In the morning, some of the villagers discover and ask us what is with the cart, which we explain that we discovered it within the tunnels, along with its contents, and that we need to report our discoveries to the guild. Kalanar discoveres that the goblin Zog, had followed us out. Kalanar makes him a tin foil hat that goes 'pew' every 10 seconds to keep him occupied. While he is doing that, we make a deal with the farmers to deliver some of their goods to town in exchange for using some of their horses. Zog was returned to the dungeon, before we head back to town.
Getting back to town, we deliver the farmer's goods, and head to the guild. At the guild, we find Maylin, and make our full report. We get our reward for investigating the problem, as well as a bonus for solving the problem. After the information dump, she suggests to us to check out the guild quest board, and to bring the magic items we found to Saylin to get checked out. We go visit her with our magic items. She is a pretty normal looking Elven women, much to Artemis' confusion. She groans when we mention that Maylin was the one who sent us to her.
We get our items identified for 10 gold, before saying our goodbye for the night.
Artemis takes the next week to do some research into the available quests, two of them are pretty standard for the season, local wildlife being pests for the most part. The third one however, is interesting in that there are a lot of weird rumors about kidnappings, and an adventurer going into the warehouse, but not coming back out. Maybe this is related to the cultist's in the tunnels we visited?
At the end of the week, we gather at the guildhall, and decided to take on the quest to investigate the abandoned warehouse. Maylin catches us as we head out and gives us the gold from selling the materials found in the tunnels, and wishes us luck on our investigation. We meet with Aldyn Wynn at his office and get all the information we need from him. Artemis makes sure to double check that none of his employees have gone missing as of yet.
The rune breakers stake out the warehouse, and after sundown, noticed cloaked figures entering the building. With confirmation of suspicious activity, we approach the warehouse. Kaladar goes directly to the main warehouse door with Pax, Kalanar makes his way to a side warehouse door on the far side with Theoden, while Artemis flys up to peak through some windows while Ang waits on the ground for her. After spying two suspicious figures in an office space, Artemis goes back to the ground to share what she saw. At this point, Ang and Artemis hear the sound of spellfire, and rush to aid Kaladar and Pax, who were in the direction of where the spell fire came from. Upon arriving both Ang and Artemis attempt to talk them down from fighting. Artemis uses her knowledge of the Adventure's Guild handbook, and local law to get them to peacefully surrender. When these attempts fail, Artemis and Ang were able to detain two of the individuals within the warehouse, while the other suspicious figures retreat further into the warehouse with Kaladar and Pax following them.
After tying up the two, Ang takes off back through the main door to check the side door that was abandoned. Artemis hears sounds of agonizing pain, and rushes over where it came from to see Theoden pulling his rapier out of one of the suspicious people's body. Horrified, Artemis tells him off for murder, in complete astonishment. They were suppose to detain any suspicious characters, not kill them. Especially within the city limits. Not wanting to deal with it, She goes around the mess that Theoden made, only to discover another dead body with one of Theoden's arrows through the head. Even more exasperated, Artemis continues further in to investigate other rooms. Just before entering the office room that she spied through the window, Pax points out a weird spot below some crates. The two of them then work together to discover a hidden staircase.
Artemis goes to inform the others of Pax's discovery, and ends up noticing the two captives trying to escape. Tail twitching in annoyance, she goes and ends their escape attempt. Ang makes a reapperance, and aids Artemis in locking the two in a storeroom until the main authorities can be contacted. The party groups together at the top of the stairs, and reveal the the basement has been converted into some sort of religious sacrificial alter. We also discover that they have hostages. With this discovery, we plan out a distraction. Using the boulder Kaladar has been keeping with him, we rig it with a bunch of traps, and send it down into the basement. It successfully distracts a bunch of the cultists performing some ritual. The party then charges in to engage and free the hostages.
It starts off with Kalanar trying to sniping some of the cultists and Ang running in, followed by Artemis covering the alter and ritual circle in fog, to reduce the number of enemies coming at the party at once. From there, combat continues with the rest of the party reaching the bottom of the stairs and engaging the ones not caught in the fog. Meanwhile, the cultists attempt to rush their ritual, and pull their hostages towards the alter. The party is able to deal with most of the cultists, before Artemis losses concentration on her fog spell. After which, we easily deal with the remaining cultists, and free the hostages.
It turns out the hostages were a part of the adventuring group named Stormwind. They are the ones who had originally discovered the way into the tunnels that we were asked to investigate a week ago. After giving the group some rations and water, Artemis and Ang leave to go and get aid from local law enforcement. Believing that the fastest way to gain assistance, was to visit with the warehouse manager next door Aldyn. Upon informing him that we have investigated and solved the issues, but require law enforcement and medical aid. He then walks off to the closest police outpost in the area, with Artemis and Ang following. Upon arrival, Artemis describes to the best of her ability and knowledge the overview of events and what kind of aid is needed to the clerk at the front desk. The desk clerk asks if we have any evidence, which Artemis says that so long as her party members haven't done anything, the warehouse contains the summoning circle and sacrifice alter still. Ang mentions that she had taken photos with her camera device. They then return to the warehouse to await the authorities to give their give their statement.
Afterwards, Artemis Flys home to go to bed, while her cousins, Kalanar and Kaladar decide to go to the bar.