As the party recovers from their first taste of battle, Stent is approached by Jasper, the caravan master and thanked for his service. He mentions that the caravan should be safe since the goblns have a history of only testing the defences of caravans to Greyholme once, then giving up if their losses are too high. The rest of the party return to their routines.
The next morning, Cop notices that he is being watched by young Gorse. This leads to a conversation in which Cop agrees to teach Gorse how to fight using stealth. Gorse is sent off to try and craft a short bow and displays some measure of natural raw ability. While his first efforts produce less than satisfactory results, he shows remarkable eagerness and he heads off to hunt the most dangerous game – his sisters.
Most members of the caravan avoid Stent, perhaps still intimidated by his rousing introductory speech. Likewise, Artur is avoided as his companion is a seemingly dangerous animal. Dougoon is laid up as he spent too much time in the sun and developed debilitating migraines.
Another raid occurs two nights after the initial raid. The night scouts perform admirably again and the party arrays themselves to confront them. The goblin leader answers Stent's request to parley and demands that the caravan turn over some of their cattle in order to be allowed to pass. Stent refuses and as Cop prepares to strike from the shadows, a group of bugbears do the same. A quick battle ensues in which the goblin archers manage to strike Stent down. As the battle turns desperate, a mysterious dire wolf joins the fray and allows the party enough time to rally and kill the bugbears, scaring the goblins away en masse.
In the aftermath of the battle, Freya, Gorse's mother comes to lend aid to the wounded Stent. He recovers and they decide to discuss healing methods soon. Jasper is quite shaken by the raid, particularly by the appearance of the bugbears, whom he has never seen before and the appearance of the dire wolf. Despite the group's assurances, he remains fearful and pledges to assist Stent in whatever extra guards and speed that the caravan can manage.
The following day as Artur and Nor are scouting around the caravan, they spot a mysterious object that seems to be spying on the caravan. Their investigations reveal a palm-sized magical/mechanical beetle that they try to capture. After some difficulty, the pair manage to wrap the beetle up in Artur's cloak where they attempt to capture it in a jar, unsuccessfully. Only with the aid of Cop and his magic hand are they able to keep the beetle from escaping, but damaging it into lifelessness. Artur realises that the beetle is of a similiar construction to a Netherese mage that his father had been researching before his disappearance.
As the caravan nears Greyholme, it is approached again by a group of goblins. This group seems to be led by a hobgoblin and is the largest group to date. The parley between the captain and Stent seems to be a ruse as Cop spots a group of shadowy figures approaching the caravan while negotiations are taking place. A desperate battle ensues with the ninja-like hobgoblins proving formidable foes, but Cop's quick thinking and the assistance of Gorse, they are able to stop the initial assault enough that the rest of the party is able to assist. The objective of the shadowy hobgoblins seems to be taking prisoners as Freya and a young human girl are grabbed. A desperate struggle results in the deaths of the hobgoblins, but a unfortunate turn of fate results in the blinding of one of Freya's eyes. As the party tries to come to grips with this turn of events, the larger goblin force retreats…