The party were faced with Alaphon Luthen and his band of War Wizards who demanded the immediate surrender and arrest of the party. Lucky hid behind his horse whilst Solas and Shadow tried to find out what they were being accused of. Luthen explained that there was evidence of the Guardians being involved in the attack on Stormhaven keep in Espar. They would be taken to the War Wizards main base in Suzail and interrogated. Lucky squirmed a bit at this information but then used his Ring of Seeming to appear as a well dressed Gnome introducing himself as Harlan P Jesuit the third, an attorney at law. Colmir wildshaped into a mosquito and escaped detection.
He was mostly ignored by the War Wizards who approached to search the party and take their weapons. Creskar, the Commander of the Purple Dragons stepped forward to speak up on behalf of the Guardians, saying that they had bravely defended the town but this was dismissed by Luthen who ordered the search to go ahead. Bizarrely the wizard searching Harlan P Jesuit didn't notice the illusion over Lucky or the fact that he was brimming with weapons of various sizes.
The party were manacled and thrown into the back of a large Waggon which, it quickly became clear, had nullified all of their magic. In the back of the Waggon was a woman who called herself Ty. She introduced herself but was vague about what she was doing in the back of the war wizards mobile jail cell.
After a while the party all told each other of some visions and direct conversations they'd had with their varying patrons and deities. From the gathered information it looks like Vainrence, 2nd in command of all the War Wizards, has been possessed by Entropy, one of the Harbingers and is working against the party. They decide that they should either head for Tyrluk in the north of Cormyr or Arabel in the east to face off against either the harbinger of Fury or Pestilence. But first they need to escape.
Lucky, suspecting that Ty is more that she says she is, asks if she can help out. She produces a pair of dice and offers him a game of chance. Confirming his suspicions that Ty is in fact an avatar of Tymora, the goddess of luck, whom he admires greatly, he proceeds to roll a pair of sixes. Tymora also rolls 2 sixes. The rolls continue 8 vs 8, 6 vs 6 and finally another 8 vs 8! She blesses Lucky for matching her rolls and tells the party that the door to the Waggon isn't actually locked. Solas tries the door and finds this to be true however one of the war wizards on duty notices the open door and moves over to investigate. Bob jumps out of the door, surprising the wizard with a headbutt before dragging him back into the Waggon to pacify him. Lucky runs out and casts a Sleep spell on the other wizard on guard and he falls into a magical slumber.
The screams of the wizard being battered by Bob alert one of the sleeping wizard who wakes to see one missing wizard and another asleep on duty. While she is moving to wake up the miscreant the party sneaks out and hides behind the Waggon to plan their next move. Colmir appears in wolf form and Bob chokes the wizard he is grappling into unconsciousness.
Lucky tells the party to head east towards Waymoot while he will sneak around the camp and steal back the parties confiscated weapons. The majority rush off at a blistering pace, thanks to Bob's tribal totem of the Elk making them magically move faster than usual. Lucky goes around the camp and gets to the horse which is laden with all of the weapons of the party.
Lucky stealthily climbs up onto the horse and casts the Haste spell from a scroll causing it to gallop off at blinding speed. He easily dodges trees and branches as he vanishes into the night. The War Wizards give chase but both Lucky and the others speed means that they quickly lose their pursuit.
The party rests in a cave before heading on towards Waymoot but are hindered by a pair of Ettins. 2 headed Giants, chasing an Owlbear. Bob tries to use his powers to talk to the owlbear but it tracks him as the Ettins close in. Colmir turns into a polar bear which is subsequently grabbed by an Ettin, who decides he likes the bear more than the owlbear and wants to take it home. Bob is mauled by the owlbear but luckily finds a rusty old longsword on the ground at his feet and goes to town on his foe.
Colmir manages to wrestle his way free of the over amorous Ettin but is pursued by it. Solas and Shadow attempt to aid him by attacking the giant. The 2nd Ettin begins to interfere with Bob's fight but the barbarian manages to slay the beast shouting that the pair can have the owlbear now that it is dead. This enraged the Ettins even further and Bob is knocked to the ground with a blow from a huge club.
Solas quickly heals him and one Ettin is slain, the other fleeing only to be taken down with a pair of Eldritch blasts from Shadow which blow off both it's heads.
Meanwhile, Lucky has travelled thru the night and made it back to Minroe. Using his ring he disguises himself as a Dwarven miner, Gingernuts P Unwise and goes to visit Dornar, the leatherworker, in the market. He explains he's been sent by Lucky to collect his new weapon harness that the stall owner was making for him. The harness is handed over and Gingetnuts also purchases a pair of fur lined Boots for a few silvers, planning on giving them to Colmir or Bob later on.
Next he heads up to the Skatterhawk camp where he meets with Dorian, the leader of the clan. Letting the merchant know who he really is he is invited to a feast of sausages and mash. Lucky explains a little of the recent happenings and discovers that the Dwarf is very much on his side.
Lucky hits the merchant up for some gold, explaining that his vote will be going to the Skatterhawk as to who gets the Contract for the town. With some extra sausages in a bag for the road Lucky tells Dorian that he's off to Suzail to continue the fight. Dorian offers the protection of a caravan which is heading there but Lucky refuses as he can move quicker alone.
He heads back towards the manor house in the centre of town and collects his horse, Poppy after casting a sleep spell on the stable Master then, leading 2 horses moves off toward the Crossroads Inn to seek out the love of his life and teach some bards a new song that he has been writing.