In the root cellar beneath Pebblebrook’s town hall the patrol is faced with a difficult choice. The captured bandit, in a final effort to save his own life, leverages the information of a secret passcode to the entrance of the bandit camp against Connor with the condition of him being let go. The group makes their opinions clear. Some vote to disregard this code and just execute the bandit. Others vote to promise the bandit safety, get the code, and then execute him. Night falls without any action being made.
The next morning Xander looks in on the bandit, his intentions unknown. The bandit is gone and his cause for disappearance a mystery.
With all the resources they have now the patrol decides to strike out and find this camp, taking the action to them. They gather the trainees, including one of Dale’s sons after some persuasion, and set off.
Traveling for the better part of the day the patrol’s scout Xander finds tracks on a well used path. There seems to be a group of six mice traveling away from the camp. They decide to disregard the tracks and head towards the camp. The sun sets as the group sees the entrance to the bandit camp, nestled inside the crag of a large stone mountain with the river flowing out from inside. Only a watchtower is visible and a dark shape within the top.
Using the bandit’s armor as disguises Connor and Dameon make their way to the entrance. They’re hailed by the sentry atop the tower and the two guardmice manage to make entry. Dameon doubles back and using some clever thinking causes the sentry to turn his back as he climbs the tower. He dispatches the sentry and signals for the rest of the group to join them.
Now inside the camp the patrol and company begin systemically killing the bandits as they’re preoccupied with various entertainment and as they sleep. Dameon finds his way through the canteen and finds a surprise. What looks like an older and haggard version of Kiera greets him. This must be Maren Dale.