As the orcs stood up both you and they were surprised to see the other. A word in orc then a few words in common leads to you attempting to “befriend” these blockade makers. Trying to talk about Xul-Jarak as a place in common with these orcs fails when Pholstus casts a spell and then Captain Furthak casts an attack spell upon them. The battle turns one of several times as more orcs including a leader type appear across the river and bark out orders. As more orcs fall, the leader now stuck in a web spell throws an object he rips from a belt he is holding, directly into the river before him. Moments later a large water elemental rises from the river and moves to attack Starbreaker. Another spell that obscures vision for all separates you from the orcs across the river as the last orcs fall near you. Pholstus being in touch with water roots as a genasi, convinces the water elemental to break from the orc commands which he seems to do as he moves into the cloud disappearing from your sight.
Dismissing the spells shows your enemy moving away from this area, an orc at your feet is still breathing, you tie him up. Starbreaker thinks about following the retreating orcs to battle further but decides to remain close. A few potions of healing and some papers are found along with the sweep of a detect magic by Captain Furthak finds no evidence of the elemental in the water running past but he does notice an aura of magic buried in the grass nearby and finds a bag. He looks within and sees it to be larger on the inside than the outside. With too few Doctor Who fans at the table, any reference would be wasted on most so none are made. The papers, one being a map indicating the location of Xul-Jarak and the other possessing the image of the Hall of Beating Drums. A symbol of strength among the orcs tribes and also a location within Xul-Jarak. Captain Furthak has knowledge of this place and remembers some of its design .
You get the caravan moving again and make good time as you enter the forest that borders the western edge of the high road before nightfall. Once night does approach, the caravan makes camp along the road in the middle of the darkened woods. The canopy overhead is dense enough to keep any moonlight at bay. The captive orc is awake so you try to get some info out of him. It seems that this orc band brought captives from Mulmaster to Xul-Jarak . Claiming that one was the king of Mulmaster with several other important humans were given to Big Lux for a ceremony of sacrifice. He indicates they were there 2 days ago with these captives. He also claims that the ceremony will summon Gruumsh to Toril where he will rule all orcs and all lands. He also has a crude map you assume is of within Xul-Jarak but Captain Furthak does not recognize it though it does seem familiar to him.
The caravan rest on an east –west road with the party camped on the west end. During the night before you could benefit from a full rest, fires and attacks on the caravan occur on the east edge. Many awake and rush to the east to assist as some notice movement in the trees bordering the caravan. Then a group of orcs moves in on the west end and make straight for the captive orc you have. A rescue of him is successful for a few moments before you bring him down along with more orcs. The orcs move off before the entire party can make its way from the opposite side of the caravan. Starbreaker did assist those from the caravan as did Pholstus with his magical power to bring water to quench a fire that was burning on a wagon.
A discussion of what path to follow comes alive. The argument between heading straight for the orc fortification to rescue Mulmaster captives and stop whatever ceremony is to be performed or to keep your promise and get these three caravans out of danger and to Mulmaster. You have not had a full rest as it was disrupted, Captian Furthak and Pick did ransack several wagons looking for “payment compensation” for not getting more money for this task and you are in a dark forest in the middle of the night. You decide to…