Everlund and Silverymoon, and west to Triboar and eventually Waterdeep via the Long Road.
Yartar is proseperous and increasingly crowded, so buildings have been torn down and taller ones built--four stories high in some instances.
A Waterbaron who rules for life leads Yartar. The current Waterbaron is the shrewd, farseeing Nestra Ruthiol. Yartar is part of the Lords' Alliance, and Ruthiol considers that membership vital for its survival and prosperity. Harpers and Zhentarim are well established in the city as well.
Word is that many Yartarrans who won't be missed--poor people and drunkards mostly--have been abducted recently.
As they approached the gates to the large town, Kahntun urged his companions to "show some restraint. We need to keep a low profile."
Leopold's, "yeah sure, no problem big guy" did not assure him. His level of discomfort increased markedly when a shrew shambling down the street noticed our respectably dressed half-orc and screeched, "welcome to the majestic Yartar, me lord!" before coughing out peels of harsh, mocking laughter.
A familiar face in Yartar
A low profile was not kept. Eager to show off his skill with his newly acquired lute, Leopold held a short residency at the Inn of the Glowing Gem for four nights, playing to a growing and increasingly raucous (and belligerent) crowd. Kahntun's unease continued to grow as he imagined the thieves and spies that were undoubtedly lurking about. He felt as conspicuous as a troll in a temple.
In fact, the party was so conspicuous that word got around to their old friend Sildar Hallwinter who just happened to be in town investigating the disappearance of two important merchants from Waterdeep, Harloss and Jarlee. The party shared a meal with Sildar. He didn't let on that he knew anything about "elemental cults." However, he did say that a friend of his had a daughter named Savra Belabantra who had ran off "to join some cult of gallivants who fancy themselves dragon knights or something." Kahntun told Sildar that they had seen Savra at Feathergale Spire. She was a member of the Feathergale society. Sildar said that our heroes would be well-paid if they could deliver Savra to her noble father in Waterdeep.
Apparently Savra's parents disapprove of her affiliation with the Feathergale Society
A tenday journey back into the heart of the mysteries haunting the Sumber Hills.
A tenday later, everybody was back at Nettlebee Ranch. They said their farewells, promised to check back in, and departed on their journey south. They planned to stop in Red Larch then continue from there up the Larch Path toward the druid festival. Kahntun was eager to meet up with the Knights of Samular cleric who had went to investigate the druids, yet hadn't returned with news.
While in Red Larch they heard of growing traffic of goods and pilgrims headed in the direction of Scarlet Moon Hall for the festival. The people seemed hopeful that this mysterious ritual could cleanse the Sumber Hills of the evils afflicted it.
Our heroes were invited to dinner by the town leadership. They learned that the investigations into "the Believers" were continuing, but slow-going. Nobody wanted to talk about what went on. Only one member of the cult, Ilmeth Waelvur had been charged and jailed for the murder of the three crusty jugglers they had found in the Tomb of Moving Stones.
Suddenly, during dinner, LiKi became violently ill. Seeing his companion suffering, Kahntun called on the divine powers of Selûne and laid hands on our forest gnome, instantaneously delivering her from this affliction. A quick investigation suggested that the beer they had been served had been poisoned. The empty tankards lead to the cellarer of the Helm at Highsun, the gruff Justran Daehl. But when they went to interrogate him, he was no where to be found.
This betrayal made Kahntun think of the note they had uncovered among the wereboar, Jolliver Grimjaw's, papers; apparently the treachery extended beyond surveillance and crossed over to assassination. Somebody was desperate to halt our adventurers' investigations, and the sooner the better!
The cellarer at the Helm at Highsun apparently attempted to poison the party. Several in attendance vouched that it was his writing on the letter to Jolliver. The spy of Red Larch had been uncovered. But what is his connection to those treacherous river pirates?
They had almost forgot about the note, but the poisoned ale provided a quick reminder that not everyone in the town's they are growing to love appreciates our group's meddling.
In a rare moment of emotional insobriety, LiKi concocted a trap. She nursed a new, festering hatred for the poisoner spy. Recollecting what she could recall of Jolliver's script, she forged a letter of her own asking Justran to travel to Rivergard Keep the moment the note was in his hand. She faithfully recreated the sharp-tongued alacrity of Jolliver's tone.
This "gnome thing" then sent a message via her figurine of wondrous power to the Samular Knight in charge at the riverside fortification, asking him to send patrols out each day in search of the incoming Justran, capture him, and lock him up until she returned. Answers would be hers; pain would be his.