Day 17-19: Flamerule 21-23

Eastward

You pass Comet's Inn, marking the halfway point between the Bryn Shander and the crossroads, about a third of the way to Easthaven.  A bit further to the east the path enters a shallow gulley. Thirty-foot mounds of snow and rock rise gently on either side.  In the distance, you see a figure, short in stature standing in the middle of the road. 

"We had a deal, one we intended on keeping," it shouts.  You realize its Hruna, the dwarf who hired you to retrieve the iron.  “Two hundred gold for that chest and everything in it. You robbed us blind. So instead, we spent that gold on hiring some help to make sure we get what’s ours, one way or another."

On cue, a crossbow bolt lands on your feet.  It came from the north, but you can't identify the exact source.

"Of course, if you have our black ice on you now, we’ll take it now along with everything else you’ve got and leave you alive. What’ll it be?”

Elva again tries to feign ignorance about the black ice.  Growing frustrated, Hruna runs up the slope to north, disapearing into the darkness.

The four of you run up the slope as well, several yards to her west.  Elva and Inverna spot the crossbowmen on top of a crest.  Raaf and Num head towards a lone tree and find a hired thug hiding in the underbrush. 

Inverna engages mostly with her rapier but is no match for the crossbowmen who dodges her advances.  Raaf lets loose a thunderclap, knocking an unrecognizable figure who had been hiding behind the tree into a snowbank.  Shortly after, two more hired thugs approach from the south hill and race up to join the fray.  Elva dispatches the first crossbowmen with her daggers, but now has a second to deal with.  Inverna lets loose eldritch blast after blast, knocking down another thug.  After witnessing his mates take a beating, and with one dead, one thug takes off running west.  Raaf succesfully charms another ruffian into believing he has nothing to fear, and he lays down his arms.  Now realizing he is essentially alone, the last remaining thug surrenders. 

You take his belongings and the gold Hruna paid him, and let him know if you ever see him, you'll finish the job.  With that, he heads back towards Bryn Shander. 

The unconcious figure in the snow is Hruna, who attempted to hide from the fight she paid for.  After she comes to, you interrogate her and, realizing she has nothing more to lose, she tells you her story:

A tenday ago, she and three other dwarves were ostracized from the Dwarven Valley for their lack of work ethic, constant scheming, and sowing general distrust among the community. Knowing banishment would soon follow, they stole gemstones, the chest of iron, sled, and horse, and set off to sell it all in Bryn Shander. The iron wouldn't fetch much, but it would help with their new lives. Along the way, they ran into a gnome, Chack, a shipwright and tinkerer from Targos, who told of his escape Duergar kidnappers. Using a potion of giant strength he kept hidden in his belt, Chack had broken his binds, knocked his guard unconcious, and stole a sack of black ice the Duergar had been hauling.  According to Chack, the Duergar, along with something that looked like a yeti, were taking him south along with an older woman.  He did not know why.

Desperate for help, he confided in the dwarves about the black ice and offered half of it as a reward for helping him get to Bryn Shander quickly. In turn, the dwarves killed Chack (whose potion had long ago worn off) and took his entire supply. Dumping some of the iron to make room in the chest for their new fortune, they continued on towards Bryn Shander before being attacked by a yeti. Their horse spooked into running and Oobok killed, they abandoned the sled and headed on to Bryn Shander without it. Once they arrived, they sold the gemstones for two hundred gold - a good return on their stolen goods, but a fraction of what the black ice would fetch. Moments later, they ran into two gullible-looking adventurers on the street.

Return to the Crossroads House

Continuing towards Easthaven, you spot the Crossroads House, a welcome sight at the end of your long day.  Lil is happy to see the two of you again and welcomes your party into her cabin.  She immediately goes to work frying you up some dinner. 

"There have been a few  Meaders, of the  more ethically questionable variety, who stopped by not long after you left, asking about you.  I told them the truth, mostly.  You stayed here and left the next morning and I didn't know where you were headed.  I haven't heard much about it since then though.  Any rumbling seems to have quieted down. I haven't seen Kendrick in a while, though he's overdue for a visit."

You decide it's best to stay here for a couple of nights and heal up your wounds.  You must stay hidden a few times, when Lil receives other visitors.  In your time there you learn:

Easthaven

On late morning of the 23rd, you reach Easthaven. Walking into Easthaven is like stepping into Icewind Dale’s past—the place is a living example of the boom (and busting) town way of life that gripped all of Ten-Towns centuries ago. In the generations since, as other towns have settled into a predictable pattern of existence, Easthaven has continued to grow and reinvent itself. After the Eastway was paved, Easthaven evolved into a frontier traders’ paradise, fuelling the jealousy of its neighbors.

There is no wall surrounding this town.  You pass a guard station on your way in, but there is no attempt to search your packs, gather your information,  or extort an entrance fee. The guards barely look your way.

Inverna, thankful to have finally made it to her destination, thanks you for the unexpectedly long accompaniment, and dashes away.

The three of you pass by the waterfront.  The harbor here is much more iced in than any on Maer Dualdon.  Children are busy with the endless task of chipping ice away from under boats.  Several bonfires glow on the surface of the lake, softening the ice.

You ask Raaf his thoughts on the best place for supplies, he suggests Pomab's Emporium, near the center of town. 

When you arrive at the central square, you join a crowd that has gathered in front of the Town Hall to watch a public execution. You quickly learn the man's name is Dzaan.  He's a human wizard who, despite efforts to disguise himself, was recognized and arrested for the crimes he has inflicted upon dale-folk. He has been bound to a stake and gagged. 

At Highsun, shortly after you arrive, members of the militia use torches to light the straw tucked around his feet. Fanned by the wind, the fire catches quickly. Dzaan does not struggle or scream as he is quickly engulfed in flames. Bundled-up spectators move closer to the human bonfire, eager to feel its warmth.

Pomab's Emporium

In contrast to the old buildings surrounding it, this store was recently rebuilt. What stands out most is its brightly colored outer walls and an oversized sign proclaiming, “POMAB’S EMPORIUM”.

Entering this shop might suggest there is no need for the Easthaven market itself. Every inch of the store displays some object for sale. It seems as if the owner wanted to sell every kind of product possible. The wares include finely wrought jewelry, precisely carved scrimshaw, smooth marble statues, expensive porcelain tea sets, exquisite Zalantar-wood chairs, strangely realistic paintings, old books and letters, various sized clockwork constructs, and many more. Randomly placed among these items are dozens of polished silver coins.

However, the longer you examine the store’s contents, the stronger one feels that everything is incomplete and unfinished. A gem hangs loosely in a ring’s clasp. The carving on a wooden fish remains unfinished on half of the trout’s head. A marble statue’s back is crude and untouched. A tea set is missing cups. A painting is unfinished as if someone lost interest in it halfway. Several books are missing pages. The clockwork constructs ticks, but nothing moves.

You are met by Pomab Ak'azmhir, a calishite man dressed in wide red robes that one might wear in much warmer climates to protect against the sun. Pomab wears numerous layers of this clothing to be comfortable even in this cold region. He welcomes you with a friendly smile and overbearing gestures.

Inquiring about magic items, he proudly points to a great sword that holds a prominent place on the wall. 

"As for the others, let me look."

Digging through a pile of robes, he uncovers two poles and explains their properties.  Elva decides on one that expands to ten feet long upon hearing the command word "Tansha!" and reduces instantaneously back to its one foot length with the word "Yanam."

You decide to make the most of the day and head for Caer Dineval.  You should make it by late evening.