Mortaar goes to speak to Shiraka, telling her of his intention to stay a few days in Farwatch in order to await the arrival of Komtor Sarumi. Shiraka reminds him that they had decided, back at the bandit camp, to return there as soon as possible in order to put an end to their activities. Mort suggests that if they remain in Farwatch, they can inform Sarumi about the bandit situation in order that he might do something about it, but Shiraka disagrees with this course of action, saying that time spent waiting around may allow the bandits to gather their strength once more, especially if Durneg and/or the mage return. She suggests that destroying the camp, which was evidently not a recent construction, will deprive the bandits of their base of operations, causing them to scatter.
Mort agrees with her reasoning, and asks her to find Gregg and explain their plans, arranging to meet the two of them back by the village well – meanwhile, he decides to seek out the Divine Path to see whether there is a shrine there dedicated to Tempus.
Shiraka returns to the village hall and beckons Gregg outside in order to speak with him. She explains her discussion with Mort regarding their return to the bandit camp, and that they will return to Farwatch to report their findings once they have ascertained the camp’s current situation. She then goes over to the well in order to wait for the others to finish what they’re doing.
Gregg goes shopping, stopping off first in the general trading post to buy some more rope and to resupply with food. He then visits the smith, buying some metal spikes to assist with climbing back up to the ledge in the forest when the group returns that way later. He also buys a small hammer, and finally asks the smith if he can sharpen his dagger for him. The smith agrees, and Gregg hands it over before exiting the building.
On emerging outside, however, he spots a strange sight – a roughly human-sized, humanoid figure made of what appears to be some kind of shiny black stone, with four arms, walking past him along the road. He turns and re-enters the smithy in order to ask about it, and is told that the strange entity is a construct known as “Sid” and belongs to someone named Kargak who lives nearby. He mentions that Kargak is “good at that sort of thing” (meaning the animation of magical constructs, presumably), and that it is possible that Sid has been sent out to look for Gregg, as he is new to the village and apparently Kargak likes to keep an eye on goings-on in the village. The smith also explains that Kargak assisted in the construction of the nearby military outpost and that it is the safest place to be in the event of the village coming under attack.
Meanwhile, Mort is walking along the Divine Path, a road containing 13 shrines, each to a different deity – Bahamut, Balinor, Corellon, Erathis, Ioun, Kord, Melora, Moradin, Pelor, Sehanine, Sune, Tempus, and the Raven Queen. Mort finds the shrine to Tempus and pays his respects, then looks around to see the strange stone construct walking along the road toward him. Its eyes are a deep sky-blue and it simply walks up to him and holds out one of its hands, which is holding a piece of paper – Mort takes this and reads the note written on it, which turns out to be an invitation from Kargak to the group, requesting that they visit him at their convenience. It also contains an apology for the fact that the homunculus (Sid) would have ignored any of Mort’s companions, had they been with him at the time, and still gone straight to Mort. This was because a minotaur was easier to describe to the construct than a human or a shifter.
Sid seems to wait long enough to be sure that Mort is reading the note, then turns and walks away. Mort follows the construct back north (missing Gregg, who has already walked past heading back in the direction of the well) and along a smaller path away from the villagers’ houses toward a lone house with a small tower attached at one side of the roof. Sid enters this house, and Mort, noting this, turns back, to go and meet the others by the well.
Gregg, meanwhile, has gone to visit the house of the man whose ring he returned (the silver ring taken from Rezeel back in the bandit’s camp). The man is there, and apologises for his previous sudden departure. He says that he is glad he now knows for sure what has happened to his love, and that he will keep the ring as a memory but will get on with his life. He offers Gregg a small pouch of money, saying it was what he had saved up over the years with the intention of using it once he and his love were together, which the wizard is initially reluctant to take but eventually does. The man once more expresses his sincere gratitude to Gregg for ending his waiting, despite the fact it was bad news. Gregg then leaves him and heads over to the well, where Shiraka and Mort are already waiting, the latter having just arrived himself.
Gregg and Mort then give a slightly disjointed account of their separate sightings of Sid, thereby pooling their information so far gathered on the construct. Mort shows them the note he was given, and the two read it. The three of them are then all in agreement that Kargak sounds interesting and that he may be able to offer some assistance.
They head over to Kargak’s house, noting a few things as they arrive. Around the house are a few strange trees, unlike those they have seen so far in this region – they are of a species that looks twisted and gnarled, though with healthy growth. Another thing they notice is that etched into the low wall around the house are a number of arcane-looking runes. There are more etched into the wood of the house’s sturdy wooden door, and in the stones around it.
The party knocks on the door and it is opened by Sid, who then closes the door once the three of them have entered. The construct then leads them up a spiral staircase to the tower room, which contains a large miscellany of various items, all tidily organised, and a dwarf.