Weyland's Redemption
Getting all the information they can out of Weyland, the party decides to rest for the night before setting off for the bandit's hideout in the mountains. In the morning after breakfast, the wagon is moved and better hidden. Weyland has agreed to help us and is unbound with the warning he has one chance to do right by us. They set off along the trail and continue until midday when Weyland states he cannot go further. Sensing a true change in him, Amos shares his rations and begins the healing of his wounds. Reenergized, the group sets off again and comes upon the sight and smell of a cook fire a few hours later.
Weyland informs us this is a camp used by the bandits when passing through the area. It does not typically contain valuables other than supplies and holds from 2-10 people at any given time. Tired from the trek so far, Beckett is the only one feeling up to creeping near the camp. He approaches two tents across the stream from the rest of camp and ducks inside to discover they are empty. From here he can see the camp fire is merely a smoldering pile now. After relaying this information to the group, it is decided it is not worth the risk to enter the camp and would be best to sneak around it. They make it well past the camp before returning to the trail.
As nightfall comes the group decides to head off the trail and into the woods to make camp for the night. Thanks to Weyland they know they are not far from the largest bandit camp and agree it is best to not have a fire tonight. Eliwick takes the first watch as the others find sleep. He hears the sounds of a creature approaching our camp. On high alert, Eliwick tracks the creature's movement, seeing it appears to be following a scent. Believing it to not be worth the risk to let it leave he blasts it with an electric arc and kills it as it attempts to flee. The rest of the night remains quiet.
The party wakes to see Weyland has remained. Beckett gives him a full days rations prior to setting off. The morning passes and we come to the large camp Weyland told us of, nestled in thick woods. They learn from questioning Weyland that the camp can hold around 25 people and can be expected to contain whatever valuables the generals have either not deemed worthy of them, or have not collected yet. Attempts to sneak through the woods are futile and it is decided the best thing to do right now is leave the camp be and proceed to the mountain hideout. Perhaps we can return to the camp after taking care of the Crimson Smile and acquire the goods without a fight. The hike continues until we come upon a tree shaped like a wolf head and Weyland stops us. He points across the river and we see a pair of bandits keeping watch over what must be the entrance.