<strong>  Setting off</strong><br/>The morning sun rises to find a sizeable crowd gathered to see the militia force off. Several are given flowers as good luck by those who especially want to see them back safely, Erin receives three such flowers from the girls of Yelmed. Shouldering packs, the men and woman set off down the road with cheering encouragements echoing in their ears. Though Masota is in charge and will be the one issuing orders when the time of battle comes, for now Erin is effectively the leader of the group as he knows the wilds and it is him out front picking the path. Knowledge is shared, the group a little ragtag on the finer points of marching, none can boast the Captain's extensive military expertise, but together they pool what they know and come up with a good list of know-hows for marching and camp making. The tiefling is especially interested in hearing from Quarion how he made the trip-snares from wine soaked string.<br/><br/>Meanwhile in a forest glad not far from Yelmed, three friends meet up, excitement tempered by the nervous thought that maybe they have bitten off more than they can chew. But surely not, they each have their own skills, Nephie have more experience bandit hunting than most in the militia, Vanessë has trained under Master Solveliss and Mella has proven herself adept in a number of difficult situations, though real combat has yet to truly test her. Still, over a thousand silver coins potentially? How could they not seize this opportunity. After allowing for a delay of just over an hour, the three of them decide they cannot wait any longer for Onette and Allia . Their friends will  not be showing up, perhaps they did not get permission from their parents. The three set off, before someone arrives to try and stop them.<br/><br/><strong>Both groups</strong>must contend with the weather. Initially the clear sky holds for half the day, but then clouds gather, steadily turning an ugly grey and then unleashing a drizzle. This light rain persists for the next few days, never stopping for longer then a few hours, and even then the clouds above persist. Fortunately the rains will not get heavy until late spring, and whilst damp it isn't unpleasantly cold. At night a fire can still be lit and huddle around for warmth and a fruitless attempt to dry one's self. Initially behind the militia the three youth overtake them, travelling faster as smaller groups do, and not taking as many safety precaution, like scouting out potential ambush spots. News of the bandits and the poor weather has cleared the roads of the traffic one would expect, and only a few wagons can be spied on the road.<br/><br/><strong>  Yelmed Militia Force</strong><br/>It is the second day, Erin leading the group hears a soft yelp and investigating this he find a fox, trapped near a bramble bush. Its hind leg is caught in the growth, a thorny strand wrapped around it, but how? The bush does not grow that fast. The fox cowers in fright, its eyes spot the half-elf and look at him, almost as if it were pleading.<br/><br/><strong>  Yelmed's Headstrong Youth</strong><br/>Three days pass without any noteworthy incident, and the three find themselves at the beginning of the Frax-side Trade Road where the bandit attacks were reported. Now they must decide how to proceed. They could go by day, or night, sneaking along and hoping to spot the bandits first, or perhaps even travel openly on the road, and try to lure the bandits out, attacking what they suspect are a group of helpless young woman, only to reveal they in fact can defend themselves.<br/><br/>Both groups: The rain and general bad weather gives disadvantage to sight and hearing based perception check beyond 50ft and on survival checks to follow tracks older than an hour.