Our heroes kill the remaining cannibal without asking him any questions (too bad! they could have gotten plenty of information out of him!), then search his house. The house is nice, with beds, furs, and a pile of jerky and dried vegetables. It can be used as a safehouse in the future. They find a crude map on one of the pelts, which vaguely states that kobolds are to the west, goblins are to the south-west, lizardfolk are to the south in the swamp, and a skull and crossbones are to the north. Next to one of the beds, they find the demonic symbol scrawled over and over again. On a shelf, they find the skulls of a dragonborn, goblin, kobold, lizardfolk, and tielfing with the demonic symbol etched on his forehead.
Our heroes head back to Haven, where a road back to civilization has just started being built. The Havenites are relying mostly on fish for sustenance, and are mining the iron mine. Additionally, a few wooden buildings are being built.
Dolovar introduces our heroes to Jupus, a tiefling who can sell them level 4 rituals and below.
Our heroes trudge off to the south, and, after a few days, enter the swamp.
A few more days later, they stumble across a path and into a small group of lizardfolk. Disposing of what seems to be the chief and high priest, they kill the two body guards then free two captive Goblins. The Goblins explain that they are Glorb and Gheb, and that they were captured on a recon mission. For some reason, the Lizardfolk numbers have been dwindling sharply in the past few months, but they don’t know why. Our heroes let them go, and Glorb and Gheb promise to put in a good word for them at their tribe.
Our heroes choose to follow the path in the direction that the Lizardfolk were going, and after three days they come to a ruined city. Only four structures remain. Three are colossal, maybe ten stories tall and made of blue-grey stone: they are a statehouse, a cathedral, and a library, as marked by the signs in common. The last building is smaller, and it is some kind of magical forge.
In the library, all the books are dust but two – a book of history that is several thousand pages long, but that has had the first few hundred ripped out, and a book of fifth level rituals. Unfortunately, the book of rituals is too technical for anybody in the party to read – they must find someone to translate it into “wizard layman.”
In the Cathedral they find a human-sized demon with a collar around his neck that is preventing him from leaving. As our heroes approach, the demon says: “Is that you Gal’gamora? Or is it you, Sylisis, bring me another tasty treat? It’s very cold here, very cold, and I am so very, very hungry.” Our heroes venture in to fight it.
The fight is not the toughest one, despite the creatures high level. Dazing the demon for two turns has a huge swing, given that the creature’s standard, minor, and move actions were all powerful attacks. However, our heroes take it down.
In the stateroom, our heroes find three locked vaults. However, they are only able to pick one lock, and inside they find a moderate amount of gold.
It is 2/13 in game.