Rise of the Runelords

11 - The Sawmill
How many of them could there possibly be?

From the Casefiles of Sloan Branford

Entry 77

My hunch to continue working with the Sandpoint group has paid off. Following the lead we discovered, we staked out the Seven Sons Sawmill. We waited well into the evening until after the guards in the mill had left (2am) to break in. The basement and first floor were clear of anything suspicious. On the second floor we found cultists robes in the supply closet. However, the big win was on the third floor, were behind a well locked door we found sufficient evidence of the Skinsaw cult. We found bloodied war razors and faces flayed from victims hanging on the wall. We left everything as we found it and we return tomorrow to confront these villains.

Entry 78

Success! All my suspicions of Ironbriar are confirmed and we have ended him. He and his henchmen will no longer be terrorizing the city. We raided the Sawmill once we were sure the cultists had assembled and put down the lot of them. Still it is obvious that Ironbriar is but one agent in a larger organization. There is still work to be done and the next step is to investigate the Shadow Clock. I suspect this will be the lair of Xanesha, whom we’ve heard so much about…

Entry 78/2

An urgent message from Leiter. My makeshift allies continue to move on the Shadow Clock. I will join them as soon as I can.

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12 - The Shadow Clock

The heroes deal with Xanesha once and for all. Also, falling bells!

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13 - Investigating Drump
Yet another stakeout.

From the Casefiles of Sloan Branford.

Entry 79

After the incident of the Sawmill, I was ready to continue the hunt for those running the cult. However, I got the call from Leiter that he needed to meet. I took my leave of the Sandpoint gang and met at our usual spot. Through Leiter, I learned that a group was bent on assassinating the Lord-Mayor Haldmeer Grobaras. I’m sure it is the cult, planning their boldest attack yet. Since Ironbriar won’t be at home… ever, I think now is as good a time as any to see if he’s left any clues at his house.

Entry 80

Well, the cult moves fast, I’ll give them that. Ironbriar’s personal office and bedroom were tossed. Items were clearly missing and various wooden chests and hidey-holes were broken into. They were thorough in removing just about anything incriminating or of value.

Luckily, it looks like they were too busy with his stuff to mind their own. I found a small velvet belt pouch. It appears to have snagged on a nail on an upturned chest. It’s of fine quality and has a silver clasp bearing a TD Sigil – that of warehouse mogul Thonald Drump.

Note to self: His mansion overlooks the sea in the western part of town. Check it out.

Inside the pouch was a pigeon’s parchment tube. The transcription:

Fourth Brother—
I have confirmed that our First Brother, the Iron Thorn is dead. His… mistress in the shadow… is threatened by the Sandpoint interlopers. She is probably dead already if this bunch of adventurer scum is as… effective… as I hear. We must suspend our plans to add Lord Grobaras to the list of those claimed by the Sihedron. Remove your pawns from the field at once.
I shall punish the Sandpoint band for their interference with our plots. As wary as I was of the Iron Thorn’s mistress, her plan for Grobaras’ “future” suited me well. We shall have him in time…
For now, we remaining Skinsaw must retreat and remain hidden for the time being. A new seventh must be chosen. I shall guide us for now.
Burn this.
In Father Skinsaw’s name,
Second Brother

I travel to the Shadow Clock where I hope to find the adventurers alive.

Entry 81

Credit where credit’s due. Turns out the adventurers slew Xanesha, a lamia matriarch. Impressive.

I showed them the information I found, and they showed me that a letter found on Xanesha. Apparently Magnimar and Sandpoint aren’t the only towns threatened. The cultists are pulling back their operations, so it is our move to hunt them. We move on Drump’s manor to see if we can intercept him before he flees.

Entry 82

A waste of a day. We raided Drump’s manor only to find that the man and his entourage have already left the city. We interrogated a watcher left behind to watch the area to no avail. Finally, we checked the watcher’s information drop point only to find that no one’s even picking up what he has to say.

We’re running out of time and the clues are starting to get cold. Today I pull some strings so that we can get the aid of my contacts up the chain.

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14 - To Turtleback Ferry
The Sons of Sandpoint leave Magnimar.
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15 - Arriving in Turtleback Ferry

We fought a wolf in sheep’s clothing and a hill giant.

Shelalu enters our campsite during our watch. We report to her that we’re going to Turtleback Ferry. Things get creepy.

We’re haunted by squirrels.

We reach Turtleback Ferry. It’s sad.

We stay the night.

We head towards Fort Ranick. We hear a yowling.

We find a mountain lion animal companion caught in a trap. It doesn’t seem aggressive so we free it. Just then, a bunch of dogs barking and coming our way.

Seven hounds and an ogrekin appear, hunting the mountain lion. They die horrible, horrible deaths.

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