From the mine entrance emerges the elevator group in the company of three wood elves, one of them rather tall and carrying a staff. They seem to be amicable, for now. They are holding the “hostages,” restraining them as they struggle.
Outside, the rest of the PCs, including Grymthor and his men, are surrounded by the signs of a recent golem attack, though all that remains now are large piles of mud, gold slowly turning to grey. There is a group of seven wood elves with them, having freshly discarded their disguises, and some sort of temporary truce has been established, for no one is attacking anyone else. The only one missing seems to be Lhaewan.
Bregolon, distraught, sees his sister and rushes towards her. “Sylvia!” She is released, and the two embrace, though she seems unusually nervous for some reason.
One of the hostages, a man in his thirties, suddenly breaks free from his captor and runs headlong towards the body of Ademon the elf, still lying on the ground. The man pulls back the cloth covering the body, and feverishly reaches into his pockets to find something to give it. Finding nothing but lint, he tears off pieces of his own clothing, stuffing them into the dead elf’s pockets. “For you. Take it. Take It!” He screams, frustrated, then scratches his arms. “What more? All I have left is what’s inside.”
His fingers draw blood, but you are able to restrain him again before he does anything rash.
“The madness comes and goes,” explains the wood elf with the staff. He has a small weasel perched on his shoulder that chitters. He identifies himself as Immeral, and he embraces an elf girl at the entrance, named Zinni: his daughter.
You all share information. Everyone is aware of the nature of the coins by now, and the wood elves' true intentions. You discover both groups were attacked by gold golems, just in different places. Several wood elves were killed deep inside the mine by them.
“It was Master Lhawean,” says Bregolon to the group just emerging, protectively holding his sister. “He betrayed us. He sent the golems after us, then fled.
He made those coins, and intends to trade them at the Merchant’s Council meeting tonight. It’ll possess any merchant who touches one, as it did me all these years, and I was only
half-human… Anyone who is not part elf is in much worse danger. We must stop him.” His sister in his arms suddenly struggles, pleading, her eyes wild. Bregolon holds her back from the dead elf. “Sylvia? Sylvia!" She ignores him. "Oh, first we must help my sister.”
Under the guidance of Galadhorn and Alinar you quickly build a pyre to burn the body, holding to elven customs as best can be. Bregolon whispers a few reverent words. As soon as the flames arise, there is visible relief on the hostages’ faces. “It’s working,” whispers Sylvia, no longer fighting her brother, but hugging him in earnest.
You do not stay, however. “We’ve spent too long here, “says Grymthor. “That Merchants' Council meeting should start any moment now. My men and I will take these hostages home. You go.” He detains the wood elf leader, Atakin, for questioning, but lets the others go. A few stay here to study the coins and look into cures (and we’ll assume that any PCS who haven’t posted in a while are back here with them), leaving 5 wood elves to join you,
if you wish to let them (you may discuss this amongst yourselves). Plus Bregolon and Galadhorn.
Your party, regardless of size, heads back to the grounds where you first encountered the tents. But even from far away, you notice something different. One giant tent seems to loom over the grounds that wasn’t there before. It’s the size of a football field, and easily three stories tall. It could only remain standing by magic.
“That’s the Council Hall,” says Galadhorn, “where the meeting’s taking place. Elven magic mixed with dwarven ingenuity.” He seems repulsed by the idea of the two intermingling. “A temporary thing, to be sure. Looks like the meeting is already underway.”
When you reach it, you notice that several guards are outside, of many different races: human, dwarf, elf, and valkyn’vi.
Galadhorn sneers and pushes past them, muttering at the large entrance flap, but when he tries to enter, the fabric does not budge as it should. “What’s the meaning of this? I have given the password. It should let me in. I demand entrance!”
You put a hand experimentally on the tent wall; it feels as hard as steel. Even a sword blade cannot pierce it.
“The tent’s enchanted. All attendees have to give a password, to keep the riff-raff out,” says Galadhorn. “Lhawean must have changed it on me!”
None of the guards know the password. When you tell them of Lhawean’s scheme, several turn pale, but there is nothing they can do. They
can confirm that Lhawean entered not long ago, and that the meeting is underway, however, with all the various foreign merchants present inside, except one:
A Valkyn’Vi woman suddenly staggers out of the shadows towards you, having overheard your conversation. She holds a pipe in one hand which trails green smoke. Her speech is slurred, and she has trouble focusing her eyes. A distant smile graces her lips. Those of you who have met her before recognize the merchant Meteora. Her twin is nowhere to be found.
“So…returned at last? Or laaaast to return? I just couldn’t enter. Had a baaad feeling about the whole thing.” She holds her stomach like she’s about to throw up. “But, my sister just didn’t believe me….Guess I was-“ she pauses, waiting for someone to finish her sentence. When no one does, she continues: “Right. I was right. If you want in, my darlings, there are two ways.” She takes a puff, then offers the pipe. “If you take eleven puffs of this pipe, without stopping for breath, it will turn your bodies to smoke, temporarily. Then you can slip through the seams. It’s a lovely blend from my grandfather’s ashes. There is a very small chance your body will not return to normal, however. Or you may dig under the tent. Five feet or so from the outside the bottom surface becomes cloth again. It’s safer, but it will take time, and you will most certainly be heard, losing any element of surprise.”
“There may be yet a third way,” says one of the dwarf guards. “I have this teleportation stone. It was attuned to our tent, but Ondya Diamondsmith re-attuned it to himself. It should teleport someone directly to him, and he’s inside. But only one person. ”
(If a PC is in possession of a stone from the dwarf tent, it will also work the same). “In theory, the door should open from the inside out, and that person could let everyone else in. There’s just one problem. I used it not long ago, and all I saw was darkness. I felt a deathly constriction, then some magic quickly bounced me back. Perhaps someone with the sagely arts could tell what the heck it was if they tried it themselves…”