On the way to Summit Hall, the group is ambushed by orcs led by an orag (more or less an extra beefy orc). The orag falls quickly, and the orcs scatter, save for the injured one surrounded by the group. He surrenders, and is released after being stripped of his weapons. (1050/5 exp, 37 cp in dirty loot) The orcs are from the iceshield tribe who live in the eastern forest. At Summit Hall, the group meets the Knights of Samular, led by Ushien Stormbanner. Lamthanc and Akra get along well with them, and both sides exchange some information. The group tells the Knights what they know of the ambush of the diplomats, and of the cultist activity in the area. Ushien tells the group some of the local history and features. It turns out that in ages past other knights swept the orcs (and other uncivilized types) out of the dwarven ruins and set up watch keeps to try and prevent their repopulation. They were ultimately driven out by a later wave of orcs, but they left four keeps in the area in odd positions. Riverguard was one, and Stone Keep, currently inhabited by monks of the Sacred Stone Order, is another. Feathergale Spire was a third. He's not sure about the location of the fourth. After more discussion and a long rest, the group leaves the hall heading north to Beliard. On the way, they spot a large collection of crows and vultures circling a fair ways off the path and investigate. They find the ambush site of the missing diplomat mission! There's some kind of earth magic keeping the scavengers from reaching the remains, but it's clearly weakening, and presumably it had been keeping them from even noticing it earlier, so it's small wonder the search parties had missed it (I mean, what was the mission even doing that far off the path in the first place?). Scouting around, the group finds a dozen dead Mirabar soldiers, and two cairns, one small, one large. Turns out the cairns were for the attackers - the large one having about 5 bugbears, and the small a human woman with a gold-hued mask. They also have marks with the earth cult symbol on them. Hazel figures there were about 30 bugbears and humans judging by the tracks that lead away to the west. As it's late in the day, the group simply buries the soldiers (and puts the cairns back in place) and heads on to Beliard. In Beliard, the group informs the local authorities about what they've found (and make sure the information will be sent back to Summit Hall, as well). In return, they hear a bit about the Kryptgarden forest, where Old Gnawbone, an ancient green dragon, rules and which has a lot of bugbears. It's also mentioned that things started getting bad 6-9 months ago, and that there's been rains of stone, and thunder in a clear sky. Also, the mission itself had about 5 delegates (including the dead dude), maybe 6 drovers, and a score of guards, strongly suggesting that captives were taken. It's also mentioned how important the diplomats were. Leaving Beliard the next morning, the group returns to the ambush site to try and follow the tracks, but they only lead to the river and then vanish (not surprising, as the river-trader had mentioned he'd gotten loot from the ambush in return for helping transport them). A brief check makes it unlikely they simply forded to the far side anywhere nearby. Giving up, they go on to the Stone Bridge (and find no signs or stories of bugbears with captives coming through), and then head on to Feathergale Spire. Fortunately, while Feathergale Spire is not on one of the main paths, it's clearly visible from quite a ways away, and the group manages to find the path to it. It's an imposing, hard to approach keep, although not itself very fortified, perhaps because the only ways to reach it are either by air or across a narrow path and then over a wide chasm. Kindly, the inhabitants of the keep lower the drawbridge when we greet them. The group is met by Savara Bellabrata, who takes them to see Thurl Morosca, the head of the keep. The knights of the spire are friendly, perhaps a bit reserved. They tell us a bit about the keep, have us for dinner, and, when a manticore is spotted, invite us to partake in the hunt. The knights all ride giant bats, but have a stable of hippogriffs that we can borrow. Our flying skills are perhaps questionable, but we manage to down the manticore with the knights nowhere to be seen (700 xp). (It's possible they were giving us the honor of the kill, as they surely must have been able to find it and slay it before us, had they chosen to.) In return, we're awarded a 250 gp ornamental ring. That night, Mara sneaks around the keep, finding (among other things) shipping crates marked with the air cult symbol. Inside one of the crates, there are flying squirrel outfits, suitable for a humanoid to glide to safety should they fall from a flying mount. She takes one of the uniforms. In the morning, after breakfast, the groups takes their leave, but are confronted by the knights as they do so. The knights accuse them of stealing! The groups denies this base slander, but the knights and their retinue attack, taking the group down in short order (with only one casualty to Akra's magic missiles).