That night at the Inn...

Undeterred by the Order of the Black Banner's  seeming return to their own tight-lipped scheming, our heroes split into groups and continue to keep a sharp eye on the mercenaries from several vantage points in the Common Room. Knu the secretive Goblin cohort of the mercenary band keeps himself hooded, wrapped in his cloak and as innocuous as is possible. 
Knu

The fat wizard seems to be quiet and unobtrusive. Despite his outlandishly foreign and dangerously Chelaxian-styled clothing. It's like the eye just passes him over. Possibly the effect of a mis-directive spell active on his person. He remains through the night, just hard to pay attention to. 
"Pudge" Whartley
The Black Banner Mercenaries continue to keep to themselves and do nothing but talk quietly and drink modestly. None of them make any false moves or do anything more suspicious than obviously keep a sharp eye out for eavesdroppers as they plot together. Eventually they all rise and go off to their rooms. 

Quick Jim is already in action, creeping around outside and spying in windows on the Black Banners while Sif slips into the hall the mercenaries disappear down and listens in on their conversations at the door. Soon joined by Najare. Sif overhears conversation between Grelm and the hateful elven cleric where it becomes clear that though he is the leader of the mercenary band openly, they share a relationship in which she is truly the one in control in private.

Quick Jim slips around the backside of the Inn, searching for Sheriff Blundde's room, finding it on the second floor southeast corner of the building. He creeps up the walls and works to case the room and silently open the window, seeing the magical dagger Brightflame resting on the nightstand near the Sheriff's sleeping head. Jim eases open the window only to see a silently gliding Owl swoop in over his head and immediately creep up to the pillow and gently tug out the real Brightflame from beneath the pillow as the illusory duplicate vanishes in a cloud of arcane symbols and motes of eldritch energy.


Peeved by the pilfering perch-loafer, Jim smashes a window waking the sheriff as the Owl speeds out of the window. Jim drops to the ground and disappears into the shadows, watching the window for what will happen, the Sheriff, cursing the bird, wedges a shield into the sill of the window blocking the broken frame. Quick Jim makes his way back around to check on the inhabitants of the inns ground floor rooms through their windows again. This time espying the Gnomish merchant creeping out to the Barn near the Inn.

Meanwhile indoors, Belton, Sif and Najare have established a watch. Najare sees a tiny figure creep through the darkness to the front door of the Inn during the middle watch and rouses Belton. Sif goes up to the sheriff's room to wake him and the three heroes get ready to inform the Sheriff in the common room of the Inn. 

As this is happening, Quick Jim creeps in through the window of Knu and Pudge's room and is caught by Knu the crafty goblin. He grabs up the wily little knave and drags him out to the common room, loudly proclaiming how he just caught the little blighter creeping around outside as the Sheriff descends from his room. 

A bit of a whodunnit argument ensues as Jim tries to pin the theft of the dagger on the Goblin. The Gnome creeps back into his room through the window, and the Sheriff eventually releases the Goblin to his room. At which point Knu casts obscuring mist and steals away into the night with the rest of the Black Banner crew. 

Somehow during all this, Jim has stolen Brightflame for himself and hidden it in the woods ( I could use your help remembering how that happened, Jamison ) and as the Inn wakes at dawn he argues with Sheriff Blundde about his obvious distrust of them and his fair and equal treatment of the obviously nefarious Order of the Black Banner mercenaries. Who clearly are wicked rogues and villains ( in Jim's opinion ). Also at some point during all this, Jim offers to sell the Gnome merchant the stolen Brightflame dagger and a deal is struck for 250 gold. Najare catches wind of the surreptitious sale and follows the duo into the woods, witnessing the dark deal but saying nothing. 

Returning to the Inn, Sheriff Blundde introduces the party to Johann-Karl, a ranger native to these parts and as laconic a scout as ever tread the loneliest paths of the forest.


Johann-Karl takes them overland in to the deep recesses of the woods, passing into the eldest growth of the Arthfell Forest. 


They are led through the dark wood, redolent with amber and emerald light sifting down through the canopy, heads nearly swimming with the loamy scents and perfumes of forgotten pollen and ancient ferns among the centuried undergrowth. Finally a diminutive berm rises before them and an primeval elderwood tree rich with mystic holly, the holy plant of the Green Faith, looms superior into the farthest rises of the wood. It's mighty roots, entangled with woody vines the thickness of a man's arm conceal a cleverly crafted opening into the hillside. through which hobbles an ancient elf with the air of millenia about him, moving slowly with the aid of a shining staff bearing a blessed leaf, suspended in sylvan lambent energies. 



He greets the party in a deceptively youthful voice, smooth and rich with elven accents, and advises them of his need of their help. Stopping to casually prophecy their immediate fates and destinies, warning them of coming trials they must face. Then inviting them in to his simple home beneath the woods. To take rest amid the ancient roots and gain strength for the coming challenges.