Mostly errands done.  Exp for everyone is 3250.  You discovered that the tunnel under the Lord's Dalliance does in fact head to Balentyne. You've scouted a very small part of the place as well.  Sandow and Bless have discovered that Teryth Caldwin the town Alchemist had been squatting in the new Warehouse that was just bought.  You've riled up Bellam. You have also caught him red handed stealing from Balentyne most likely. A rumor was discovered by Sam that Bellam Barhold is a Lush of the highest caliber.  Bless had sent insect scouts to Balentyne and was able to identify the Rookery, that the tower over looks the water straight down, also the gatehouse house has the following features: 1. The gate house first level has arrow slits on both sides to shoot you from. 2. It has a murder hole setup above you to hurt you with boiling. 3. There are arrow slits on the 2nd level to shoot intruders on the gate.  4. 2nd Level also contains the forges for hot sand. 5. 3rd level has devices that can drop boulders onto the gate area. 6. 3rd level has two siege engines.  7. There is a portcullis at the front of the gate house. 8. There is a normal drawbridge/castle gate at the back side of the gate house. Grumblejack, Azor, and Carmilla had ventured after Captain Varning and dispatched him and some of his troops. Shortly after falling though, the rest of the troops retreated on foot in different directions.   Treasure that was still available: 2x Masterwork Scimitar 2x Lance 2x Masterwork Composite Longbow (+2) 2x Potion of Blur (cl 6) 3x Oil of Magic Weapon (CL 6) 3x Masterwork Chain shirt 1x Potion of Cure Moderate Wounds (CL 6) 3x Cloak of Resistance +1 Riding Saddle on each horse (9) 9x Potion of Invisibility 60x Arrows 174gp Encounter Details 2x Troops Fleeing West 2x Troops Fleeing North 1x Troop Fleeing East 1x Troop Fleeing South All fatigued.  Have already assumed to have moved at least 240 feet away.  It is assumed they have very good survival skills and appear to be rangers.   I rolled a 3 on the D3 for the summoned hell hounds.  Send them in whatever direction you would like.  For Reference:  Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. A creature with the scent ability can follow tracks by smell, making a  Wisdom  (or  Survival ) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Format : scent;  Location : Senses.