The guildies finish their business in Timatone before a triumphant return to the guild to follow up on their double missions.
The guildies are gifted some tokens of appreciation by the hobgoblins. They spend time investigating the town and cleaning up after the hobgoblins leave, while recovering and preparing to heal the afflicted townfolk.
The Guildies battle some kind of sawmill construct. The group struggles to keep everyone fighting, while they team up to blast it into a million pieces.
Gram & Jewel get the prisoners on the road, heal up Maryn and head to the Sawmill to find the final boss. The group, plus Stennel, uncover some strange NPCs & a very strange chem lab when they arrive.
Stage three of the Battle for Timatone. Jewel and Gram lead Maryn, and eventually Stennel towards the Big Bad, Stennel uncovers his knack for using a crossbow & makes a one-sided friendship.
The Guild begins their siege to retake the Town of Timatone. Planning an ambush and pulling some hijinks. All standard guild procedure, I’m sure.
The guild members take a leap of faith in a Hobgoblin commander, discover some survivors and rally spirits while they wait for a signal that their captors are being truthful.
Jewel, Stennel, Gram & Maryn discover some survivors and learn that no good deed goes unpunished. As they attempt to infiltrate the Hobgobbled town of Timatone, they realize they are outnumbered and vulnerable.
Jewel Von Onyx, Stennel Bjornson, Gram Orrai, and Maryn decide to do some reconnaissance on their way into Timatone, watch for patrols, activity on the road into the town, and quickly get discovered. Sean DMs!
Jewel Von Onyx, Stennel Bjornson, Gram Orrai, and Maryn escort rookie Paladin Barnabus to the small town where his bounty awaits. Jewel makes some friends, Gram tries a doublecross, Stennel & Maryn assist. Sean DMs!