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Alie nods, hoping there was someway out of this without violence.
Auto Aid on Intimidate check.

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"You've known about me from the beginning and you haven't went to the Paralictor yet. That means you either need something from me, or you're not wanting to bother him. Spit it out then, what do you want," Alie whispers as she moves closer to the woman.

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Jaggar checks on his companions and sees the confrontation. He strides up and asks sternly "Do we have a problem here? I suggest you play nice with Lady Alie or I won't play nice with you!"
Intimidate: 1d20 + 13 ⇒ (11) + 13 = 24

GM Bold Strider |

The woman stares at Jaggar as well. "Chaotic again... Had to be sure that you weren't masking your aura for infiltration, however you wouldn't need to do so here in the base, hence you and your chaotic friends must have done something to get inside our base."
She cracks her neck before placing her hand on the pommel of her sword. "Interesting. Your compatriot threatens assault on a "fellow" Hellknight. Well, I invite you to try half-orc."

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"Jaggar, stop. And you, you wench, come talk to me. It's clear you don't want to talk to the Paralictor or you would have done so already. What do you want to keep your silence?"

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"Well, the jig is up. We need to see if that elevator is operational now or not. If not, we need to get out of here, as they have figured out we don't belong here," Alie announces to the gathered group. "Go get everyone else. We need to move ASAP.

GM Bold Strider |

As Alie takes over as de facto leader, Jarlgur and Jaggar hurry to fetch Maaarv. The door to the room slams open and Maaarv sees his friends, however the doors slams into a table and knocks over a box and the sound of broken pottery can be heard. "Oi! What are you doing in here! There is valuable material in here! I will report you to the Paralictor!" screams the man.
---
Alie finds Mathais and they disappear down the alley and slowly move towards the lift. A patrol of Hellknights looks like they are coming, but they seem to be a standard patrol and not looking for you.
Perception: 2d20 ⇒ (9, 11) = 20
If you stay in the alley, you think you have a pretty good spot to hide, but it will delay you meeting up with the rest at the lift.

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Alie stays hidden in the alley, wanting the others to join her, as she is afraid violence will be breaking out soon.

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Mathais sticks with Alie in the alley.
After the patrol passes far enough away, Mathais says in a low voice "What in the name of all that is good and holy did you do?"

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"That lady called me out. I should have magicked her then. Now she is telling the Paralictor what is going on. We need to get the others and be ready to fight our way out of here."

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Maaarv does his best to make an apologetic bow to the wizard that has been overlooking his work. "I'm so sorry, sir. It seems I've been called away by my superior officer. Jagger here gets a bit excitable when he's given such a menial task as fetching someone. Please excuse us..."
Aid Diplomacy: 1d20 ⇒ 16
Maaarv tries to turn and make a hasty exit.

GM Bold Strider |

The wizard seems a bit angered by this, but Jarlgur's words assuage him. You head towards the lift and find it empty.
---
The guards are about to pass when two other guards rush up to them and tell them about the altercation in the yard. The quick fleeing of your group seems to have everyone on edge as the two men come down the alleyway. It is almost inevitable that they will find you.

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When the two are closing in on their position, Alie jumps out at the two guards on casts Confusion in them. (DC 24 Will to resist.)

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Alie looks quizzically at the Paralictor, but waves him over to their position. "Be ready for anything, Mathais," she whispers.

GM Bold Strider |

The Paralictor grabs two guards as he slides up to the corner and slams their heads together, knocking them unconscious.
He moves to you and whispers loud enough for Mathais and Alie to hear, keeping an eye out for other Hellknights. "You have been found out. The Bear is organizing a search party on the other side of the compound, but it won't be long until he realizes my deception."
"Quick! Across the alley!" he yells quietly as he dashes over two streets and you two make your way to the lift.
"I've been installed here at the base by the Society..." Bane states as an alarm erupts across the compound.
---
Jarlgur, Jaggar and Maaarv see Bane, Alie and Mathais coming towards them at the lift.

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Alie follows quickly, ready to take a ride on that lift and get out of the compound. "Let's get out of here, everyone!"

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"I hope so too, I got stuck out on wall duty... They think I'm a paladin... " Mathais starts laughing hysterically, as if he played a joke on the entirety of the garrison here.

GM Bold Strider |

Bane shoves the party into the lift, which doesn't look to have been finished over the evening. Primo Ambusta rushes into the lift area with Alexa Baradin at his heels (the blonde inquisitor). "What are you doing, Paralictor? These are spies sent by the Society and need to be jailed." Primo states as he hefts his heavy mace over his shoulder.
Paralictor Bane ignores him with his words while his eyes track his every move. "Save Grone and find Marianix Karn. Make sure they both make it home."
"Paralictor. Step away from the lift. You and these spies are under arrest." states Primo calmly.
Bane slams the lock on the lift into place as he slashes the lift's cable, sending you plummeting into the depths of Rachikan as Primo rushes the Paralictor with his lackeys.
As the elevator makes its unhurried descent, it exits a natural chute in Rachikan’s crust, where a second city emerges beneath the Hellknight’s fort. Crumbling Jistkan architecture clings to the cavern’s sloping walls where forms skulk along this perpendicular avenue.
After a few seconds, the massive speed seems to ease as magical glyphs appear on every inch of the lift. Your group is placed safely on the lowest level of the lift as the lift collapses into rubble and debris.
As you step out from the shattered elevator, the earth of the ancient city begins to swirl in tiny eddies, yet you feel no wind. Soon, the soil coalesces, mimicking a human figure holding his arm outstretched. Within his dusty palm, an object solidifies: a wayfinder with the Glyph of the Open Road etched onto its face. The soil struggles to keep its form, and in hushed tones it begins to speak, “Help me! My name is Eldis Grone, and the wicked spirits that haunt Rachikan have my soul. Defeat these haunts and regain the three shattered pieces of my soul. Do this and I can lead you to Benton.” With the last words pouring from the image’s mouth, the earth spills to the ground in a heap. The wayfinder falls to Rachikan’s streets with an earthy thud.

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Alie picks up the wayfarer. "We'll do our best, Eldis! I hope Bane is alright...that lady seemed awfully mean. No matter, I guess...we still have a job to do." Alie looks at the wayfarer and hopes it provides some sort of response to her touch.

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"If I had a guess, someone like myself was able to discern what we were." Mathais states. "Next time we're involved with Hellknights, I highly suggest keeping me handy... I have several ... skills that might have helped us."

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"Alright, now I think I've seen just about everything," Maarv shakes his head in wonder. "So...any idea where we should start looking for these haunts? Do you even think that, well, spirit is even legit?"
Maaarv begins slowly wandering down one of the streets, but pauses to wait for the group.

GM Bold Strider |

The wayfinder leads you south as it seems to pull you along. A crumbling temple struggles to rise higher than the neighboring wrecks. It leaves you with an inexplicable sense of dread. A small flight of stairs provides entrance to the former center of worship wherein carvings of stone gargoyles, and twisted imps cover the walls. The remaining wall’s arched openings suggest they once contained stained glass windows. Within the ruined temple a ten-foot-by-ten-foot cracked altar lies askew, surrounded by shattered pottery fragments. A dark stain, eons old, covers the fractured altar, hinting at foul worship.
Littering the floor of this ruined building are the shattered remains of several pieces of ceremonial pottery, including the Jistkan Shards.
Perception:
Maaarv: 1d20 + 3 ⇒ (11) + 3 = 14
Mathais: 1d20 + 18 ⇒ (8) + 18 = 26
Jarlgur: 1d20 + 12 ⇒ (10) + 12 = 22 (+2 Traps)
Jaggar: 1d20 + 15 ⇒ (5) + 15 = 20
Alie: 1d20 + 15 ⇒ (13) + 15 = 28
As you approach, you all begin to feel extremely hungry.
DC 16 Will Save
Initiative:
1st: Maaarv, Mathais, Jarlgur, Jaggar, Alie

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Take 10 Linguistics: 10 + 14 = 24
"Look at that," Maaarv holds some of the broken shards of pottery together. "These shards bear a pictogram of the Jistkan Magistracy seeking shelter within a black ziggurat etched with writhing talons and tentacles." He looks up from the shards, "Not too keen on writhing tentacles myself..."
Will: 1d20 + 6 ⇒ (7) + 6 = 13
Suddenly, Maaarv turns on Alie with a strange look in his eyes. He grabs her arm and tries to take a bite.
Bite Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d3 + 2 ⇒ (3) + 2 = 5

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Kn Planes!: 1d20 + 12 ⇒ (20) + 12 = 32
"Be Careful, this writing is linked to all sorts of foul beasts." Mathais says as he feels the beginnings of a hunger descend.
Will!: 1d20 + 12 ⇒ (9) + 12 = 21
Kn Religion: 1d20 + 12 ⇒ (7) + 12 = 19 +10 if I can use Monster lore...
Mathais casts Detect Evil Horray Inquisitor powers! and looks for the source of the foul desecration.
Will spend 3 rounds looking unless someone tells him where the problem is.

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Maaarv's breathing is labored as he dislodges his bite in order to respond to Jaggar, "I... don't know... Just...so...hungry..."

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Linguistics 1d20 + 1 ⇒ (11) + 1 = 12
Know. Planes 1d20 + 5 ⇒ (16) + 5 = 21
Will save 1d20 + 9 ⇒ (9) + 9 = 18
Know. Religion 1d20 + 1 ⇒ (20) + 1 = 21

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Alie screams as her friend takes a hunk of her arm. "Jaggar, Mathias, destroy that evil demonic altar! That's the only way to snap them out of whatever's affecting them!" Alie withdraws away from Maarv!

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Will: 1d20 + 7 ⇒ (14) + 7 = 21
Jarlgur shakes off the hunger inside him, then nods in response to Alie. Moving closer, he swings at the altar with his hammer.
Power Attack?: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
Vital Strike?: 2d12 + 5 + 6 ⇒ (5, 11) + 5 + 6 = 27

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Jaggar does as instructed and strikes at the altar with his polearm...
GG1+PA+FF: 1d20 + 20 ⇒ (12) + 20 = 32..DMG: 1d20 + 22 ⇒ (7) + 22 = 29
GG2+PA: 1d20 + 12 ⇒ (6) + 12 = 18..DMG: 1d20 + 22 ⇒ (4) + 22 = 26

GM Bold Strider |

Will Save: 1d20 + 6 ⇒ (12) + 6 = 18
Maaarv, overcome with hunger, blanks out as his mind fights against the haunt by shutting down. Jarlgur and Jaggar spend the next minute destroying the altar with their weapons until it is reduced to a pile of rubble. A whisper of a sigh echoes across the area almost as if a weight has been lifted.
As soon as the altar is destroyed, Maaarv snaps out of his coma, though his stomach still rumbles for flesh. Alie heals her wound and, most likely, didn't contract rabies, but she feels the wayfinder pulling her towards another area of the ruins.
As the group moves forward, they see a statue stands in defiance against the ravages of time, its granite arm raised in a silent salute. A glint of light reflects off the statue’s rocky belt. The statue’s massive stone legs rest on a decorative, two-tiered, white marble dais signifying royalty. Thousands of words and glyphs are etched along the circumference of this dais.

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"Well... I don't trust this. Maaarv, if you're still feeling hungry, go up and poke it!"
Mathais takes a few minutes to study the statue with detect evil.
Can't make either skill check, so time for Inquisitor's Spidey sense to pay off :D

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"Bah, nothing good comes from book learning. This place feels tainted. Need no book to tell me that. But go ahead see if one of you can make heads of what it all means. "