The Cult Arrives
After a few more days of rest, the heroes were contacted by Erevan’s urchin army. Earlier that day, a palanquin carrying a mysterious figure with a “gruff but feminine” voice had arrived at Selebon’s wagon shop in Blackgate. The urchins had caught a few glimpses of something purple through the curtains. After an intermediary made a purchase on behalf of the figure, the palanquin was then taken back through the city and down to the docks, where it was carried onto a ship that set sail shortly thereafter.
The heroes promptly sought out Selebon, who confirmed that someone had paid for three wagons in coin. The wagons had already been delivered to a warehouse across the district. Selebon also informed them that the next caravan had begun assembling, so the group decided to pay a visit to the assembly yard first. After a short discussion, the group agreed that it would be smartest to hire themselves out individually as guards, rather than sticking together as a group, in order to belay the cultists’ suspicions as much as possible.
To that end, Erevan approached Edhelri Lewel and took up her offer of employment. Erevan impressed the stately moon elf enough that she put him in charge of her small contingent of guards, one of whom was a young, inexperienced human woman named Orvustia. Erevan took an instant liking to her, determined to show her the ropes and help her survive the long journey to Waterdeep. Edhelri also revealed that she had been chosen to be the caravan master for the journey, in large part because of her decades of experience.
Flint, meanwhile, went over to see Lai Angesstun, the gold dwarf merchant he’d met at Coran’s party. The older dwarf hired Flint on as a second bodyguard.
Mara decided that most of the merchants were beneath her and instead approached a rather grumpy-looking nobleman who introduced himself as Aldor Urnpoleshurst. A lawyer by trade, he was looking for a bodyguard to keep him safe on his journey to anywhere that wasn’t Baldur’s Gate. Although he was clearly an unpleasant fellow, Mara figured she’d rather work for a fellow patriar than a commoner, so she signed the lawyer’s contract.
Keo found work as a guard with an eternally optimistic human merchant named Samardag the Hoper. The man was hauling fragile porcelain, which he was absolutely positive would survive the journey intact. Keo was not so sure …
Several others would also be joining the caravan:
- A human named Lasfelro who tended not to say much and whose wagon was guarded by a gargoyle
- A human named Pavel Borsk who rudely rebuffed all attempts to ascertain what he was carrying
- A haughty merchant named Morn Amblecrown who was hauling preserved fruits from the Sea of Fallen Stars region
- Devlin and Tilda Appledown, newlyweds who were heading north to start a new life in Red Larch
- Nyerhite Verther, an obese silk merchant
- Beyd Sechepol, a roguish half-elf who would be running a mobile tavern along the journey
- And a number of miscellaneous individuals who would be traveling with the caravan, including Green Imsa and a tiefling named Barakis
Once the PCs had made the rounds and found gainful employment, they reconvened and headed over to the warehouse indicated by Selebon. Flint cast invisibility on Erevan, who went sneaking inside. He found a hooded figure and two dragon cultists hiding in a loft, but the warehouse was otherwise empty – the wagons had already been loaded and sent to the assembly yard. Of the various merchants and travelers the group had met there, which ones were the cultists? Pondering this question, Erevan snuck back out and gave his companions the downlow. They opted not to spring the trap and headed back to the Stormwind manor.
The next day, Erevan received a missive from one of the urchins in his employ: an anonymous note bearing the mark of the Harpers, asking Erevan and Flint to meet someone at a warehouse in Blackgate to receive information about the cult. Suspecting another trap, the group nevertheless sought out the warehouse (a different one to the one they’d inspected before). Arriving early, Erevan again snuck inside invisibly to have a look around. He spotted nothing out of the ordinary but decided against prodding the mounds of hay in the loft above just in case. He returned to his companions and they set up a stakeout, hoping to see who it was they were meeting. Much to their surprise, a light started blinking on and off from inside!
Erevan and Flint ventured in, where they found a cloaked figure with a magical light glowing behind her head. As they approached, the figure greeted them in a familiar, if somewhat slurred, voice. As the figure removed its hood, the pair were taken aback … it was Mondath!
Except her face had been horribly disfigured, and she appeared to be blind in one eye. It looked like someone had thrown acid in her face (or, Flint thought to himself, spat acid on it). Erevan remarked that he knew he should have checked the piles of hay as the two cultists he’d spotted in the other warehouse emerged from behind some crates to cut off their escape. Mondath proclaimed that the heroes wouldn’t escape this time and began casting a spell to paralyze them in their tracks.
At the same time, some other cultists came hustling down the alleyway outside and spotted Mara. She drew her greataxe and rushed to attack them. Keo, meanwhile, hearing the commotion inside the warehouse, conjured up two large bears with his newfound magical powers. He directed the bears to follow him as he charged through the warehouse’s front doors just as two more cultists come barging in through the back door.
Unfortunately for Mondath, she had grossly underestimated the heroes’ power. Either that or her boss had overestimated hers. She and her minions were sorely overmatched. The cultists quickly fell to the heroes’ onslaught, while Mondath retreated to the loft, only to find herself pursued by the bears, who climbed up the timber walls. Mara followed up the ladder and chucked her magic greataxe at the fleeing cleric. It was all over quickly, and as Mara approached the dying woman, she heard Mondath murmur, “Tell Talis I’m sorry.”
Leaving Baldur’s Gate
A few days before the caravan was due to depart, Keo had a strange dream in which he was walking down a country road when a large humanoid shadow fell across his path. As he turned to look, he was surprised to see a rather vicious-looking stag looming behind him!
Finally the big day arrived and the heroes joined their respective employers as the caravan slowly wheeled out of Blackgate, heading north along the Coast Way. The road took them through the Fields of the Dead, a vast fertile plain that was nevertheless only sparsely inhabited, mainly by farmers and shepherds, as well as small tribes of goblinoids and orcs. The fields got their name from the fact that they had served as a battlefield many times over the past few centuries, and thus the area was littered with bones and other detritus from those ancient conflicts.
During the first days of the journey, Keo noticed that the tiefling, Barakis, seemed to be keeping an eye on both him and Flint, seemingly taking note of where they slept and who they talked to and so on. Keo didn’t know much about tieflings, but he had heard rumors about them. He wasn’t sure if Barakis was just being curious or if there was something else going on. He resolved to talk to the tiefling as soon as he got the chance.
Late on the fifth day, the caravan was rounding a bend in the road when the sounds of a conflict emanated from up ahead. Edhelri ordered the caravan to halt and then called for volunteers to investigate. Erevan stepped up and asked if he could take Orvustia with him. Flint also stepped forward, as did Keo. Mara made to volunteer, but her employer protested mightily, insisting that she stay close to him in case the caravan was attacked. Mara knew how to talk to toffs, though, and had little trouble sweet-talking Aldor into letting her go. He threatened to dock her pay if anything happened to him, though …
So the heroes, together again, ventured around the bend and found a pair of wagons, peppered with arrows, standing in the middle of the road. The horses were dead, as were two guards. The rest were hidden under the first wagon, taking potshots with crossbows at hobgoblins lurking in the rocks to either side of the road. A perfect ambush spot. The heroes could also see some massive wolves – which turned out to be worgs – up in the rocks with the hobgoblins.
Not caring about becoming targets, the party rushed forward with the intention of helping the merchant and his surviving guards get to safety. The worgs came charging down to engage them in melee, while Flint sent fireballs up into the rocks, quickly incinerating all the hobgoblins. Keo conjured more bears and two of the worgs fell to the larger animals’ attacks. The other two tried to flee but were mercilessly cut down.
Crawling out from under his wagon, the rescued merchant introduced himself as Oyn Evenmor. He admitted it was stupid to try and make the journey alone. Back with the caravan, some of the others agreed to sell him their spare horses so he could continue his journey. The others were also quite impressed by the heroes’ exploits and that evening, the group enjoyed a number of free drinks from Beyd’s mobile tavern.