One-Shot: The Blacksmith's Daughter (Part Two)

After navigating through the woods south of Triboar, the adventurers happened upon an old, stone archway that led into a dark hall that descended into the earth.

## Summary

After making their way through the woods the adventurers happened upon an entrance to ruins built into the foothills of the Sword Mountains. Rayleigh examined bloody spots on the ground outside of the entrance, meanwhile Celerus scouted the area beyond the foothills.

Emile and Capuur examined the entryway to the ruins and recognized symbols carved into the stonework to be the same ones that Rayleigh found on scraps of torn cloth that were uncovered at Emery's home.

The adventurers still felt the toll of their last battle, particularly Abyssinia, who had cast several spells. Despite this, Olem wondered how much time the adventurers truly had which spurred the party to continue despite their fatigue.

### Three-Guard Gambit

As the adventurers moved through the dark hallway, they eventually saw the flickering of torchlight and heard a conversation that echoed through the old stone halls.

Celerus sneaked ahead and saw three human men standing guard in a room full of crates, barrels and other containers that had been gathered in the large room of what appeared to be an old ruin or temple. The adventurers devised a scheme to lure one of the guards toward them. Celerus and Abyssinia hid in the shadows of a small landing adjacent to the larger room and made a noise to attract a lone guard. Meanwhile, the rest of the adventurers staggered themselves along the stairs of the adjoining staircase with their ranged weapons at the ready.

The party was able to apprehend and intimidate the man, such that he remained silent and released his weapon as the party's plan went into action. After interrogating the guard, the characters learned that he and his companions were hired by a human named Morne. The company that were able to convince him to take his fellow guards and leave.

### Exploring the Ruins

After the guards had cleared out of the area, the party took stock of their environment. The old, stone ruins were packed with crates and barrels. The containers held what appeared to be pieces of furniture, bedding, rations and water.

Abyssinia approached a statue of a knight that stood next to an engraved slab at the one corner of the large room, it was a depiction of five knights fending off terrifying creatures with missing limbs. There was an inscription underneath the engraving, written in Elvish, that read:

> "The knights of Estoc will always stand in front of what must be protected."
>
>

The adventurers that spoke Elvish translated the inscription, which gave Capuur greater insight into the engraving. The dragonborn described what they knew of the knights of Estoc: they were an order of elven warriors, also known as the Order of Five, that were known as troll slayers and protectors of the Dessarin Valley.

After triggering a trap, the adventurers continued through adjoining hallways. Emile was able to use his magical vision to guide the party toward treasure and potions containing crimson liquid. After securing the area, the party approached a final set of doors.

### A Deadly Encounter

Celerus poked his head into the room to see a group of black-robed figures standing at attention while a man in red robes waved a knife at a caged woman. The adventurers scrambled to think of a plan, but the black-robed figures started chanting a call for death which spurred the party into action.

The party bursted into the room, surprising the murderous robed group. Although the adventurers were able to incapacitate and kill some foes, they were met with powerful spells cast by the man in red robes. Celerus and Capuur, having led the assault at the front lines, were nearly brought to death before Abyssinia used her magic to stabilize them. Emile, Olem and Rayleigh launched an assault that pushed the enemy leader back.

As the party finished off all but the leader of their foes, the red-robed man unleashed a powerful spell at Rayleigh, rendering the elf unconscious. The enemy leader pushed Rayleigh's body to the side as he revealed a secret passageway and made his escape. The party attempted to stop the fleeing foe, but were unable to prevent their escape.

### Conclusion

As the tension of combat washed away from the scene, the adventurers released the woman who identified herself as Thia. While relieved to hear that adventurers were there to save her, the now-freed woman was curious as to who sent the party. The adventurers did not give Thia a direct answer which prompted the woman to straighten up and demand a proper answer. The party responded that Emery had sent them out to rescue his daughter.

The adventurers learned that Thia had no idea who Emery was so they asked how she had been captured. Thia explained that she had been travelling on the roads as the heavy rainstorms swept through. She was moving north towards a settlement when she tried to take shelter at a lone house along the road. It was later in the night when Thia was abducted from the home.

When asked who took Thia in that night, she responded that it was a woman named Bess who helped her.

## Player Characters

* **Abyssinia** the wood elf cleric of knowledge
* **Capuur** the red dragonborn paladin
* **Celerus**  the tabaxi ranger
* **Emile** the human warlock of the genie
* **Rayleigh** the high elf fighter

## Non-Player Characters

* **Olem**, the male drow adventurer.
* **Thia**, the female human captive of the mysterious cult.