The party is secured transport ‘for free’, which in Surface Dwarf apparently means ‘guards who aren’t being paid’. Everything goes well until the crew comes across a village which has been the victim of arsonists.
The bandits responsible apparently belong to the class of psycos who enjoy watching their handiwork…as the party stops to help put the fire out, the bandits pop up out of the crowd and begin to try and murderface the people ruining it. Sadly for the bandits, they are mere NPCs and are rapidly cut down by the slicy-dicy parts of the party.
In a rare instance of dividing the party being a successful gambit, the Saarebas managed to dig some poor fool (Malcolm) out of one of the burning buildings while the rest of the party is off murdering things. He is able to confirm that the bandits had singled him out as a former member of this caravan guard and were looking for something in this caravan in particular. This leads the party to decide the best defense is a good offense and go off tracking the bandits.
The bandits are shortly found. There are too many for an easy assault so the party returns to the preyed-upon town. The Orlesian uses Persuade: IT IS SUPER EFFECTIVE. With ten townsfolk as support, the party goes back to burn some tents, freak some horses, and otherwise cause massive chaos.
Unfortunately, while this was going on, a small handful of the bandits return. They slaughter a few people, including the Dwarven caravan leader, and steal the ring that had been found in the prior town. With a trail to follow and a sense that the ring is more important than previously assumed, the party prepares to go off in chase…