You leave the tower and head back the way you came. It takes until just before noon for you to reach the small village at the edge of the swamp that served as they gateway into the marsh.
Once in the village, it will take approximately three more hours on the small dirt road before you reach the first main road running north and south. Here you pause as you decide which way to turn.
Hunter, not feeling for against the idea, says to Drethen, "Let's go left then… for me it does not matter I think we will need to see all the main places within this world no matter the order we do it."
"Agreed, let's go left," Gabriel says in agreement before adding, That, and I'd rather be traveling here looking for the items we need then to be back in the mansion personally." Even if there was the issue of having to be careful when and how the paladin used his magic as to did his companions.
Edited: Thomaslee on 7th Jul, 2017 - 3:54pm
"Nothing wrong with going left. I am sure before we are done here we will have seen much of this land. I wonder how this note was left for us and what Amber family member got as far as coming here and seeing who had the items but not being strong enough to retrieve them?"
The party turns south on the road.
In three days of travel, the party has traveled through two tiny villages that were little better than farming co-ops and learned that they are heading towards the second largest city in the area, Ximes.
The party hasn't met anybody on the road other than the occasional traveler, peasant, and one merchant caravan heading north. The caravan is heading to the capital city of Vyones. In a brief chat, you discover that most of the merchant caravans take the main road, about 15 miles to the west of this one, but this caravan is also supplying the small farming villages along this route.
On about noon of the fourth day, you reach the city gates of Ximes. As you approach, you are greeted by the city guard who pay little attention to most of the people going in and out of the city, but they stop you and inform you that you either need to give up your weapons or tie a peace knot over them before you are allowed into the town.
(A peace knot is complicated knot that ties your weapon to it's scabbard. The knot will require one round to undo should you get into a combat situation. Bows must be unstrung giving a similar penalty.).
"Peace knot it is,for my Mace and warhammers, but can I keep my walking staff untied as I have an old hip injury that flares up in rainy or cold weather so I use it sometimes to steady myself while walking."
Their concern seems to be more with martial weapons. After inspecting your knots and bows, they let you pass. Although they keep a close eye on you, just for good measure.