The Quest for Galen Thorn
Session Twenty-Eight of The Crucible of Youth Campaign

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Iourn Home > Campaign Log > The Crucible of Youth > The Quest for Galen Thorn > Session 28

Zephday, 17 Frostbite 204 LE

With no word regarding the success of their gambit, the Companions continue to guide The Rose closer and closer to Jeston. The going is hard and monotonous, and the hours drag like weeks for our heroes. However, they are making progress, and by this day the ship has rounded the tip of the southerly Arm of Uros.

They have finally left the Bay of Bereavement and turned south-west into the Great Sea. Although they might occasionally catch sight of the land from their port side, behind the ocean stretches unbroken for many thousands of miles before it crashes against the continent of Hadrada. The waves here have had a long time to build their power and their size making this part of the journey every bit as dangerous as the bay before hand.

Sunday, 28 Frostbite 204 LE

For eleven days The Rose and its brave crew have pressed down the coast toward Jeston. They have begun to pass small villages reminiscent of Bear's Reach, although they are packed far too close together for the liking of the Companions. As the days pass and they get nearer and nearer their destination the group is filled for the first time with the belief that they might actually make it one piece - that Thorn (Captain Thorn!) has safely navigated them across fifteen hundred miles of the roughest and most treacherous seas on Iourn.

It is early on this Sunday morning that The Rose enters a deep fjord and makes toward the city of Jeston. Allowing Arax's unseen servants to man to tiller, the party pause to look at the great metropolis before them. It is enormous: far, far beyond anything in their previous experience. Jeston is more than ten times the size of Bear's Reach. Over two thousand people must dwell there! Even from this distance it makes the group feel a little claustrophobic.

As far as they can see there are two main harbours. To the west of the city are berths filled with small craft and fishing boats. To the east are long jetties where ocean-going ships can be moored. Two other vessels currently reside there and neither are more than two-thirds the length of The Rose. Thorn makes for those docks.

A river winds through the city, dividing it almost in two. And the city itself is bordered by a wooden stockade that must be forty feet in height that girdles the city in a wide arc. The buildings within the city are quite remarkable. There seems to be an extremely large number of grassy hillocks dotted about the town. As the ship gets closer the party can identify that these are not hillocks - they are barrows, burial mounds of a long dead civilisation.

Remarkably, the inhabitants of Jeston seem to live in and around these barrow. Some have been broken open and are used as homes or shops, others have been extended with incongruous additions of stone or wood. Some barrows serve as the foundations of buildings, and others are just mini-hills that give towers and look-out posts greater height. However, very few of the buildings are taller than two stories.

The most impressive structures in the city are the two gates into the city - one over a road that comes in from the west, and one over the river that enters from the north. These are great crenulated defences, a characteristic they share with the large castle on the western side of the city. The castle towers over the rest of the town, and comes with its own defences and (if Thorn's spyglass is to be believed) armed militia.

The Companions are so distracted by the approaching city, they do not realise quite how quickly they are approaching the city. The unseen servants are guiding the ship to the correct berth, but they have done nothing to slow the vessel down. At the speed they are travelling the ship will smash through the docks at the end of the pier and create a rather embarrassing mess for all involved.

The party spring into action. Thorn orders the sails be taken down, but this only goes so far in slowing the vessel. The docks are approaching at a disconcerting rate, and the group can now see people on the docks running to safety and climbing back onto the other ships in the hope of avoiding the destruction that is to come. Nits throws the anchor overboard and the ship lurches, but still it will not stop. It is time for a spot of magic to save the day.

Kaylas runs to the back of the ship and begins to intone a summoning spell. Arax has an idea and rushes to the side of the vessel. As soon as The Rose enters the harbour, he daringly jumps off the ship and lands ten feet away on the wharf. He then sprints down the wharf hoping to overtake the ship. Kaylas's spell goes off with a crack and two powerful earth elements are summoned. Kaylas quickly orders them to jump over the side of the ship, grab the anchor chain and pull in an attempt to stop the ship. The elementals pause at the request, but obey and leap into the freezing water.

The ship shudders as the might of the elementals is brought to bear. Arax sprints onto dry land and stops. He is now standing on the edge of the docks, the ship bearing down upon him. It is slowing and slowing quickly, but it is not quite slow enough. Arax gestures. A wall of soft snow materialises in front of the upcoming vessel and acts like a giant cushion as the ship strikes it and slowly comes to rest.

There is much shouting and cheering from the crew. Kaleena kisses Krais. They have made it, they have finally reached their destination. This enthusiasm is not felt by the dock-workers and the crews that surround The Rose, but the party is just thankful to be on dry land, although Krais is feeling a little landsick.

Arax returns to the ship suitably smug. However, he is reminded by Kaylas that he doesn't have a Zetoile Mark and is not a sanctioned wizard as far as the Arcanum Incognita is concerned. Illyan suggests that Arax pretends to be a druid, he can be Illyan's apprentice. Arax thinks this is a splendid idea, "Yes master," he says to Illyan and pulls up his hood in what he hopes is an acceptably druidic manner.

Now that the ship has arrived, the time of people listening to Thorn's opinion is over. Kaylas attempts to take charge. They have arrived in Jeston (at least they hope it's Jeston) but they have no idea where the Longbarrow is, and no idea where the Tavern Ward is. He suggests seeking out a local church of Terranor where the priests will (presumably) be friendly to him, and asking for their help. The rest of the party is unsure. Illyan says that all they know about the Longbarrow is that it is "some sort of den of inequity" - would a priest of the Land know about that? Krais has another opinion.

They are in Jeston, this is just the beginning of a great adventure for them! They should head off into the city and talk to people they don't know, take chances and risks. It's what his grandfather would do! Kaylas is rather hoping that this expedition doesn't follow the sort of plan Galen Thorn would have laid down. However, their argument is interrupted by an unfamiliar voice:

"May I come aboard, young master?" Standing on the dock and looking up at the ship is a crumpled and ill-shaven man who dresses like a badly packed bag. He is flanked by two obvious flunkies about the same height and width as Nits who are armed with cudgels and have the air of those who know how to use them. Thorn and the others stare down the gang-way at these interlopers and wonder if they are about to be robbed before they have even stepped foot on solid ground.

"Allow me to introduce myself," says the man. "My name is Soloman Khan. I am the harbourmaster in these parts. May I come aboard young master?" Thorn casts around in case someone on the other vessels can corroborate this man's story, but in the end the companions decide to take the man at his word and bid him come up onto deck.

"Don't tell him where we're from; don't tell him that we're the only people on board," Kaylas hisses to Thorn as Harbourmaster Khan affects a small bow. "And who has the honour of being captain of so fine a vessel?" asks Khan. Thorn steps forward and identifies himself. If Khan thinks it odd that an enormous ship is captained by a seventeen-season old mariner he doesn't show it. He nods, smiles, simpers and continues to complement them on a wondrous ship, and how his docks of Sir Jackmel Slooth are honoured by the ship's presence.

"Is this your first time in Jeston, young master?" Khan asks in amiable manner. Thorn says that it is, and that they are hoping to see as much of the town as possible. "Could you tell us where the Tavern Ward is?" asks Krais enthusiastically.

"I can, I can indeed young master," says Khan allowing his eyes to linger on Kaleena long enough to make her feel uncomfortable. "But first there is the unfortunate matter of the berthing fee. Although to be allowed to gaze upon a vessel as fine as this is a reward enough for myself, I am merely a humble servant of the baronet whose dominion is the south harbour ward. Sir Jackmel would charge you two crowns for a week, and I would collect it."

The companions look at one another and bend their heads in a conspiratorial huddle. "Two crowns," muses Arax, "is that a lot?" Kaylas isn't sure, it certainly sounds a lot, but he has no way to tells if this is normal or not. He wants to take Vitor's advice and not look like a tourist, but he doesn't want to be fleeced either. However, Illyan points out that have the 487 crowns, 822 shillings and 39 pennies that they "salvaged" from this very ship when they found it cast adrift. They have more than enough, surely.

Kaylas produces two gold crowns and hands them to Thorn, who in turn gives them to Solomon Khan. Khan takes the gold and places the coins into a pouch at his belt. He smiles widely at Thorn and is happy to point them in the direction of the Tavern Ward. "The tavern ward is the best place you go in Jeston for dining and imbibing, young masters and mistress," he says, "Sir Kargomel of the great Brinden family is second only our very own Sir Jackmel in his wisdom and his generosity. And it is not far. See the high mound not a hundred paces from where he stand now. That marks the beginning of the ward. You will find whatever you seek in there, I am sure."

Krais is very pleased to here this. "Have you heard of a tavern called The Longbarrow?" he asks, "Or someone called Madame Thiesson?"

"Longbarrow? Longbarrow, Longbarrow…," says Khan, rolling the words over in his mouth as if savouring a fine wine. "No, I cannot say I have heard of that young master, nor of Madame Thiesson. But Jeston is a large city and is filled with many unusual characters who may or may not be the person you seek."

"I'm really looking for my grandfather," says Krais, "Galen Thorn." Kaylas interrupts at this point, before Khan can reply. "We are actually looking for the Church Ward," he says, "I take it there is temple to the Church of the Land here."

"Indeed there is," says Khan, "I see now that you are a Shepherd, young master. It is an esteemed and truly useful occupation you have taken upon yourself." Khan then proceeds to give Kaylas a complicated list of directions to find Redstone, the local temple of the Church of Land. He then bids them good day and leads his henchmen down the gang-way and back onto the dock.

Krais is immediately ready to hit the town. He is more animated than the test of the group has seen him for some considerable time. More than anything he wants to go and have a grand adventure. But Kaylas is the cold bucket of water to Krais's ardour. "We need to go to the local church," he says, "I don't trust that Khan any further than I could throw him. We need to get the lay of the land. We have to be careful, we can't just go blabbing why we're here and what we're doing to everyone!"

Krais takes exception to this. He hasn't just travelled fifteen hundred miles to visit another Church of the Land, he can do that back home in Bear's Reach! They are here to find Galen Thorn so they should do what Galen Thorn would have done! The rest of the group initially seem to agree with Kaylas. Illyan points out that they shouldn't split up, but Krais isn't taking this lightly. There are further arguments as they walk onto shore, in fact they are just about to set off into town when they notice that Nits is not with them.

"I'm staying on the ship," says Nits squarely. "I don't trust these foreigners. They all look a bit suspicious to me. And that town, well, there's too many people there. It's not natural is it? No, I'll stay here. You go on."

The remaining six companions head off down the docks. They are immediately overwhelmed by the number and the diversity of people. They have to barge their way through a crowd of individuals loading and unloading goods onto another ship not too far away. They are jostled by people who don't looked even acknowledge them, let alone apologise. And everywhere are faces they don't know. This is unprecedented and more than a little intimidating. Kaleena's hand finds Krais's and holds it tight.

At the end of the docks, beyond the melting heap of snow that helped ground the ship, the road leads up in to the tavern ward. They will have to go through this ward to follow Khan's directions to Redstone. Krais tries to slip off on his own, but everyone is watching him, so he simply says that he is heading into the tavern ward and there is nothing that Kaylas can do to stop him.

Kaylas isn't so sure about that, but he doesn't want to cause a fuss in the middle of the street. He agrees that they should split up, but Krais shouldn't go anywhere on his own. Kaleen and Illyan immediately agree to go with Krais. This leaves Arax and Thorn to accompany Kaylas to the church. "No burgling, Brewer!" admonishes Thorn as the two groups begin to part company. Then Arax realises that as Illyan's 'apprentice' he should not be parted from the half-elf. He will join the group going into the tavern ward. It then occurs to Thorn that the group going to all the pubs is going to have a lot more fun than the one going to church. He decides to join Krais was well.

"Fine!" stomps Kaylas, "I'll go on my own. But you all better be careful. You all know what sort of trouble you get into without me there to help you out." He then turns and disappears into the crowds.

The others exchange glances. Each are thinking of all the times that Kaylas's presence has been the source of their woes, and not the solution. With a light step, Krais leads the way forward into the dark and forbidding Tavern Ward.

The ward is claustrophobic and frightening to a bunch of yokels from Bear's Reach. Despite Vitor's various warnings the group stands out like coal in snowdrift. The buildings are tall by the standards of the party and press in from both sides as the group plod down the narrow muddy lanes and streets that cross-cross the tavern ward with no reason in their design, and no destination in their future.

They are not surrounded by scenes of drunken debauchery, but they do notice how early it is in the day for the taverns to be open, and how the amount of activity in the hostelries at the moments speaks volumes of what it will be like after dark. They need help, they need guidance. "This looks like a good place," says Krais and enters a door on his left. The others look up at the sign swinging in the sea breeze. It is a peeling painting of a corpulent man standing in a blazing fire; he is screaming in agony. They quickly follow Krais.

Inside the tavern is dingy, the small windows let in very little light. Krais is surprised. The furnishings and cleanliness of this place make The Great White Bear back home look like the best pub in the world. There is a sawdust on the floor, and many tables of dark wood hidden in the shadows of the room. Most of the tables are empty, save for a few regulars who (by the looks of them) have been drinking all night. In one corner of the room is a counter behind which stands a large man in much-encrusted apron. He eyes the group suspiciously over his large greying moustache; especially Krais who bounds over and asks for a pint of the local tipple.

"Four'pence a mug," says the barman over a heavy cold. Krais hands over the money and watches his host take a mug and dip it into a open barrel something beneath the bar. He then pauses to pick something from the top of the drink and hands it to Krais. He regards the brown liquid suspiciously and then takes a big swig. It is a little foul and stronger than he is used to, but he manfully handles it. The rest of the group stand around him, the barman looks at them.

"Mug?" he asks. Everyone thinks about excuses why they have to decline, except for Thorn who happily has a flagon of his own. The barman produces another pint for Krais without him asking for it, Krais picks it up. "I'm looking for a place called the Longbarrow," he says in what is obvious as a foreign accent to everyone in the bar. Illyan looks around, wondering where the first knife in the back is going to come from.

"Have another drink," says the barman, pouring Krais his third. Krais looks around to his friends for help, but they are busy finding the décor extremely interesting. Krais makes small talk and asks about the prices of meals and wine. Eventually, after fifteen minutes during which time Krais is getting progressively more sozzled, Illyan slinks over to his companion. "He is trying to get you to bribe him," says Illyan. "Buy his drinks and I'm sure he'll remember where the Longbarrow is."

The more Krais spends and the more Krais drinks the sharper the barman's recollection of the Longbarrow becomes. Finally, after Krais's sixth pint, Thorn's second and a large pitcher of bad wine has been bought for everyone else, he provides them with the directions they seek. Those that are able, thank the barman. Thorn asks about the name of the establishment.

"It is called the Happy Scribe," says the barman slowly. Thorn is puzzled, doesn't the sign show a fat man on fire? "It's no fire," says the barman with the laboured tone of a man who has explained this far too many times than he would have liked. "They are waves of joy. Now get out."

While all this excitement was taking place, Kaylas has managed to navigate himself into the church ward. Like his companions he feels a little intimidated by the place, but Kaylas is a generally cheerful soul (if he can ignore the supernatural worms that live in his head, and his strange aversion to holy earth). He asked for directions from a very helpful man in the Market Ward who was selling plaster reproductions of the baronets of Jeston, seated around a long table. After doubling back on himself, he finally finds an unimpressive building of red stone in an unremarkable side street. He enters and immediately finds himself at home in the empty chapel.

The stone altar to Terranor is visible at the end of the aisle. Seven rows of hard stone benches fill the room. Off to one side, Kaylas notices an alcove covered in wild shrubbery and notices the symbol of an animal paw surrounded by ivy is carved into the adjacent wall. It is the symbol of the Sylvani faith. Evidently, they do not have their own church in Jeston, but make do with a shrine here.

"Can I help you?" asks the voice of a young woman. Kaylas turns to see an attractive dark-haired priestess, perhaps five seasons his senior. She is dressed in the traditional sack-cloth smock of the clergy. Kaylas introduces himself as a shepherd from the parish in Bear's Reach. The cleric hasn't even heard of Bear's Reach, but is willing to take Kaylas's word that it is far away. Remembering her manners the priestess introduces herself as Maria Neleeva.

"Would you like to stay for the service?" she asks, moving to light a few of the candles in a dark alcove. "Yes, I know it's Sunday but there's a party of trappers in from Earnheart. They wanted a small blessing, and I don't like to discourage piety. There's not enough of it around."

Kaylas says that he will stay for the service, in fact he will help if she will permit it. Maria is quite happy for the help. Since the last cleric died a season ago she has been the only member of the Church of the Land in all Jeston, and it is a very large parish for just one woman. "I had an acolyte for a little while, but… well, let's just say it didn't work out."

Kaylas spends a happy hour getting things ready for the service. Soon after a collection of scruffy trappers traipse into the chapel, each one more unshaven and smelly than the last. He reads a part of the service and bestows, but allows Maria to bestow the blessing of Terranor on them - as he isn't too keen to be touching blessed earth. Only when every one has gone and he has helped Maria tidy away does he tell her why he is in Jeston, and who he is looking for.

"I have heard of the Longbarrow. It has quite a reputation. If you head back to the Tavern Ward you'll see a high watch-tower on top of one of the barrows. Just below that is the Longbarrow. You really can't miss it." Kaylas thanks her for her help. Maria tells him to "stop by again if you get chance" and then he heads off to find his friends again.

Maria is right about one thing: the Longbarrow is impossible to miss. A single barrow, probably once the resting place of a long forgotten king stretches before Krais and his companions for more than a fifty yards. Windows have been carved in the side of the mound and a solid front door set in the front. Arax admires the impressive paint-work. Built into the side of the Longbarrow is a stone structure, evidently designed to expand the space inside. Krais heads up to the door and tries the handle. It is locked.

He tries again, but the door is firmly fastened. "Maybe it just isn't open yet," suggests Thorn. "This type of place probably only does business after dark." Krais is having none of this, he hasn't come this far to defeated by opening times. He produces his lock picks. Illyan tries to stop him from this insanity. "All we have to do is wait a few hours," he says. But Krais says that he isn't waiting, and when the door proves too difficult to unlock, he goes round the side and jimmies a window.

In broad daylight, directly underneath a town watch-tower Krais opens the window and squirms his way inside. He lands with a thud on the carpet. There is very little light in here as many of the shutters are closed, but that is where the similarity with The Happy Scribe ends. The floor is covered in flagstones and the flagstones covered in thick rugs dyed a luxurious shade of red. There is a long counter along one wall, and against the other are a number of small, intimate booths. There doesn't seem to be anyone else inside. He picks his way quickly across the room and unlocks the front door.

Kaleena steps inside with him. She is determined to stand by Krais. Seeing that Krais is adamant, Illyan sees no choice but to accompany him. Arax says that he will go where his 'master druid' goes, but Thorn is having a bad case of cold feet. "I'll wait up on the hill," he says and hurries off. Krais shakes his head and turns to the open room. "Hello!" he yells, "Hello, we've come to see Madame Thiesson!"

Illyan moves to shush his friend, but stops himself. After all they want to be discovered. "This is a hell of a place to take your fiancée," the half-elf mutters to Krais. "What do you mean?" asks Krais absent-mindedly. "Well, this is a whorehouse," says Illyan. "A whorehouse?" yells Krais blushing, and looking around for a quick exit. "You mean you didn't know?"

Suddenly a handful of large men with clubs appear from an adjacent room and advance upon the group. One of them summons up almost half his vocabulary to declare: "We're closed!" Krais puts his hands up in a conciliatory gesture. "I know. We've come to see Madame Thiesson."

The men continue to advance. Illyan and Arax are subconsciously moving backwards toward the door, but Krais is standing his ground. "Listen," he says. "All we want to do is see Madame Thiesson. And we're not going until we see her!"

It seems obvious to everyone that Krais is going to be beaten to within an inch of his life. The guards won't give any ground, one of them is grinning and sharpening that seems to be a large cooking implement. Only Kaleena's delicate hand on Krais's shoulder stays Krais's temper. And eventually he allows himself to be unceremoniously thrown out of the establishment.

"So how'd it go?" asks Thorn amiably. He is sitting on one of the high barrows close to the watch-tower and scanning the bay with his telescope. "We're going back when it opens," says Krais and sits down to have a good sulk.

Meanwhile, Kaylas is making his way back across the town. He very nearly has his purse snatched by a uncouth street thief, but just catches hold of it in time. He isn't able to catch the thief, and gets a little lost in the confusing streets. However, he does eventually make his way up to the Longbarrow and (miraculously) meets up with his companions. They compare notes.

A little before dusk, the bolts are drawn back and the Longbarrow opens its doors. Krais and the others join a queue to be allowed into the place. The guards from before now seem to be acting as bouncers on the doors, and they smile evilly at Krais as he enters. Krais heads up to the bar. There is a young girl of Mab's age behind there. She has mousey brown hair and a look that seems familiar to the companions although Krais cannot quite place it.

"Hello," says Krais to the girl. She smiles at him a little timidly. "We've come a very long way to find someone called Madame Thiesson." The girl stops what she is doing and looks closely at Krais. "That would be my grandmother," she says. "What is it you want to talk to her about?" Krais shrugs. "I'm looking for my grandfather, Galen Thorn and…"

The look on the young girl's face when Krais mentions his grandfather's name is one of shock and worry. Krais doesn't get to pursue the conversation any further. "Nan!" yells a strong matronly voice from the other end of the bar, "Nan, go and check on room four." The girl called Nan, bobs her head and scampers out of the room.

The companions turn to look at the woman who has now arrived in the room. She is a sturdy figure of more than fifty seasons, although she dresses as a woman half her age. There is paint on her face that would be considered scandalous back in Bear's Reach. "You must be Madame Thiesson!" says Thorn enthusiastically, but she ignores him and advances on Krais.

"You were the one who broke in earlier, weren't you?" she asks with the sort of rattling voice that comes from smoking fifty a day. "We don't want you here, I have no use for the grandson of that man to be poking around my establishment!" She nods to her guards who advance on the party. "Nothing but trouble that entire family!"

"Wait! Please!" exclaims Krais. "We've travelled fifteen hundred miles across the Bay of Bereavement. We have to find Galen, it's important. Please, can't you just tell me where I can find him? I need to find him."

"I'm not helping you," says Madam Thiesson, but she stops the guards. "Buy a drink, spend some money and enjoy yourselves, but don't talk about Galen Thorn in my establishment." Krais sits down in one of the comfy chairs. He doesn't know what to do next. Where can they go from here, if they don't know where to look? Kaleena comes over to him. "Do you want to tell me why finding Galen is so important?" she asks.

Thorn sidles over to Madame Thiesson a little later. His mind isn't on finding Galen Thorn at all, his thoughts are a little more primal. "I was wondering if I could have a private conversation with you," he asks. "Vitor said you would be worth looking up. I was wondering if you'd be free later? Well, not free… available?" Madame Thiesson gives him such a withering look that Thorn retreats outside the Longbarrow and goes and sits on the hill.

Eventually Nan returns to the bar. Illyan, Arax and Krais hope that she could provide them with the information that her grandmother is so unwilling even to think of. Kaylas has a theory that Nan is Galen's daughter, and that is why Madame Thiesson is so mad with him. Krais hopes rather than believes this to be untrue. Nan certainly has sympathy for Krais's predicament. She is very interested that he is Galen's grandson, but she can't talk to Krais here. "Come back to tonight," she says, "when we've closed. I'll be able to talk to you then."

At this point Thorn bursts back into the Longbarrow and runs over to his companions. "We have trouble!" he exclaims. "I was just looking out to see with my spyglass and I saw a big ship come into the port. It's his ship: Captain Peccato! He's found us!"

Nan is surprised by this. "You should be careful," she says. "Captain Peccato is the privateers of Sir Jackmel. He is not someone to trifle with." The companions quickly bid their farewells and promise to see Nan later. Kaylas, Krais, Illyan, Arax, Thorn and Kaleena hurtle through the tavern ward and back toward their ship. They scamper up on deck to find a very worried Nits looking out at the pirate vessel as it hoves to just two berths away from them.

Peccato's vessel is tied alongside. Suddenly, there is a flurry of activity from the dockside. A group of horsemen are riding along the dock toward the ship. One of them is extremely finely dressed and is wearing ornate (probably ceremonial) armour. The other horsemen all where the same black livery. The finely dressed man dismounts his horse and climbs up the gang-plank onto the deck.

A flamboyantly dressed man walks up to the newcomer, doffs his feathered hat and bows with a flourish. "What has to be Captain Peccato," says Thorn looking through his spyglass. "So who's the other man?" Kaylas thinks that it is probably Sir Jackmel. "Doesn't look like that spell we cast on Peccato had any long-term affect. Shame." He continues to scan the other people on the deck, then he stops, swears and hands the spyglass to his companions in turn.

Standing next to a rather broad looking pirate type is a woman. She is wearing a heavy woollen cloak with the hood raised. This is, in itself not particularly suspicious, but Thorn has seen that the cloak is only there as concealment. The woman is bound, that is clearing visible now the party know where to look and it seems that she is also gagged. This outrages Illyan most of all. "Right that's it," he says, "I'm calling in my favour. We have to rescue her!"

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