
![]() |

"Take the children and GO! The servants of hell are not above questioning them if they need to!" Magni whispers in an autoritative tone.
"We'll deal with these miscreants. One way or another. You've better not be here if that happens and things go wrong!"
Then the dwarf moves near the door and asks in a loud voice:"What does Zep stand for? How do we know you are not just petty criminals coming in the night to kill us and steal our belongings?"
Aid another (Diplomacy) check: 1d20 - 3 ⇒ (13) - 3 = 10

![]() |

Samildanach looks pointedly at the ill-manner Dwarf and hisses at Magni, ensuring his voice isn't heard by the enquiring patrol.
"We do not want a confrontation with the Hellknights at this juncture Dwarf, we are armed with butter knives and they will have their full arsenal. Not to mention we will be hunted criminals here and that would harm our mission. I will go with Tog to ensure our charge is safe."
Not wishing to deal with Hellknights in case his background be revealed to them, Samildanach helps Tog usher the woman out of the secret entrance.

![]() |
It seems that the party's word invokes muffled laughter as teh Lead spokesman once again attemtps to assert his authorithy.
"I am Hellknight Zep. The hellknights are authorthised to keep the peace here in Corentyn. Should you choose to obstruct us, then we'll be forced to take other actions."
Tog give me stealth check and perception checks. As well as anybody going along as escort.

![]() |
Tog doesn't see anything else other then the Patrol though his efforts to move unhindered knocks over a tankard.
"Is there someone else inside?" queries Zep suspiciously.

![]() |

stealth: 1d20 - 2 ⇒ (14) - 2 = 12
perception: 1d20 + 2 ⇒ (1) + 2 = 3

![]() |

"With me inside is a dwarf, who asked you a question. You haven't responded to it."

![]() |
Now the voice turns cold.
"I answered it already. My Name is Zep of the Hellknights. Either you open this door right now.....or be faced with the Fury of the Hellknights!!!"
It is soft but the sounds of sheaths loosened carries forth through the door.
Children sent to bed. :) Not suitable for underaged..

![]() |

Although he is amused to hear the hellknight angry, Nithrun immediately starts to fumbles around with the locks, looking behind him to make sure everyone else had cleared out of the house. Once he is sure that he and Magni are alone, he opens the door.

![]() |
Before you is an obviously irate Hellknight his hair plastered to his scalp, helm under his arm. Behind him are a few more of his compariots though with their helms on they make a far more intimidating sight.
"It's about time." the Knight known as Zep speaks. He moves one foot forward as if to take a step in.
Any actions from the rest of you?

![]() |

Just before Nithrun slides back the last of the locks, Samildanach ushers their ward out of the secret doorway and steps out behind them, making sure the panel is sealed ad they leave.

![]() |
Yes With Samidanach's action, you're all safely out through the secret door. Give me stealth checks to avoid the being spotted by the remaining patrol.

![]() |

Samildanach closes the door behind them and lets out a breath, before noticing the fire of the torches symbolising a wider net. Cursing quietly, the Pirate ushers their charge around the back of the homes around here and does his best not to make a noise.
stealth: 1d20 - 2 ⇒ (13) - 2 = 11

![]() |
lol. Will update tonight. Have to bring kids out for checkup.

![]() |
"Who's that?" as Zep instantly comes to an alert and his companion with a slight nod from him, moves!
His eyes looks upon you , alight with suspicion.
Map updated with movement shown by the one of the hell knight.
You have several options here.
1) Fight!
2) Bribe
3) Reason (Requires Knowledge (Law) or Profession (Barister) or Diplomacy Checks.
4) Disguise.

![]() |

Tog waves for Samildanach to take the kids as he steps back around the corner to buy time.
"Tog sorry about noise. Tog here though. Tog make noise that you heard. Tog sorry about any difficulty. Tog is Protector of Great Vault and ready to answer for anything wrong he might have done. Tog not sure if accidentally making noise out back is a crime though."
diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24

![]() |

Samildanach pauses and motions to their charges and points the other way, starting to lead the Elf and children away from the Hellknights as Tog provides a distraction. Placing his finger to his lips, the Half_orc curses the turn of events.

![]() |
The Hellknight pauses, indecision written plainly in his actions.
"Nothing wrong with umm doing wrong but what ...what are you doing out here?"
Back at the front door, Zep glares at the rest at the door and makes as if to join his companion, his very motions speaks as if he intends to question Tog most ardently.

![]() |
Zep pauses and looks at Tog which Tog pretty much Returns. The other Hellknight looks inbetween the two trying to decide but Tog's Mien proves that Magni's Words are likely true. Afterall Tog does seem to fit the description.......
"Alright watch yourself and Don't let me catch you doing some action that are illegal." as defeated both of them turn around and walk away.
Mireille breathes out a sigh of relief.
"Looks like I'll head out and stay low for the time being or maybe even head out though I very much suspect I'll come back here again due to the unique activities one can find around here." she chuckles.
--------------------------------------------------------------------------- --------------------------------
Taking your leave, you find yourselves spending the night at the West Drenches’ Wicked Fork.
It’s a weatherworn building marked by a trident with the central tine broken off and run by a talkative proprietor, Neld Havasavu.
The following morning, you find Cassian already downstairs, drinking at the bar. His disheveled clothes, damp hair, and grimy brow suggest he’s had an industrious morning—or perhaps just a sleepless night.
After downing a shot with a gulp, he turns to you and whispers towrds you all after making sure to beckon you closer.
"I met with her contact, the same Tamrin Credence you met at the
docks, and delivered Zarta’s message." he begins as Neld inches closer, working over a glass with a dirty dishrag.
Cassian continues, “Then I come back here and find that rat is an agent for the Aspis Consortium!”
Neld leans in and states, “Well, that’s what I heard, anyway. His ties go back— way back. But that’s how it goes around here. Everyone ties their cart somewhere, you know?”
"I couldn’t sleep, for I fear that Zarta is slipping into old habits too quickly. I collected your supplies early this morning to keep my mind off these developments. You'll find everything is loaded and ready for the trip to the Eismonts."

![]() |

Samildanach breathes out a sigh of relief as they Hellknights depart and laughs softly as they gather back together to see their charge to safety.
"What a double act! I was sure the Hellknight was going to think you were calling 'em a dimwit. Well done Tog! Now, let us get a nice rest eh and set off in the morn?"
Waking refreshed, the Half-Orc dons his armour and makes his way to the common room for breakfast. Spotting their associate the Pirate frowns slightly.
"I knew she was up to no good! An Aspis agent tough I thought it would be a snub against Cheliax, not against us! Aye, thanks for colelcting the gear, it will be handy. Shall we press on?"

![]() |

Nithrun listens intently to Cassian. "How did you find out the 'rat' was a spy? Would there be a way to be prepared for any similar case in the future?"

![]() |
"I do not know. I'm just a runner you know just a few missions under my belt." Cassian replies.
As you head off, ruins appear over the horizon and soon you reach Anglemire.
Little remains of the town of Anglemire. Nature is reclaiming the few sturdy stone buildings still visible from the coastline. At the north end of the city, where the Eismont foothills meet with the rocky steps of the Menador Mountains, is a short square tower surrounded by the crumbling walls of Emberhold. Thick curtains of lush, green ivy reach upward from an ocean of waving grass and cling to the cracked stone walls—all that remain of the keep.

![]() |

Samildanach feels the pressure lighten considerably as they leave the Hellknight infested hellhole and make their way to the countryside. Happier to have his shield and Trident to hand the cleric looks across at Emberhold and whitles softly.
"Musta been a grand place once." he sighs, "Nature claims all in the end."

![]() |

"And rightly so" Magni nods gravely before adding:"But for now let's see if we can do some claiming of our own, eh?"
Perception check: 1d20 + 9 ⇒ (6) + 9 = 15

![]() |
Magni doesn't notice anything out of place of what seems to be an abandoned ruin. Moving along you soon find yourself in another place.
A fire long ago removed the roof and floors of Emberhold’s great hall. Five thick columns still stand amidst a dense gourd patch at the bottom of the large pit that remains. The main doorway on the south side is flanked by two stone staircases that wrap around the interior of the west and east walls, much of which have crumbled to the ground.
To the northwest is a square tower that’s only partially standing. Weeds have overgrown a doorway on the east wall, which breaks on the northeast corner for a wide set of stairs descending from the ground level. A rusty iron gate still stands at the center of the pit’s northern wall, rising from the densest portion of the gourd patch and fencing off a descending set of stairs.
The iron gate (break DC 20, hardness 10, hp 30) in the north wall descends downwards, from which a choking wail is audible.
A thriving thicket of vines feed numerous ripe gourds. The large gourds are big enough to make them difficult terrain.

![]() |
Tog spots several that could serve though he'll have to be either careful or not, on taking one up.

![]() |

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Samildanach takes care not to crush the plants underfoot, his God's tenets causing him to treat nature with respect. He keeps to the sides, moving towards the ruined tower to look for clues of what happened here.
"Well, what a Place! I think we can be sure that there is nothing hidden in this place, unless we are missing something?"

![]() |

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
"I think not. Everything seems ordinary to me."

![]() |
It seems your actions have not gone unnoticed as a creature resembling a gourd itself steps forward.
"Greetings Fleshling, what brings you here to our home? We thank you for your care in not destroying our farm."

![]() |

Perception check: 1d20 + 9 ⇒ (20) + 9 = 29
Magni listens carefully to the wind, than speaks:"There's a wail coming from below. Let's proceed... carefully. And can you explain what's that... Mr?"

![]() |

Samildanach starts at the prior to unseen voice and then turns to face the gourd. Uncertain the Cleric talks slowly, getting surer as he finds himself talking to a plant.
"Yes, no bother, there is no need to destroy wantonly. We come seeking knowledge of what was once here, though there seem precious little of that that here. Hav eyou been her long?"
He turnbs to Magni,
"Wail from below? Farm Master, do you know what is below?"
diplomacy?: 1d20 + 6 ⇒ (4) + 6 = 10

![]() |
"I am Harvet Stripe. I am also pleased to note that you are friendly and mean no harm to me, by extension my friends and our food. As for a big dead branch, we reuse them and hence there is none spare for you. My apologies on that." here he bobs as his head though you really can't tell which part it is or whether he is indeed nodding or perhaps casting a spell.
"We Leshys retreated from higher in the Eismonts and settled in the remains of Emberhold. A troll pursued us, but it met a gruesome fate at the hands of a terrible and horrible creature who inhabits the catacombs below. Luckily it is obvious that this creature is no a leshy eater and is likely more interested in fresh eat like yourselves so it shows no interest in the leshys and pays little attention to us."

![]() |

Samildanach frowns slightly, the creature below did not sound a pleasant experience and he had a dark feeling that 'below' is exactly where their quest would now take them. Clearing his throat the Half-Orc talks to the Harvest.
"Thankyou harvest, now is there a way down? have a feeling we might need to see what lurks there."

![]() |
"Well....There's a simple matter of a cave in but if you so wish , We leshy Farming Community Diggers can have it cleared for you." Here Harvest pauses.
"However if the thing below comes rushing up, we'll be quick to just cave it in again. Just so you understand."

![]() |

Samildanach nods to the Leshy and draws his Trident whilst ensuring his shield is strapped firmly to his arm. Shaking his shoulders loose the Pirate looks to his comrades and waits for them to make any preparations necessary before they head underground.
"I am ready and understand the precautions, My thanks for being so upfront about them."

![]() |
The leshy which makes several of them comes out and helps with the excavation and during the course of this work, using their keepsake ability, the leshys have collected and restored a number of items once belonging to the Davians. These include a dark-haired doll wearing a tiara worth 50 gp, a silver locket with the portrait of a young Arenzo Davian worth 100 gp, a pearl of power (1st-level spell), and an arcane spellbook entitled On the Application of Magic in War, containing the spells ant haul, cloak of winds, create pit, endure elements, fog cloud, and gravity bow.
Map updated and nearing game end.
--------------------------------------------------------------------------- ----------------------
Six round pillars and a large iron gate built into a low archway on the west wall are not the most compelling features of this musty cellar. Drawings rendered from soot and dark brown paint cover the walls. They’re broken up by narrow fissures of dark earth and crumbled plaster. The room is filled with bones, most of which are heaped around a large throne against the south wall. To the north, a wide set of stairs ascends.

![]() |

Samildanaxh watches the plant creatures in appreciation and then sets off down the stairs once his allies are prepared, his shield and Trident ready the Half-orc peers into the gloom with his naturally attuned vision, making sure there are no surprises awaiting the Pathfinders.
perception: 1d20 + 2 ⇒ (6) + 2 = 8

![]() |

Nithrun stays close to the leshies, also keeping his eyes open for the beast that was said to live underground.
Perception: 1d20 + 5 ⇒ (16) + 5 = 21