The party decides to leave the Northern Expedition's camp to try and find the tree. The are not sure what they are looking for or what they will find. The party leave their fire burning and quietly pack up their items. Under the cover of Adrahil's pass without a trace spell they manage to evade the camp guards and escape to the west. They decide to continue heading roughly west. The night is dark and even though it is challenging, they make good time and with a few hours are miles away from the camp. The party continues to move west through the night. To the north they can hear a fast running river. They move north and come across a cairn. Many of the rocks that make up the cairn are inscribed with runes. Kallista is able to discern their meaning. A rough translation of the words under an arrow pointing to the East is Follow Me to the Sea. There is another arrow point west and the runes read as Follow Me to the Tree. Adrahil finds the pathway indicated by the arrow and the p
The party heads north along the coast in a captured northern ship to the village of Fiskurthorp. The are unsure of how to proceed on their scouting mission. This is understandable given the reputation the northerners have earned in the south as fierce and merciless warriors. The party decided the best approach is to anchor the ship some way up the coast and then approach the village on foot. The party move silently towards the village and see that their are guards in the watch towers. Kallista casts a spell to understand the language the northerners might speak. They find a small ferry boat and as they are pulling it across the river to get to the village they are greeted from the river bank. A northern warrior, Thorgrim, is beckoning the party across the river and welcoming them to the village. When they reach the river bank, Nidal casts a detect evil spell and finds none. The villagers welcome the party and invite them to the feast hall. The party is made to fell comfortable and