The party awoke aboard the bandit ship after being to put to sleep, and witnessing a mysterious figure looming over them in their dreams. Grognock is missing.
Journey entered the navigator's cabin and found a map detailing some of the area.
The party observes that they are heading towards land with the wind in their sails.
After searching around the ship and picking a few locks, Eugene Wormtail, Wander, and Seamus McHammerface discover Seamus's belongings as well as some gold and daggers. And a mop.
Phaelnah Ellarian observes that they are heading towards the landmass very quickly, as Leadbelly Fargus finds that the anchor is no only attached to the anchor chain. They decide to try and lower the sails in an attempt to slow their pace. At Phaelnah's instruction Wander cuts a few of the hoisting ropes, throwing the sails into chaos, but succeeding in removing their use.
3 ring buoys are found in the ship.
The ship eventually comes to a sudden stop, throwing all but Eugene to the ground.
The party attempts to remove a large door from the boat and toss it over the side of the ship. After fumbling over the door as they attempt to maneuver it, they manage to throw the door overboard, which floats.
They move their belongings around so that they will not sink in the water, and use the buoys and door to make it to shore. On the way to land they spot Grognock face down in the sand.
After resuscitating Grognock, Phaelnah notices some footsteps from the treeline close to shore. An arrow flies past Leadbelly's head, and the unknown assailants run.
Leadbelly, Wander, Phaelnah, Seamus, and Grognock attempt to chase after the group. Seamus is stopped after the buoy tied to his waist is caught between two trees. Journey and Eugene follow at a walking pace.
During the chase, the party begins to lose ground, likely due to their unfamiliarity with the area. Leadbelly eventually loses his footing and trips over an exposed root. The party begins to slow down.
Wander scales a tree to get a better look in the forest. The rest of the company eventually catches up, and Wander discovers some movement near what could be a clearing.
The party approaches the clearing, and finds an entrance to some sort of cave leading underground. They decide to enter cautiously.
Making their way through the cave, they eventually happen upon a curving hallway, and what sounds like bandits around the corner. Eugene is sent to investigate after Journey removes his bells. However, rounding the corner, he almost immediately falls flat on his face, alerting the bandits. In an attempt to try something, Eugene begins to play his horn, captivating the bandits in a mixture of disbelief and confusion, and they cease their attack.
Attempting to capitalize on this, Leadbelly rounds the corner with his arms spread apart, and tries to sing along with the horn, but chokes and barely manages to bleat out a note. The bandits are removed from their trance and begin to attack.
Wander runs around the corner and deftly shoots an arrow through the neck of one of the bandits, killing him. Seamus and Grognock approach as the former attempts to protect Eugene, and the latter takes out another bandit with a flurry of blows. Journey casts thaumaturgy to mimic the sounds of many approaching footsteps, scaring the bandits, as Phaelnah decides to back off and venture down a side hallway. Seamus trades blows with one of the bandits and is brought to an inch of his life by a crossbow bolt and a well timed slash, but is protected by Leadbelly, who pushes him out of the frontline. Grognock also trades with the bandit he is fighting, as Journey casts magic missile on the remaining three bandits, killing two and injuring one. Wander runs from the back and fires a final arrow, impaling him through the temple.
The party loots the bandit bodies for a few coins as Leadbelly and Seamus catch up with Phaelnah, who has been investigating what appeared to be a stockroom. She heals Seamus nearly to full health, a bit loathed to be wasting a spell.
To the side of the storeroom there is a pantry, filled with various grains and wines. Seamus decides to drink from one of the jugs, with no ill effects. The wine is a bit sweet. There is a mop.
In the other room, Phaelnah investigates some runes inscribed on a wall, finding they are some form of transmutation magic. As Leadbelly and Phaelnah look at the runes, Seamus breaks one of the crates in the storeroom with his bare hands, in a display of pure strength. The crate is filled with dried peas. Seamus scoops a few handfuls into his pack.
The others begin to listen to the other side of the large door at the end of they hallway where they fought the bandits. The sounds are muffled, but there seems to be some arguing and the occasional scream. As Wander and Journey argue about what course of action to take, Eugene stumbles into the door, but it does not budge, apparently locked from the other side.
The party decides to lay some sort of ambush, with Wander and Journey combining their thaumaturgy in an attempt to alert the presence on the other side of the door, and have them open it. A somewhat dim bandit opens the door, clearly unaware of the threat that was posed. Behind him is a goblin in a funny hat tormenting Kradva Ospen, who had been captured from the mainland.
After some minimal attempts at diplomacy that mostly involved Kradva being beat with a stick by the goblin Kreegal, Eugene attempts to appeal to him, catching the goblin's interest due to their similar nature. As he seems distracted, Journey prepares to attack the goblin, which Kreegal senses; he grips his staff as the flesh of his arms turns purple and twisted. He floats to the center of the room, and makes another totem similar to the one found on the ship before. As the group prepares for combat, William comes running out from a back room.