Magnimar is as I remember. Dirty, loud, smelly, and sprawling, cram packed full of people. Got to love the city. We head directly to Lowcleft, looking for a good drink.
As we contemplate the journey in our favorite manner (at the Fancy Reefclaw Brewery), we notice Orik is also enjoying a brew and contemplating his next job. We decide that he should join us, since we are in need of another meat shield… er, brave warrior, to join Beldar on the front lines. A toast to our endeavors!
The next morning, we start asking around about Foxglove Manor. Hopefully there might be some clues or information left there about Xanesha. If not, maybe we can find some rich stuff lying around, just looking for a new owner.
The doors have been boarded up at the manor, so we just go ahead and use our fancy key to get in. Strangely, as we are looking around the main room, we hear voices from upstairs and Iesha and Aldern come down the stairs! Of course, they are dead, so we call their bluff and a battle ensues. They quickly grab Cian and bash his face in, but after the initial attack, they prove to be no match for our melee fighters. After their deaths, they reveal themselves as faceless stalkers. At least the manor now appears to be empty.
We search the place from high to low, and manage to find the secret treasure horde and legal document stash. It mentions that the Foxgloves and the Brothers of Seven co-own the manor outside of town, and that the Seven may also own a sawmill in town that could be a lead. We also find a ledger with some information on Iesha’s trip to Absalom, and that payments for the trip were being paid to Seven’s Sawmill. Sounds like we are going to a sawmill. Hopefully no corpses at this one – except those of our enemies!
At the mill, we are greeted by a very unhelpful man who has never heard of the Seven or of Xanesha. He must not be in the cult, but I’m sure someone else inside knows something, so we sneak in the back door to investigate. It shouldn’t be too hard, as the noise and mist make it difficult to see and hear anything. However, we are apparently not at our best today, and the workers notice us right away. They play innocent, but then one of them tries to throw Beldar into the machinery, and we are forced to kick cultist ass!
After taking out the cultists on the first level, we climb the remaining floors, finding an empty building. That is, until we reach the top, where an ambush awaits. A small army of cultists with crossbows fire upon Beldar and Orik as the ascend, and then the fight turns into a vicious melee. Their leader is here, but his god is not with him, and an unfortunate turn of events leaves the cultists silenced and their leader blind. Orik and Beldar then unleash the pain, and we end up with leader guy as our prisoner.
Although he does not crack under pressure, nor by compulsion magic (he is already being compelled by someone else), we do notice that he wears the clothing of a city Justice. We also manage to search the nearby office. We find a coded ledger among the items, which will require a few days of research to figure out.
Oh, I almost forgot. Cian sent a love note via carrier rook to whomever might be allied with our enemies here. They should be well aware of our intentions now. Seems only fair to give them a chance to surrender.
A successful end to a long day.