We make it back to SandPoint and rest up. Shilelu is getting help, and praying like crazy to Desna for help, but she is still suffering. She is better, meaning she’s not immediately violent and we can have short, supervised visits with her, but she is still being tortured by that place. We still need to deal with that outsider (probably a Greater Barghest).
We go to talk to the sage, but he does not have much helpful knowledge, since he tends to lean towards history. He’s more interested in the architecture of the place. He offers to write some people he knows in Magnamar, but it’ll take a week. A week we don’t want to let Shilelu suffer. So we decline. We then go talk to Sable at the Blue Stones. She won’t let me in since I won’t convert to Iori. I can understand her love of knowledge, but knowledge is not the answer to everything. She also is blind to the fact that without travel and exploration, there would be precious few books of knowledge in her care. Whatever. She can remain cloistered if she chooses, I prefer the joys of exploration and traveling as well as the pursuit of knowledge. One does not have to preclude the other. Solomon uses his favor with her to let me in and look at her precious books. They are old, and could use some care, and I have to make a thousand assurances that I will be careful. Ultimately, it’s worth it, as we learn some more about its abilities, and what he cannot do within the confines of the seals. The more we learn, it seems that this is definitely not the typical barghest.
We head back out to Thistletop (good thing we didn’t burn the bridge behind us after all). Things are still a little warm from the fire, but we manage to clear the debris away without too much trouble so we can go down the stairway.
We go back into the room and face the creature. Once we kill it, it immediately seems a little bit brighter and better, even though the air is still pretty foul.. We make it back to SandPoint without incident, other than some chanting from the goblins in the forest. It sounds like some kind of celebration, but we don’t check further. We stop by to check on Shilelu, who is doing much better. She can almost feel a physical change in herself. She is going to be staying in town a little longer, but she also wants to get back in the wild.
We head over to the Rusty Dragon to kick back some ale and talk with the townsfolk. A few days later we meet up with a wagon from the GlassWorks to go to Magnamar. We see signs of a larger group heading up from the south. It appears to be a group of 10 mounted and twenty foot, heavily armored, with six wagons.They are called Hellknights, an order of mercenaries that is in the employ of Magnamar to keep order on roads and streets. They usually keep the roads safe, are the enemies of bandits and smugglers. They pass us, give us a few looks, and a lieutenant comes up to us. We tell him we are traveling to Magnamar. He checks out our wagon, asks a bunch of questions, and then re-joins the rest of his group and they continue north.
We continue south. We chat with the GlassWorks employees running the wagon, tell them all about the glass-encased body, allay their fears about any ghosts that might be inhabiting the shop, and one of them gives Solomon a glass necklace. We reach Magnamar with no further incident. Foxglove has a townhouse here in town. It is about 10 to 50 times as big as SandPoint. We are given a cursory inspection, and ushered into town.
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