The healing is enough to return Kara to consciousness, though a very painful consciousness. Her hand blazes with agony, though she can see that her initial worries of losing it were unfounded. There would be a scar and it would likely ache in the winters and when it rained, but it would be functional.
Several of the party members make plans to return at a later date to study the strange markings in the witches chamber. At the moment, they do seem like nonsense, but enchanted eyes may reveal dark secrets.
But for now, it is time to return home. It is a long day's journey back to the hold, and you now have the weight of some treasure and several heads to handle. In addition, Styr the Ugly will be a burden to challenge your speed. But you do make it back to the hold, and the jarl is roused to see your return. He looks more tired than anything, but you can see his satisfaction slowly creeping across his face. You are given praise, though not as much as you had received for rescuing his daughters. After all, this was simply completing a task you had been given.
The heads of the bandits are thrown into a pit, after the faces are identified. Many were nobodies that had fallen on hard times and made poor choices. But Ambrus was a known outlaw, and the witch- who you learn was named Astrid- was thought to have been lost to wolves years prior. For Styr and the others, you are given a bounty. The jarl offers you your choice of an arm-ring of some value, or an item from his huscarls personal armory.
Some time later when you return to the cave, Oren and Runar discover that the scrawlings were in fact magical, similar to a book of spells, but using a writing system and covering topics that seemed strange. Perhaps fae in nature. Nothing is to be learned here, as it hurts the mind to think on, these crude markings.
OOC:
You have earned 75gp worth of items, which incidentally is the cost of chainmail.
Let's chug along and get the next chapter started! I'm afraid to keep Jomsviking waiting too long.