|A thief who has been shadowing Schmied.|
|A lonely goatherd, but he may have seen something.|
|Clay jars bearing some curious inscription.|
|The mad scientist and his minions.|
Meanwhile, members of each party peel off to grab minor plot points.
The adventurers' dog is the first to make it to Schmied.
|The rats interrogate(?) the goat herd.|
|The pilot gazes at the inscriptions on the jars.|
The dog is outnumbered but game, attacking the hunchback.
But help is on its way.
The dog goes down, but no one has been able to grab the archaeologist yet. The fight acts like a magnet, drawing characters from all over.
Fighters go down all over the place, but the leader of the adventurers grabs the archaeologist.
The fight is made trickier when the leader encounters the black cat. For the way the cat works, see here: http://preacherbyday.blogspot.com.au/2015/02/the-black-cat.html
|A desperate struggle|
Finally, even the mad scientist joined the struggle, attempting to subdue the leader of the adventurers.