Sunday, 18 September 2016

ep 25 RSS 25-26/7/4712 - Aldern destroyed, exploring the Misgivings

Image result for diseased rat Runelords

Quillax Account
As Alden Foxglove changed back into his ghoulish form, I could just hear Elwin nearby, obviously having found the note pinned to Clank and following us down the well and to Alden's strange underground room. We didn't have a chance to do more than warn him of the dangerous mold, though, as Foxglove demanded our full attention, particularly as during the fight he tried to shapeshift into my form. However, considering as I was in my bear form, it was quite obvious to our group who was whom. We struck hard and fast, giving our all in the fight, and were soon victorious, with Jarrick having landed the killing blow.

(Private note: Aldan was wearing some odd patchwork mask, which we could not determine the use of. Additionally, Jarrick claimed his weapon, but it is so tainted, it required consecration before it could be safely wielded.)

We located some keys and as a precaution, decided to burn back the "Vorral mold" as far as we could once more, as it was slowly, but visibly regenerating. This revealed a little chime, which we collected. It seemed that the mold quivered angrily at us, so perhaps the chime had some sentimental value to Vorral. Or perhaps it was worried that we would find something it was protecting.

On our way out, we checked the pool of water, but found little of interest, so we proceeded out of the mansion back the way we came towards the well so we could rest well away from this evil house. Elwin warned us of the toxic smoke he had encountered on the way in, so we wrapped cloth around our faces as we climbed up and out of the cave into the small tunnel to the well.

Jarrick and Neril decided to check the well was still clear from enemies, and Neril quickly pulled back, warning us of the undead ravens moments before they swarmed down the well towards us. Sepheria cast cloud of daggers at our little tunnel entrance, but some of the ravens pushed through to attack Jarrick and Elwin. Elwin ended up destroying them and we proceeded out of the well and, after collecting Clank, well over a mile away from the house to be outside the radius of sickness. We found a flat rock near the moor and Sepheria cast her protective dome spell, and we rested.

Once dawn broke, we returned to the Manor and decided to tackle the house from the bottom up. We went back down through the well and returned to the staircase which led up (I did not mention this previously, but it was in the cavern where we fought the ghouls).

I had a strange and nearly overwhelming vision of Aldan Foxglove digging the stairs saying 'For you' with every strike. I also saw a swarm of ghouls suddenly crawling out of the ground and trying to drag me down' I was able to recognize this as a vision and resist it. I quickly informed the rest of the party in case there were actually ghouls nearby.

We hurried along and found a door which left this cavernous pit. It led us to a workshop with a bench covered with soggy books and birdcages containing diseased, undead rats. There were also two odd stained glass windows, which we worked out showed Vorral turning into a (failed) lich: the first one showed a skinny man drinking some sort of noxious looking green brew. The second showed the same man, obviously undead now, but in a state of celebration turning into a seven sided box (obviously the phylactery from Aldan's room).

Jarrick was affected by the sudden urge to read books. He later explained that he experienced a visions of Vorral in a method that seemed as if the stained glass had been animated and was telling the story. During this time he thought he was Cassandra, Vorral’s wife. He was trying to find her daughter, but luckily the door was locked and he could not run away from us. He attacked who he
thought was Vorral, though in real life it was Neril. It was at this point we realized he was possessed. Neril retreated so as to not draw Jarrick/Cassandra’s ire further. Jarrick then tried to break down the locked door. When he could not, he went to jump out the window. Sepheria was closest but could not stop him. Luckily, the possession wore off as he fell and he quickly regained his wits and was able to land on a ledge. We fetched him up from the ledge and he explained to us that he remembered some of Cassandra’s thoughts. She had forced open a door using her magic and this had interrupted Vorral’s lich-transformation, possibly causing him to become trapped in the mold/manor.

(Side note about the Foxglove family: Aldan had been married to Aisha, which causes a scandal as they were from different areas. He was the great-great nephew of Vorral. We later found out that Foxglove Manor was partly paid for by a certain Brotherhood of the 7, who we believe caused Aldan’s ghastly form. From what we understand, after 100 years – of which 13 are remaining – the lease would revert to this brotherhood. Additionally, Travor and Cyralie are Aldan’s parents. They moved into Foxglove the same year that Aldan was born.)

 Sepheria decided to smash the second window and the manor retaliated with what she later explained was Phantasmal killer. As only she could see the terrifying vision, we did not realize anything was amiss until she started to convulse and mutter in terror. Neril quickly walked her through some mental disciplines in the hopes of helping her through this fright and he was successful in saving her.

 Once she had control of herself, we unlocked the door and left the workroom. A narrow tunnel lead us to a chamber of decaying furniture. The ceiling appears to be wooden slats which placed us just under the ground floor of the manor in the basement. There were shelves with rotting books, a cupboard, a dead fireplace, and two large cracks that led into the basement walls.

 Sepheria cast ‘protection from evil’ on herself as a protective measure and opened a door to reveal a cupboard with empty bottles while Neril found a loose brick in the fireplace, behind which was a small urn filled with dried pinecones and some gems. Before either could do more, two swarms of diseased rats crawled out the smallish cracks and attacked them both. Both reported feeling unwell after getting scratched or bit and we suspected it was a milder case of what we have since called “Vorral’s Phage”. This is the same disease that afflicted the summoned fey/toads below, but a much less virulent and therefore slower acting strain. I shifted to bear form and attacked while Neril attacked then retreated and Sepheria struck with her green flame blade.  Even on fire, the rats stayed, leading us to believe that not only were they diseased but also insane and possibly somehow raged.

 Jarrick struck down the rest of the first swarm while Elwin burned more using his guiding bolt. At this point, the rats decide to flee but Sepheria and Jarrick destroyed them. We took a short rest to allow Jarrick to cure Sepheria and Neril of the illness before we continued our search. Sepheria sent her homunculus through the cracks and Moncey popped out from a nearby store room. Our search revealed a hidden door in an otherwise empty wine room with some good vintage behind it. The final door led to an old and obviously long-unused bedroom.

 Heading up some narrow stairs, there was a strange haunting echo as if someone was following us, but after some checks, we realized it was simply the floorboards settling oddly after having been walked upon. The stairs led to a room nearly identical to the shape of the workshop below, except it had two extra windows and also lead out into the foyer of the manor and what appeared to be the
front doors.

 All of the windows depicted monsters rising out of 7-sided boxes. In case it later becomes important, the windows in order from left to right were: a tree with an evil looking face in its trunk, a bird with blue and gold plumage, a woman with a lion body which we assume was depicting a sphinx, and a squid.

 The main room/foyer behind us had a mummified monkey head with a pull rope and a ratty throw rug hiding an oddly shaped spread of dark mold. Examining the mold closely, we realized it was not deadly but it was shaped like a swirling staircase littered with bones on the ‘steps’ in a fairly good representation of some of our previous exploration, particularly for mold.

 Having learned from breaking the first windows, Sepheria stood well back and cast protection from evil on Neril, who broke the rightmost window, the squid. He announced that he felt as if something was trying to make him afraid but he was not bothered by it. He then broke the window beside it – the sphinx – and the manor (or perhaps Vorral) attacked him with a confusion enchantment, but Neril’s training allowed him to shrug it off. Shattering the bird window, Neril struggled against what Sepheria later identified as Phantasmal Killer, the same spell that had attacked her below. But Neril was able to free himself from the spell with some struggle, which was shown as damage upon his skin. We took a moment to heal him before he destroyed the last window (the tree), which seemed to have no effect.

 After taking a moment to regroup, we moved to the room to the left of the tree window, entering some sort of lounge/drawing room. There was white fungus scattered around the room primarily around a battered couch. Dust danced on the floor but there was no breeze in the room. Fire bolts from Sepheria seemed to do little, other than to singe the damp couch and move the dust towards the fireplace. However, Sepheria suddenly ran towards Jarrick and tried to life him and carry him out. From her muttering, we realize she thought she was someone else and that Jarrick was her daughter, whom she was trying to save. Jarrick tried to restrain her but Sepheria was determined and he decided to go with her – at least to protect her from jumping out windows – and they headed for the exit. The rest of us followed from a short distance, uncertain on what to do, but as soon as they exited the manor, Sepheria regained her senses and they returned.

 She explained that she thought she was Cassandra, Vorral’s wife, and that she was trying to save her daughter, Laurie.

 Seeing as she was once in control of herself, we proceeded on our original task, wary now that anything may prompt another possession. Sepheria investigated the monkey head bell pull, which made my skin crawl, and she pointed out the other animals on the wall. In the shadows of the ceiling, she spotted a stuffed manticore hanging from ropes in the ceiling.

 Sepheria suddenly cried out that it had come alive, but to our eyes we saw nothing had changed with the stuffed creature. She started to scream as if she was in great pain, swatting at her skin before throwing herself onto the run and rolling around, small burns appeared on her skin. I cast dispel magic as I knew not what else to do and she calmed.

 While Elwin healed her, she explained that she thought the manticore had come alive and it had the face of Cyralie, wife of Travor, mother of Aldan. As per the previous possessions or spells, she had
some memories from it. Sepheria explained that Cyralie had become convinced the house was evil and had tried to burn it down, starting in the servants quarters. Travor had responded by throwing her out of one of the upper windows of the house, most likely to her death.

 She was shaken but determined to push on so we moved on to another door. It opened into a library. Jarrick quickly grabbed Sepheria before she could step inside, insisting that he go in first. Unsurprisingly, Sepheria reached in with mage hand and snatched up a fallen book. It seemed to be a book on history. Looking around, we spotted a broken stone bookend, a winged cherub missing one wing, in the fireplace. Undoubtedly, the missing wing was the one was spotted in the ghoul’s head.

 Jarrick edged into the room first, wary, and suddenly an audible shriek sounded from nowhere and a scarf leapt off the chair and attacked Jarrick, wrapping around his throat. I managed to unwrap it and it fell limp in my hands. While we destroyed it, Jarrick explained felt he as if he was Aldan’s wife, Aisha, for a moment and that Aldan was strangling him/her with her own scarf.

 In the nearby drawing room, Sepheria’s curiosity got the better of her, and she started sifting through some books. She found a tome with hand written notes in the margins, obviously recent and written by Aldan most likely. It mentioned two things of interest. The first being that it was thought the kaijitsu galleon was beached in the swamp. The second was that he was sad about the burning of Sandpoint and that Orrick (whom the hag still has) said it was unlikely that the goblins in Sandpoint would come back down and attack.

 In another room, I offered to go first and upon opening the curtains to check that the windows were not stained glass, I spotted Aisha’s reflection. She reached out beseechingly to me for a moment before she faded. Having searched that side of this floor, leaving the two sets of upwards staircases for the moment, we returned to the couch room with some trepidation. Again, I led the entrance to the room. This room appeared to be fine now and we proceeded through the side door into a narrow hall. Off the hall was a washroom, where we put a diseased and blind rat trapped in a tub out of its misery.

 From there we proceeded to the next room which seemed to be a dancing room or parlour with an open floor and an unkempt piano. Jarrick remembered that Aisha loved to dance as Aldan played the piano. I avoided the pull to play the piano and entered the room. Neril, just behind me, started tapping at the keys, which summoned up Aisha’s ghost, who wanted to dance. Though I could resist, I decided to dance with her, to see if I could get any more information from her. When nothing was forthcoming, I urged her to a halt and she suddenly changed, taking on the appearance of one being choked with bulging eyes and tongue. Then she moved on to dead with rotting flesh before she disappeared.

 Having gotten little more from her vision, we moved on and unlock the outside door with the steward’s key we picked up some time ago. We end up back in the main room where Sepheria uses magic to examine the monkey head and declares it an alarm. We decide against pulling it and we pause to discuss which staircase to take up to the next floor.

Sunday, 11 September 2016

ep 24 Runelords 25/7/4712 Aldern Foxglove

PCs journey to Foxglove Manor, enter via well tunnel, kill ghoul bat, ghouls, goblin ghasts, confront Aldern Foxglove. He attempts to romance Quillax, she palms a letter. He is finally angered when Sephiria insists she should chaperone...






















Quillax's Account

We left Elwin behind as there was some Cleric-related task he wished to perform; I didn't understand the details of it, but he had to do it this day and was happy to catch up as soon as he had completed it. I believe it was some sort of protection against evil spell on a large scale. Neril volunteered to stick around for a short time longer to make certain that Elwin would be safe in our absence and to ensure that no one followed us.
Jarrick, Sepheria, and I set out, with myself in Elk form carrying the others. Additionally, should we need to flee suddenly for some reason, I would be able to carry everyone away mostly swiftly, well, except Clank, but I would return for my metallic companion.
We walked down Lost Coast Road to Foxglove River. As we crossed the bridge, Jarrick noted the goblins huddled underneath watching us but not daring to attack. We then continued for about another 10 miles to the bridge over Bleaklow Moor. This final bridge before Foxglove manor was in ill repair and after some examination, we determined that it would safely hold if we crossed one at a time, but it would still not hold up to the weight of my animal form. We finished the journey on foot, noticing the land dying the closer we came to our destination.
The manor itself was rotting and dilapidated, looking more like a condemned building then a once-stately home. The plant life was dead or dying, the area was silent of animal life, and even the air was foul. There seemed to be a miasma of death around the place, turning even the sun into a pale shadow of itself. The whole area was sickened and as a Druid, I found this distressing. It took much evil to kill so much of nature.
We crept closer, not wanting to announce ourselves if we could avoid it, checking out the nearby ruins of an outbuilding for enemies to avoid an ambush. We found an old water well, which looked in fair shape still, startling a flock of ravens, who flew weak and uncoordinated towards the house, disappearing onto the roof or into the eaves. They were silent, which was unlike ravens at all.
Sepheria was more interested in the architecture of the house than the well, but something about it had drawn Jarrick's interest. He called out softly to us that he heard noises - some sort of rustling, leathery sound - coming from inside. Sticking our heads into the well, we would smell death, the undead, and rotten meat. Sepheria sent Moncey down to investigate and found a tunnel near the water, hidden from view by a ledge. After a quick discussion, we decided to see where the tunnel went. We strapped Jarrick into the climbing harness, with Dark Vision applied, and sent him down with the support of a long rope held by Clank. Moncey went along while Sepheria and I waited above.
Sepheria relayed back that there was a drop into a cavern with some beast inside. Jarrick wished to know our plans.
It was around then I realized one of the ravens was staring at me still, not with the normal curiosity of that bird type, but with an intentness that was unnerving. I stared back and soon realized why the flock had been so clumsy - they were all dead. Or rather, undead. I looked around more closely and spotted more and more of the birds, in the dying trees, in the rafters, and rooftops; we were likely surrounded and vastly outnumbered. I relayed this to Sepheria and we decided to chance the tunnel rather than be attacked or spied upon.
We left a note for Neril and possibly Elwin (depending on how long he needed to spend on his ritual) with Clank, telling him to hold the rope and wait for our return, and to defend himself should he be attacked before we started planning our descent down the well and into the tunnel, preferably without ending up soaked.
With a bit of careful acrobatics, the use of my feather fall ring, and a lot of luck, both of us made it into the tunnel without landing in the water. Unsettled by the birds, I did not watch my path as well as I should have and I scuffed a bit of rubble as we shuffled along on hands and knees, sending a rock clattering noisily along the tunnel. I ducked my head at the chastising look from Jarrick at my mistake. From ahead of us, the shifting of the creature was more prominent. It reminded me of the large bats' wings down by the giantess' quarters some months ago.
We were just very, very quietly debating on how to proceed when there was a loud splash from the well behind us. The rustling of wings stilled then a head poked up from the hole just as Neril came crawling down the tunnel.
We were correct about it being a bat, or rather a skaveling. Jarrick took the brunt of its attacks as it ducked in and out of the tunnel. It screeched at us, a near deafening noise which sent little Moncey reeling but thankfully did little to us, before I was able to summon up a moonbeam to send it retreating back. The size of the tunnel made arranging ourselves for battle a bit tricky but we were able to ready ourselves for further combat. Neril bypassed the tunnel's small quarters all together and teleported into the cavern beyond, attacking the skaveling. Once the rest of us were prepared, I moved the moonbeam and Jarrick and I leapt down into the cavern. There wasn't room enough for Sepheria also to start, so she sat in the tunnel and prepared her spells.
Jarrick managed to knock the skaveling prone and we managed to take down the skaveling without much further damage to us. Sepheria dropped down to join us. We realized that this was also an undead beast - once a giant dire bat from the look of it. This was concerning as from the marks on the skaveling, it had been savaged by human ghouls.
As a precaution against further undead, I sent the moonbeam around the room and over all the dead bodies in the chamber then through the next tunnel until my spell was done. Finding no further nearby enemies, we turned our attention to the room. There were several rotting bodies, the normal type of dead, which we examined. One was realized was a notorious bandit lord known as Shaz Redshiv Billger, who hadn’t been heard of within the last year. We now knew why. He was recognizable by the giant pearl earring, the hat of disguise (which Jarrick gleefully claimed) and his finery. He was also known to have a bounty. Hedging our bets, we beheaded the corpse, wrapped the head in a cloth, and scrambled back to to tie it to the end of the rope that Clank held as no one wanted to put it into a bag of holding. Plus, the bottom of the well was cold, which would help preserve it for longer.
We burned the skaveling's body to be safe.
Finding nothing else of interest, we proceeded forward with Jarrick and Neril taking point, Sepheria in the middle, and myself as rear guard.
The tunnel forward lead into a small cavern, obviously carved out with metal tools. Several paths lead off this cavern; There was a distant sound like rhythmic breathing coming from all the paths. We guessed that perhaps it was waves as we were very close to the ocean. We temporarily split up to check out the tunnels. One tunnel lead to another cavern with abandoned tools, including a particularly well made axe. The other tunnel seemed to just go on for a bit. Sepheria called us over and we headed down the tunnel to the cavern with the tools. There was some kind of yellow mold there, which we managed to recognize as extremely dangerous before anyone got too close but we knew it was easily destroyed with fire, which we started to do. Neril wandered off briefly, then popped back with a warning call of 'Ghouls coming'. Jarrick stayed to guard the entrance ahead of us while Neril moved to defend the other which we had used to enter the cavern.
Sepheria requested that we block one of the choke points into the cavern to prevent us being attacked on multiple sides. I summoned a moonbeam and she threw a cloud of daggers inside of it. Anything approaching that side would hopefully think twice.
Unfortunately, our deterrent did not work on all the Ghouls. One particularly large one jumped through, despite the damage. Jarrick stepped up to engage it while Neril stood in the entrance of the other tunnel leading to our little cavern, blocking the Ghouls who had decided not to try to jump through the spells. I misjudged the height in the shadows of the cavern and accidentally struck Neril with fire, wincing at his unhappy response. Despite being singed, he continued to hold the Ghouls back and then lead them into the tunnel where they lined up nicely. Luckily, Sepheria's aim with her lightning staff was far better and most of the Ghouls were at least charred by her attack. Jarrick had destroyed his Ghoul Lord and came to assist. Those that survived us tried to flee and I gave chase. Neril chose to go the opposite way to try to cut it off and pointed out a Ghoul we had previously lost track of; it was destroyed also.
Once the area was safe, we dismissed our spells and examined the pick axe. It was dwarven-made and went into the bag of holding in case it could be of use. If we had to dig our way out, a dwarven axe against the soft limestone of the walls would be like cutting through butter. We took the time to drag the ghoul bodies back toward the well entrance and burn them. It was during this time we discovered one of these ghouls had what looked like the small stone wing from some sort of statue driven into his head. It looked as if it had been done in his pre-ghoul life. There was also one who had once been a carpenter if the rotting tools he still carried were any indication.
We continued forward after a short rest and Neril went to scout ahead. He came back quickly with the announcement of Goblins ahead, four by his count. We hurried forward but could find none. Employing the same tactics as before, we blocked one tunnel to discourage attackers and went the other way. Jarrick was immediately set upon from above by two Goblins, a third coming from behind where we had lay our magic. Neril took on the one that tried to attack from behind, unable to help Jarrick, who was paralyzed by their claws. I shifted forms and carefully lashed out at one, trying not to hurt Jarrick. Sepheria attacked where she could. We realized that these, too, were undead. A fourth one, injured, came limping around the corner and jumped on Jarrick. Sepheria blasted the area to try to chase the ghouls off Jarrick, rocking Jarrick's shield which had been parted from him but not damaging it.
We eventually managed to kill the goblins and were considering a rest when a voice spoke inside my head. I recognized it as Alden Foxglove, whom you may remember I had previous dealings with at the beginning of my Pathfinder's career. I relayed this to my companions, and also my creeping dread that this was not a place to rest, as if one slept here, one may not wake again. Additionally, I feared that the voice in my head was getting more difficult to resist, so I insisted we press on. He was very close - I could sense it.
We burned the goblin-ghoul bodies and moved on into the next room. It was an odd natural cavern, which had an entrance to the sea, where the ocean bubbled up from a hole in the centre, but the room dipped down sharply into a spiral down to the sea, like a reverse snail shell. There was a stone door just a bit further along but we had to clamber down and edge along the wall to not risk slipping towards the water. Jarrick used the Manor key he had been carrying and the door opened.
Down a small, winding tunnel, we came to a dank room, complete with rotting meat, an odd mold growth on the far wall, and a chair covered with blood. In the chair sat Aldan, whose eyes shone with madness. Jarrick cast Protection against Good and Evil on me, to help block the call of the voice. Aldan verbally called for me, but when I did not respond and we instead readied ourselves, he shifted into an odd, ghoul-like form and attacked. Jarrick went down heavily as did Neril. I tried summoning some fey spirits to assist but the mold growth bewitched them and started to infect them, turning them into ghouls before our very eyes. I dismissed them, aghast. Sepheria decided to go for the direct approach and dropped a fireball into the room, burning some of the mold, revealing an odd box on the ground, as well as torching a hideous painting of what appeared to be me painted in ichors and unmentionable substances. Luckily, it also burned the lock of what appeared to be my hair. Though how he got that, I do not know. I was unaffected by its burning, which was a relief.
Sepheria tried to get Neril out of the way and so I pushed up to the front to try to defend Jarrick also. I hoped the madness of his obsession would provide me some protection. And it did. Despite being in bear form, Aldan managed to drag me around the room in a sort of waltz, giddy with himself and the others forgotten. With no alternatives, I changed forms and aimed for distraction. That in turn caused him to change back to his human face and with a bit of pandering to his obsession, I was able to redirect his attention away from the others and even my own actions.
I dug out a bottle of liquor from the bag, hoping Sepheria would not mind, and poured it along with one of my poisons into the Djzet goblet of Lust, hoping that despite his inhuman form, this human one would be susceptible to the poison or the memory removal part of it; the cup was a backup measure, something in the drink I hoped would to give us an advantage. I noticed a scrap of paper that had survived the fire blast and pocketed it, feeling it important.
The drink must have given some small advantage as he allowed himself to be talked into providing information. About debts and curses and plagues, and his relative who had attempted to turn himself into a lich but instead ended up as a undead lichen and revealed the whole house was a (phylactery), which made me very glad we hadn't attempted to sleep inside it. I managed to get him to explain the box on the ground, which was part of this Vorral's spell, but I didn't understand it, so I played a hunch and managed to talk him into letting Sepheria and the others come into the room without attacking. Much to my surprise, it worked.
I thought Jarrick would bite off his tongue the way his jaw clenched as he held himself back as Sepheria spoke to Alden, but he heeded my subtle gesture and did not draw his weapon. Likewise, I hoped my warning look to Neril kept his fists in check as he kept curling and uncurling his hands, tense but unmoving otherwise. While Sepheria spoke, I offered my verbal support where possible, trying to keep Foxglove calm, sometimes pandering to his obsession.
Sepheria managed to get far more information out of Alden than I, but we could not talk our way out of his obsession and eventually his patience snapped and he once again shifted to that ghoulish form.
We were almost back where we started, but with more information and far fewer spells.

Wednesday, 7 September 2016

5e CR, XP & Quest/Non-Combat Awards

CR    XP  Standard 1/4  DMG 'Medium' 

   0   0-10     0-2                
1/8      25        6                
1/4      50       12              
1/2    100       25                 
1       200       50              50   NOVICE (LOW)
2       450      112           100        
3       700      175           150      
4     1100      275           250
5     1800      450           500     HEROIC (MEDIUM)
6     2300      575           600
7     2900      725           750
8     3900      975           900
9     5000    1250          1100
10   5900    1475          1200
11   7200    1800          1600    PARAGON (HIGH)
12   8400    2100          2000
13  10000   2500          2200
14  11500   2875          2500
15  13000   3250          2800
16  15000   3750          3200
17  18000   4500          3900    EPIC (VERY HIGH)
18  20000   5000          4200
19  22000   5500          4900
20  25000   6250          5700

Epic CR XP Awards
21     33000 - Ancient black dragon, Lich (not in lair), Solar
22     41000 - Ancient green dragon, Lich (in lair)
23     50000 - Ancient blue dragon, Empyrean, Kraken
24     62000 - Ancient red dragon
25     75000
26     90000
27    105000
28    120000
29    135000
30    155000 - Tarrasque

XP Needed to Level & Non-Combat XP Awards (per PC)

Level Minor Standard Major Amazing XP Needed to Level
1        25         50        75     100            300
2        50       100       150     200            600
3        75       150       225     400           1800
4       125      250       375     500           3800
5       250      500       750    1100          7500
6       300      600       900    1400          9000
7       350      750     1100    1700         11000
8       450      900     1400    2100         14000
9       550    1100     1600    2400         16000
10     600    1200     1900    2800         21000 STORY AWARD
----------------------------------------------------------------------
11     800    1600     2400    3600         15000      650
12    1000   2000     3000    4500         20000      700
13    1100   2200     3400    5100         20000      750
14    1250   2500     3800    5700         25000      800
15    1400   2800     4300    6400         30000      900
16    1600   3200     4800    7200         30000    1000
17    2000   3900     5900    8800         40000    1200
18    2100   4200     6300    9500         40000    1400
19    2400   4900     7300   10900        50000    1600
20    2800   5700     8500   12700        50000    2000

Guideline XP for Investigation/Roleplay/Exploration Sessions: 
1 Minor Award at Average Party Level per hour of non-combat play (max Level 10/600). 
4 Minor Awards per typical 4 hour Session (max 2400). 
Substitute Major award (uncapped) where there is a major accomplishment.

Epic Awards (Level 20) DMG pg 231-232
1 Epic Boon per epic achievement. Typically 1-3 Boons per 64-page Pathfinder AP adventure (eg at middle & end), 
or 1 per 5 sessions/20 hours approximately for a level 20 adventure.

GM's notes
Theoretically I have enough material just from the Runelords & Shattered Star APs for about 5 years of play (Nov 2015-Nov 2020), even without counting supplementary material from standalone adventures & other APs, or homebrew stuff. 

With 5e level advancement tending to speed up in levels 11-17, it's possible that several high level adventures could be run with PCs at level 20, in which case I will use the 5e DMG Epic Boon rewards, where PCs get a Boon for completing an Epic task such as destroying an evil artifact, or turning back an extraplanar invasion. I reckon in practice that would typically mean 2 Boons per high level Adventure Path adventure (at ca middle & end).

Monday, 5 September 2016

Caizarlu Zerren's Spellbook

The following spells can be understood by non-Necromancers:

(3) Stinking Cloud, Vampiric Touch
(2) Melf's Acid Arrow, Blindness/Deafness, Mirror Image, Ray of Enfeeblement
(1) Mage Armour, Magic Missile, Fog Cloud

Monday, 29 August 2016

ep 23 Runelords to ca 23/7/4712 AR - The Sanatorium





Sephiria Kaddren's Account

The Sanatorium.
After our discussions as to our next course of action, we determined to investigate the outlying farms to the south as well as the Saw Mill with a view to setting that up as a refuge from attacking ghouls. Lord Scarnetti told us that the Mill had been the site of the first attack where the original message to Quillax had been found.
We headed out to the Mill and found it little altered from the aftermath of the attack and the subsequent investigation. Blood still stained the cutting blade where the two victims had met their fate. Around the Mill, as well as around several of the local farms, were goblin footprints as well as the prints of a small canine – too small to be a Yeth Hound or a Warg. Quillax couldn’t identify them so Sephiria sketched a copy of the prints for future reference. We concluded that goblins were leaving the Whisperwood to the south and converging on Sandpoint.
Inside the Mill we find bloody bare footprints, similar to those of a ghoul but still retaining some human characteristics, and guess that the creature that made them might have been in some transitional form between ghoul and human. A blood covered handaxe near the log splitter showed that the victims had fought back against their attacker, and the stink still on the blade confirmed that the attacker had been a ghast rather than a ghoul.
Checking the immediate area we find a narrow tunnel dug under a bridge. Sephiria sends Moncey to investigate and the homunculus soon finds a sleeping goblin. It attempts to sting the goblin with the poison barb on its tail but the goblin awakens, throws off the effects of the poison, and chases Money out of the cave – straight into Neril. Within seconds the goblin is killed and in its den we find a pouch embroidered with an “H” containing 18gp. The goblin’s clothing marks it as a tribe from the Whisperwood allied with bugbears.
After our checks, we decide the Saw Mill is unsuitable as a refuge from either ghouls or goblins and instead head north towards the sanatorium where Grayst Sevilla, a survivor of one of the earliest attacks, had been taken. The sanatorium is run by Doctor Erin Habe, late of Magnimar, with the aid of two powerfully built tiefling orderlies. Sephiria starts chatting to him, wondering why he left a successful practice in Magnimar, and all of us notice a certain amount of jitteriness and evasion in his conversation. However, at Sephiria’s urging he agrees to let us speak with Sevilla.
The man is clearly in the advanced stages of ghoul fever, leaving both Elwin and Jarrick concerned as to how a cure had not been effected. Calling on Iomedae Jarrick reaches out to scour the disease from Sevilla, but it’s too late. He breaks free of his bonds and lunges for Quillax “he said you would visit me – he made me - he said you should come to misgivings and join his pack.” With Sevilla beyond a cure we are forced to kill him.
After the fight we start to challenge the Doctor on his treatment methods. He becomes defensive and tries to retreat with the two orderlies blocking our way. Unfortunately for Habe, Neril and then Sephiria teleport past them and intercept the Doctor before he can hide deeper in the sanatorium. Elwin recognises the orderlies as sailors and manages to convince them to step aside. Equally convincing is Quillax who has assumed her Bear form, and the tieflings decide discretion is the better part of valour and quickly tender their resignation from the Doctor’s service.
Meanwhile Habe sounds an alarm and from a doorway leading to the cellar emerge a squad of zombies – clearly former patients of the sanatorium – and behind them is a necromancer wearing the garb of a cultist of Lamashtu. Neril and Sephiria take down the necromancer while the zombies fall before the combined strength of Quillax, Jarrick and Elwin. With his allies defeated, Habe surrenders. A search of the sanatorium reveals a handful of other patients, but the only one we can help is a wererat called Pidget who is cured and returned to his family.
Habe tells us that the necromancer – Kayzalu Zerin – supported him financially and enabled him to continue his research on the nature of ghouls and how ghoul fever is spread, as well as the origins of ghasts. He appears to be unconcerned with the ethical implications of his research and, after leaving him locked in one of his own cells for the night, we decide to leave him at the sanatorium with a promise of closer oversight on the part of Lord Scarnetti.
Our next job is to visit Foxglove Manor which is perhaps the source of the ghoul attacks…

Tuesday, 16 August 2016

ep 22 Runelords to ca 20/7/4712 - Ghouls & Scarnettis

  

Quillax's Account

Despite our exhaustion, we decided to hurry back to the farm where we originally heard the screams. Neril, Clank, and Sepheria's homonculous "Monky" stayed behind with Broddick and the farm's family. We decided to take the straight path through the corn fields, but we worried about getting separated in the field in the dark, so I took my elk form and carried the party. In that manner, we all could easily see over the corn stalks. There was a suspicious scarecrow off to our left, which held much of my attention when an strange elf popped out of the corn and called out to me, possibly recognizing the Druidic patterns in my fur colouring. I recognized his own colouring and clothes as an Andusanna elf, of the same clan as Shallalu, who had perished in Orik's possibly-betrayed party. He started to introduce himself as Leblond, an elven ranger, cousin of Shallulu, when he was interrupted by 3 ghouls coming up behind him.

Jarrick leapt from my back and started to move towards the Ranger, calling out at the sight. Leblond quickly disengaged from the ghouls and moved to join us. Elwin dismounted and cast his spiritual weapon, followed by Sepheria, who followed him and decided to try to end the threat immediately with a fireball. Unfortunately, we did not think of the possibility of the corn being quite so flammable but it must have been a dry season. Faced with ghouls and fire, I decided to deal with the fire, trying to contain it with a Wall of Wind. Distracted, I did not see the three ghasts approach from behind me. After that, I was sufficiently distracted with receiving injuries and an odd paralysis that I lost track of who killed the ghouls but Jarrick and Leblond had been in close combat with them. From what I heard, Neril had joined the fight and shortly after, between our group, the three original ghouls were destroyed and the three ghasts were facing the same fate.

One of the party cried out upon seeing an enormous ghoul carrying two possibly living people, easily seen now that a large chunk of field was quietly smouldering. As it was fairly certain I would survive, the party split and part headed off after it in hopes to save the people. Leblond attacked it but the ghoul shook off the arrow, so the Ranger set out after it, tracking it, with Jarrick right behind. Neril teleported into the darkness using the Elven ranger's and called out it's position and that Elwin was needed immediately to save them. With the ghasts and little ghouls all dead, I was able to shake off the paralysis and carried Elwin swiftly to that location. The rest of the group hurried after us.

Neril was demanding information from the large ghoul, who through his words and actions, indicated he was from Foxglove manor where he had some dark master he obeyed. This ghoul seemed to recognize me, which was both interesting and concerning as I had not travelled in this part of the world and had certainly no dealings the ghouls. Neril finally overpowered the ghoul with Elwin and Sepheria's help.

Leblond guarded us in case of any more ghouls while Elwin, Jarrick, and I checked over the two people, who turned out to be Lettie Gufman and her husband, farmers from further South; we later found out they were attached and taken from their beds. They were close to death and had ghoul's fever, but Jarrick was able to cure the disease, Elwin was able to heal them. Neril and Sepheria looked over the body of the large Ghoul, finding a ring to indicate that the ghoul was likely Robert Craesby, a man who had served at Foxglove Manor for many years. They also found an iron key, marked with a flower surrounded by thorns, which was known to be Foxglove's crest.

Having come around, Lettie explained that another farmer from further East, Mr Grump, had approached them earlier and said that they needed to abandon the farm as ghouls were attacking other farms and they were in danger. Examining Lettie, we realised she was with child but further examination gave us much happiness to report that the child was likely unharmed despite the ghoul's fever.

Once we were sure they were out of danger, we went to search the farm for further dangers or clues. We found a corpse, who we assumed was the farm owner, Hans Williams. He was no ghoul, but instead was dead for some time as evidenced by the level of rot, though the zehedron carved into his chest was still visible. Our examination led us to believe that the rune prevented the body from turning by acting as a channel for the life force, but to where the life force went, we were unsure. Also found was a note pinned to the body, addressed to me. It contained some odd phrases such as 'Take the fever into you' and was signed 'your lordship'.

Leblond had gone to search the house and found a chest under the floorboards in the bedroom. We spent a short time trying to open it before we resigned ourselves to searching to rotting body for a key. It was found but the chest only contained money, nothing of interest to the situation. Leaving the barn, which was as a charnel house, we examined a stone warrior head which the barn was built around. It apppeared to be Thesselonian in origin, and was likely carved by the Rune Lord of Wrath as a guard to stand at the boundry with Greed's lands. As the head was facing west and half-buried in the earth, the statue had likely tumbled at some point from it's Eastward watch of Greed's lands.

There was an interesting mention of a Sandpoint "lighthouse" which apparently is not a true lighthouse but instead has the ability to shoot fire, though I did not catch the details of this.

After burning the corpses as a precaution, we collected the living and went back to the Tetchley farm for a rest.

As we were preparing to head to Scarnetti Manor, where we hoped to deliever the farmers to a safe place until their farms were secured against Ghouls, I noticed Vanessa, who you may remember as being the wife of Orik and the daughter of the farm owner, whispering to her baby and acting rather odd. I was able to overhear her singing a goodbye lullaby and murmurs about the Hag. I raised this to my companions quickly via a whisper and was able to snatch the baby from her before it could come to harm or she could run off. It came out that she planned to trade her baby to the Hag in exchange for her husband, Orik. The situation with her is unresolved currently but Lettie was kind enough to care for the baby on our journey to Scarnetti Manor until the local Lord could be appraised of the situation, which we deemed as illegal as well as immoral, and could make a decision.

As we headed towards the manor, Sepheria brought us up-to-date on what she knew of the Scarnetti family. Titus, the lord, was a well known scoundral and possibly wastral. His wife, Lucida, was a strict, moral woman who had been kidnapped by cultists of the fertility sort, along with one of her daughters. Titus eventually randomed them, but much horror had been forced upon the women. It was feared that Lemashtu had cursed them and the women were tainted by their horrible ordeal beyond the actions suspected.

Approaching the manor, the first thing we were aware of were Shoanti Milk Maids, who requested our names to announce to the Manor's lord.

In the next short while, I could only marvel at Sepheria's ability to 'nobel' her way into control of the sitution and arrange us the support we would need in our investigations. Despite her repeated denials that she is suited for Court, her ability to handle such situations indicate otherwise.

We were made aware that Titus' manor was primarily maids and a few servants, and not a guard in sight, let alone the army he was supposed to maintain, although his fish pond was truly a thing of beauty. Titus mentioned that his wife was unwell, as well as being pregnant with her fourth child with Titus. There was no doubt that it was Titus' so there was that relief in terms of the birth. Elwin and I went up to speak to her, having convinced Titus that we could help.

The maid led us to chamber doors where we were refused entrance. There was a symbold of Iyomede, herald of the lost omen and a known Paladin protective symbol, so I went to fetch Jarrick, hoping she would allow him entry. She refused both Elwin and Jarrick, but allowed me to enter. Her worry was that her baby was not human, but a cursed thing. From my examination, I would find nothing to indicate the child was not human, but it was not enough as proof. Eventually, Jarrick was allowed to enter as I was not able to convince her to allow Elwin, Jarrick, and Sepheria to be able to cast spells on her, but he was able to calm her mind and get us permission.

We prepared over the night and Elwin was able to cast Remove Curse from both Lady Lucida and her daughter, which Elwin sensed removed a negative miasma. We were all pleased as it was two more people that we had been able to help. And now that Lucida was well, she would be able to sort out the issue with Vanessa and the baby.

It was then Titus mentioned there was a ghoul attack survivor in a sanitorium nearby.

After a discussion, we decided that we would check the surrounding farms for ghouls and ghasts to thin out any reinforcements, arrange for a safe place for the farmers, and then check out the survivor, before tackling foxglove manor, where we were quite sure we would find more clues.

Sunday, 14 August 2016

ep 21 ca 17/7/4712 - Rise of the Runelords - Skinsaw Murders #1







Quillax's Account

We were making good time towards our destination, having bought horses or summoned in Jarrick's case, despite pulling a cart for Clank. As we walked along a stretch of dirt road, we could see a farmhouse in the distance, but the bushes around us made us wary. As we approached the farmhouse, cautiously, cultists (recognised as such by our party) were spotted surrounding the house and one of its occupants, who swiftly retreated into his home. We decided to take action, both against the cultists and the enemies we sensed around us.

Sepheria laid down a fire ball in the centre of the cultists, doing plenty of damage. Clank, Neril, and I headed toward the Rightmost group hiding in the bushes, only to find they were undead. Neril excused himself to go help Serpheria with the cultists. Elwin and Jarrick took on the Leftmost group, also undead, and handled them with little difficulty. The spellcaster leading the way to our destination decided he was best placed somewhere far from the undead and retreated some distance back down the road.

We were made aware of someone shooting a crossbow out from the upstairs of the farmhouse, but as they were targeting the cultists, we assumed they were not enemies. Jarrick went to help Sepheria and Neril at the farmhouse while Elwin helped Clank and I with our remaining undead problem. Then we moved forward to assist, although the rest of our group had it mostly under control.

We were invited inside the farmhouse, and were introduced to the owner, the crossbow wielder, his daughter and her infant, and her husband, Orrick, whom our travelling companion recognised as a deserter from an expedition to kill a very bad person, which had gone quite wrong. He had been thought dead but now facts were beginning to point to that he had betrayed that party.

When he decided to flee, on Jarrick's summoned horse, our thoughts were confirmed. He was guilty of something at least. Jarrick called his horse and we apprehended him for further questioning for later.

As it was late, we decided it was best to camp. Sepheria set up a special warded dome outside, which half of us slept in, including Orrick, wary of a mid-night attack by the undead. The other half, including the woman and her child and our travelling companion, decided to sleep indoors. Jarrick agreed to sleep in the house as well just in case our companion decided to take revenge on Orrick's wife for the loss of his friends.

I heard a scream in the middle of the night from a neighbouring farmstead and we swiftly woke everyone, getting them safely into Sepheria's magic dome, which had a special one-time-use prototype magic generator, which would allow it to last despite her leaving it. Unfortunately, it took months to create so she only had the one.

Again, we split the party, leaving Elwin and Clank behind to guard the family.

Before we got even a mile away, Sepheria called us back, saying her proximity alarms had gone off and the others would be in danger. We hurried back past scarecrows which looked somehow wrong. At one point, Jarrick's mount tripped but I hoped the Paladin would be fine. If he was not with us in a short time, I would double back for him once we secured the group's safety.

It turned out a rather large group of undead had decided to do what we had worried about, and were attacking the dome, digging under it. Neril was able to get there first and pulled the attacker out from their holes. We struggled to ensure the family's safety in the dark and then Jarrick came on foot with a horde of undead in his wake.

In the heat of the battle, we lost track of Orrick, temporarily, as he ran. Once the undead problem was mostly under control, I gave chase. I heard Neril and Sepheria follow shortly after. I was able to catch up with Orrick at the edge of the swamp where a witch waited. I was not able to convince her to give him to me, however, she promised she would keep him alive so we could come and speak with him at our leisure in the future. It wasn't the best outcome, but better than her killing him. We returned to the farmhouse to explain to his wife his location, tend to our injuries, and finish resting.

Sunday, 17 July 2016

ep 20 RSS 13/1/4712 to 15/7/4712 Return - CLL#9



13/1/4712
Hard battle with Babau demons & vampiric mists; the Iomedae Paladin Jarrick is killed but returned to life by the Cleric of Saranrae. Oriana proves a very tough combatant.
Leaving the caves below the Light the party see a crack has appeared in the Lady's Light as ten thousand years of aging assert itself on the ancient structure. Just outside the bullywug cave the party encounter the Pyrohydra, but Sephiria dazes it with an Hypnotic Pattern and the party are able to escape. Oriana & the Gray Maidens will serve Sephiria.

15/1/4712
Standing guard in swamp ruins, Neril is attacked by a hunting manticore; it is driven off.

20/1/4712
The Wanton Ways returns from Korvosa and drops anchor, picks up the party and returns them to Magnimar.

15/7/4712
After 6 months of training, research and hunting for/commissioning magic items, the group are summoned to Sheila's study in the Pathfinder Lodge. Several murders have struck the Sandpoint Hinterlands, bodies marked with the sign of the Sihedron... Brodert Quink, late of Sandpoint, plans to investigate and requests an escort. Sheila shows Quillax a bloody note, apparently addressed to her, found at the scene of one of the murders... it appears to be a love note.

Quillax's Account
Geddout, following the securing of the new shard, had decided to leave the Lady’s Light. None of us begrudged him wanting to get out of the Light; we had done what we had come to do and it had been a difficult period. Plus, I think there was some other pressing matter weighing on his heart to do with his clan.

After resting, we decided to go check out the ‘temple’ where the vampiric mists were rumoured to reside. With the curiosity of our wizard over the possibility of another undiscovered place of worship belonging to Sorshen and the anti-evil drive from the Paladin over the evil mists, we were pretty much guaranteed to have to investigate that place. Ensuring our runes were still painted on and visible, we moved into the room. The first room was lined with pillars on both sides where the mists hovered but seemed uninterested in us, so we moved into the second room, leaving some Maidens at the door, just in case we needed to keep the path clear. It wasn’t particularly interesting - nothing like the last one of Sorshen’s hidden temples but then Neril shouted a warning as things started to step out from the walls. Demons.

Sepheria grabbed my shoulder and called out that the group was to retreat and offered to take me with her in a short teleport. I nodded my agreement to go with her - I trust her evaluation of these situations. We returned to the door, and a moment later, Neril was dashing across the room towards us, trying to dodge the now-active mists.

We waited for the other half of the party. I wasn’t yet worried about them, the Grey Maidens were a wall of armour and would be able to shove their way out dragging Elwin and Jarrick with them, if more slowly then Neril. Except then the mists suddenly decided that we were interesting after all - four came towards us and four headed towards the rest of the party. Now, I was starting to get worried.

We needed to clear the mists to provide the team with a clear exit. The Grey Maiden’s armour worked against them with the mists as the creatures slipped through the cracks in their plate, or so we worked out from the shouts we heard from the other room. Magic worked well against the mists, so we worked our way through them. Neril forced them close and with radiant magic and a solid strikes, we destroyed most of the four. When there was only one left, which we could easily deal with, Neril darted off to help the rest of the party, who were struggling against the odds and trapped between demons and vampiric mists. Not a good place to be. Unfortunately, the only way for him to help was to step right back into the middle of the danger with his shadow step. Even with the additional warrior, the fight was not going truly in our favour.

The Maidens were taking on the mists, magics and swords were being employed to their highest capability, but it was not enough. The demons were strong and the mists acted like a wolf pack, working together. Sepheria moved away from the door and tried a fireball, which fried the enemy demons, but also some of our party if the unhappy snarl from our Grey Maiden Captain. The Grey Maidens defending the door moved to attack a mist that had run from the other fight, bespelled by Elwin. The Maidens with the other half of the party fought the mists, aside from the Captain, who battled back the demons.

Lucky hits from the demons killed Jarrick and Elwin struggled to get close enough to him to revive him. Neril also went down, although not dead, and Elwin healed him. Between the whole party, only one demon remained, but we were in a most precarious position as Neril was unlikely to survive another hit and Elwin had already used much of his magical strength and would be unable to res both of them should the last demon strike him down as it appeared.

Sepheria recommended I use my Major Image from the Shard and I summoned up the figure we had seen all too much in this dungeon - she who everyone claimed to be. The demon flinched back from my projection of Sorshen and bowed before her as the illusion commanded it to do. This bought us just enough time to destroy it before it could take out Neril.

Much relieved, I dismissed the illusion and watched as Elwin resurrected Jarrick and healed Neril. We all agreed that was plenty enough exploring and it was time to leave the dungeon. Neril and I split off the party briefly to collect Clank, who was still waiting patiently with the boat. We took the boats down the river to meet up with the others and started to make our way out.

However, with the death of the demon maintaining the light, the magics holding up the Light started to fail and we raced for the exit before we were crushed by the falling architecture.

Once outside, our luck did not hold as we met the Hydra we had so far managed to avoid. The Maidens formed ranks, and we spread out so as to not make an easy target and hopefully be able to flank it. I summoned up some beasts to act as a distraction with instructions not to target the heads and we started to attach. The Hydra barked out a stunning sound wave which knocked my beasts from the sky and knocked out a few of our party. A spell was cast by Sepheria, I think, though I was not near enough to know for certain, which paralysed the Hydra briefly. We considered attacking but when it began to grow another head, we decided to simply run, gathering up those of our party who were not able to run by themselves.

We decided not to stay with the half-orc witch and instead found some old ruins in which to bed down while we waited for the boat. Neril was on guard and spotted an approaching manticore before it could get into the camp. Some of us were quick to our feet - others less to due to being heavy sleepers - and we engaged the beast. Neril took a fair amount of damage from the beast’s spikes as did a Maiden from the claws but we managed to drive it off without any losses.

Thankfully, the boat arrived before we could stumble across any further creatures which wanted to kill us, and we returned to the city to present out findings to Sheila and sell our knowledge and collected treasures. The money was split evenly and we went our separate ways, though we did not go far and we kept in touch. As promised, the Grey Maidens were taken on my Sepheria’s sister as a private army and I camped in her manor grounds, with permission. Neril started a school for Monks, while Elwin and Jarrick went in with him and in on a small orphanage. I saw some of the group in the marketplace, and we all saw Gedout off, as he planned to travel back to his clan. He sold us many of his adventurer trinkets so that he would have plenty of money for his clan when he returned to them. My writings were published in the PathFinders Journals, which I have been informed is a great honour. Sepheria’s letters home, stripped of any personal commentary, were also made available to the PathFinders.

At the end of the summer, we were summoned to the PathFinders Lodge as there was a man with a strange letter addressed to me; it’s contents were bizarre. He also informed us that there was trouble in his home city and he hoped for our help. I was curious and agreed to return with him to his home city, where people were going missing. Luckily for me, the rest of the party agreed to also go, as I have come to depend on them in the tough situations - even those I have known only for a short time. We prepared for our journey and set out.

Monday, 4 July 2016

ep 19 RSS 12-13/1/4712 Completion



After resting overnight, group now including Gedout and Neril, and joined by the Iomedae Paladin Jarrick, attack & defeat the Gray Maiden fanatics under Quenelle Page, then head up into the Lady's Light where they meet Oriana before attacking the insane alu-demon Ashamintallu, daughter of Amandiyalu. Defeat her, loot treasury and find the third Shard, plus recover the Shard of Pride.

Rest then explore hidden chambers off the jail area, encountering vampiric mists & babau demons.

8 Gray Maidens CR 2 xp 450x8= 3600
Quenelle Page CR 6 xp 2300
Chamber of the Seven CR 7 xp 2900
The Spinning Serpents CR 7 xp 2900
Sorshen's Boudoir - defeat Ashamintallu & take Shard CR 10 xp 5900
Total 17600

6 PCs & Gray Maiden allies = 7

17600/7= 2514 each

Quillax's Account

After a long rest, we were met by the rest of our group, who were returning from taking Anastasia to the half-ogre witch, whom we hoped would help her regain full consciousness.

Geddout and Neril were a welcome sight and rightfully mourned the passing of Keelan when the news was shared.

They also brought a companion, Jarrick, who had been sent to investigate the Grey Maiden activity by his Order. As long as he did no harm to our allied Maidens, I was happy to have him along. He didn't know Keelan, so he kept his distance from our mourning, along with Elwin.

Despite the risk to Gert, we decided to move quickly - we couldn't risk the Shard getting into the wrong hands as it still has power despite the binding of the Ioun Stone. We planned to move with stealth and spent time detailing the layout of the path we needed to take but we also decided to bring a contingent of strength and gathered all our allied Maidens with us.

We found that taking all the boats had been a wise move, as the beach showed sign of heavily armoured boots. Those with heavy armour were instructed to stay back while those with stealth capabilities moved ahead. We decided to take a huge risk and split the party with the ranged and more vulnerable attacking from the balcony, while those better in close combat took the floor. In the hall of the illusatory dance, we met two enemy Maidens. They were quickly and rather brutally dealt with, but there was now a higher risk to Gert as we were spotted and barred from the next room.

Our group rejoined and we worked to break down the door. Between Geddout and myself, we forced the door, but too late for Gert as her severed head was thrown at us. Our allied Maidens kept their calm, though I admit to no such restraint as I ignored all other enemies to head for Lt Page, taking the damage as a matter of course.

We beat down the group only to find that the Shard was missing. The Maidens had shown themselves particularly resistant to mental magicks, so perhaps it wasn't unexpected that they could ignore the slight remaining pull from the Shard of Pride. We managed to keep two of the enemy alive for questioning, although if left to me I admit I would not have.

While Gedout did his best to intimidate the Maidens into answering our questions, and very successfully did so, we arranged Gert to be re-united with her head and taken out to be buried in the sands of the beach. With good information, we were left with the conundrum of what to do with our captives. Our allied Maidens preferred not to kill them, so we left two to guard the captives in a cell and keep them alive. We also field-promoted one of the Maidens as she was capable and our Maidens had lost all their leaders and needed someone to provide order and structure.

Instead of investigating a room with vampiric mist, we decided to head up immediately to the next set of teleporters. This room contained an interesting riddle about embracing the Lady and the Liar. The Lady was obvious. The Liar was not hard to find; Greed would hardly give away anything, even a rose.

Geddout and Jarrick were volunteered to go first. They disappeared into the light easily enough, so we arranged for the rest of us followed.

When we were reunited, we had found the missing Captain, who had been banished to this strange limbo room, unable to leave as in the next room was our false Sorshen. Our Maidens helped convince her that we were telling the truth and we went to confront Anastasia's sister and hopefully rescue one final Maiden that had been left with her.

We had to travel in groups as the whole of us could not pass through the portal at once.

When I arrived, we found that the Maiden had not survived, and Anastasia's sister was being thoroughly trounced. Neril had landed a perfect blow, which stunned our enemy, and our combined strength was enough to kill her without any losses on our side.

We found Keelan's body in the bed, which raised thoughts that did not sit well with any of us. Wrapping Keelan and the Maiden in the bed silks, we sent Maidens off to bury them, while we looked for the Shards, both stolen and our next objective.

We found them in a little room, which sounded oddly of breathing. That turned out to be caused by a rather wicked little orb, which thankfully I was able to avoid being ensnared by. Sepheria was beside herself with joy at finding a small library of spell books, and all of us were thereby happier yet to find a bag of holding large enough for her to fit them all in. Else, we would have had to try to carry whatever might not have fit in our existing bag. Aside from other magical trinkets, we located both Shards. I claimed mine immediately, pleased to have it safely back and not being used for evil. The other was picked up by Sepheria, who we trusted to carry it. The two new members of our group had not yet proven themselves fully trustworthy and as a Monk, Neril was ill-placed to carry the Lust Shard.

We packed up what we could and left Anastasia's sister's body where it lay.

We decided to rest and organize ourselves before we would go investigate the mists.

Sunday, 19 June 2016

ep 18 RSS 11/1/4712 "For Sorshen & Eurythnia!"

The group encounter an illusionary dance and slay a powerful Sinspawn sorceress, Sephiria taking her lightning glaive. The sinspawn opens a secret door as it dies, alerting the Gray Maidens beyond, who are holding prisoner a half-elf Cleric, Elwin. A disastrous battle ensues, Keelan is slain by the Maidens' leader, Cpl Gert & Quillax captured. The half elf uses Suggestion magic to free Quillax and himself - sans all gear. The group retreat to Mochtau's lair to rest and nurse their wounds.

 

Sephiria's Account

Letters that will never be sent…

My dearest sister, it is time to once again update you on our progress but in this instance I’m not too sure exactly where to start. I believe I had left things last time with our party being on the point of entering a teleport in order to ascend the tower of the Lady’s Light. Our Grey Maiden allies had little knowledge of these rooms but warned that there were fanatics amongst their number who had taken up residence there to be closer to their liege, led by one Quenelle Page.

It really is quite difficult to manage a large skirmishing force, particularly in a confined space, so we determined to split our cadre of Grey Maidens into two groups and send some of our party with each. Anastasia, it seemed, was having a “moment” and needed to be elsewhere. On the chance this might relate to her imprisoned half-sister-Sorshen-pretender, we had to give her a strong escort so along with half the Grey Maidens, she was accompanied by Neril and Gedout.

The rest of us proceeded from the hall where we had fought the four half-dressed Sin Spawn creatures with Keelan’s Faerie dragon Trix scouting ahead invisibly. It was due to their efforts that we were able to easily determine that the chamber ahead of us was not infact a gathering of Runelords and their followers, but instead an illusion of the same designed to intimidate and obfuscate, hiding the true enemy: the Captain of the Sin Spawn.

She proved to be a ferocious enemy, summoning fiendish spiders to block our advance while all the time blasting us with her own magic. In the end, Keelan’s magic and my own Acid Arrow wand proved sufficient to defeat her though at high cost as many of us and our allies were sorely wounded. However even as she fell, she was able to sound the alarm.

Disdaining the need to rest and hopeful that we might fight the next foe before their defences were readied, we hastened forwards. Before us was Lieutenant Quenelle Page and her troop, hurrying to gird themselves against us. Keelan-Sorshen tried to reason with her, urging her to stand down and join us against the fake Sorshen, but there’s no reasoning with a fanatic. Angered by this apparent heresy against her liege, Page leapt to the attack; battle was joined and very soon it became clear that Page was a formidable foe and, bereft of the support of Neril and Gedout, we were in trouble.

Quillax managed to close the door on Page’s reinforcements, using her own bulk to keep them from forcing it open and separating her from her troops, but even with her alone and unsupported we were unable to defeat her. Quillax-Bear locked her jaws on Page’s torso, pulling her to the ground, but just that small movement away from the door proved our downfall. With a strength born of desperation Page’s Grey Maidens were able to force the door and rush to their leader’s aid.

Encouraged by the arrival of her allies, Page shrugged off Quillax’s attack and pressed her attacks on Keelan. It was no contest: exhausted and injured from the earlier fight, Keelan could not fend off Page’s attacks and with a shout of triumph, she killed him even as he lay bleeding on the ground. Quillax too was in trouble, surrounded by the Grey Maiden reinforcements. We called the retreat and started pulling back, but then Quillax fell. Corporal Gert held the door enabling the rest of our Grey Maiden allies to fall back before she too was overcome. Weary, angry and worried for our friends we pulled back to catch our breath and work out what to do next.

Sometime later as we were trying to come up with a way to rescue our friends, Quillax returned to us accompanied by a young half-elf cleric named Elwin who was the sole survivor of another group of adventurers and who had been imprisoned by the Grey Maidens. They told us what had happened: stripped of their armour and equipment – including Quillax’s Shard of Pride – they had been interrogated by Quenelle Page. Quillax told the story of the false Sorshen, but swayed by Elwin’s magic, she viewed Quillax’s arguments as nothing more than deranged ramblings and thus neither Quillax nor Elwin was any threat to her. 

So Page released them with a warning that should they return, no quarter would be given. They were bidden to speak to the Grey Maidens with us and order them to abandon us and return to Page’s command. And a final warning: Corporal Gert would be held as a hostage, and should we attack again she would be the first to be killed.

We drew back once more to the lair of Mochtau the Cave-Giantess-fake-Sorshen to await the return of our allies and draw plans for defeating Quenelle Page. I’ve never been a particularly vengeful person, but in this instance I believe I may make an exception…

Monday, 23 May 2016

ep 17 RSS 11/1/4712 Scent of Lavender



XP
Win over remaining Gray Maidens in Barracks (4): 900
Recover Perfumes of Sorshen from trapped Perfumery (CR 7): 2900
Shrine of Nocticula - Defeat Shadow Mastiffs CR 5 (3): 1800x3 = 5400
Teleport Chamber - Defeat 4 Lust Sinspawn CR 2 (4): 450x4=1800
Total: 11000/8 (counting NPC Gray Maidens as one share)  = 1375

Exploration Bonus: 100 (Perfumery) 100 (Hidden Shrine) 100 (New Level) = +300 each.

Total: 1675 each.

Session account bonus xp: 300 to Keelan, 150 to other party members.

Lust Sinspawn garments equivalent to Studded Leather (Light Armour AC 12+DEX) on appropriate wearer.   Each had a guisarme.

Keelan's Account - by Joe.

Part 1:

Keelan's mental journal. Day... Errr... I have no idea. It feels like we've been underground for a good few days but without daily sun rises and sunsets I've lost track. We rest when we can and mostly we can't, everything is trying to kill us and I've died once already... Best not to dwell on that just yet.

After getting some much needed rest following the intense struggle – in which I ended up unconscious (again) - with another Sorshen impersonator (and let's face it, I'm the most qualified for that now) I feel a bit more at ease. A few of the spells I'd been working on are finally feeling like I could pull them off on demand and I'm feeling pretty good all in all. We gather our now considerable Grey Maiden forces and decided it's time to head further in and see what wants to kill us today. We've got Gert and Ralin who seem to be largely in charge (if I'd wanted to be fully versed in military ranks I'd have joined an army). There's one called Ara who seems to be making herself known and then there's Helanda and... You know what, I can't remember their names, hopefully it won't be important. I'm not even sure what name I should use really...

We set back off over the infested waters again but only have enough boats for nine of our twelve, excluding my roguish faerie dragon friend Trix who seems to be less fazed by my death than me. I remember that I must start teaching her the common tongue at some point. We leave two of the Grey Maidens behind with Geddout. I'm not sure they realise they drew the short straw but, quite frankly, he's stopped starring at me as much lately which is fine. Sephiria mentions a puzzle about a boat, some corn, a chicken, and a fox in that way she does when seemingly oblivious to the fact she has more smarts than most folks. I'd have just said we'll send boats back and left it at that. I then wonder if I only understand the puzzle because of the headband I've had for over a year now and whether I'd just be confused like the Maidens without it. Best not to dwell on that either...

Amazingly the passage across the water was this time incident free, perhaps our luck is changing. We beach the boats next to two more and Ara goes into what we believe is some sort of outpost for the Maidens near a teleportation pad like we'd used yesterday. Once again we explain the situation and they seem satisfied enough to join with our mission goals. We have of course failed to mention the Shard in those mission goals but why potentially complicate matters, these ladies have clearly had a bad run of it under their previous commanders and we're being truthful. Mostly. I of course fail to mention I was robbing Sorshen when I awoke in her body. The thought does cross my mind, as I'm sure it does the others, that we're slowly accumulating a force we could not expect to defeat if they turned back against us. I hope it does not come to that.

While we peer around a cooking room I notice Quillax eyeing up a tiny vent for the fire smoke and then visually measuring up Trix. No chance I'm letting that happen. Thankfully we are suddenly distracted by the discovery of a fine lavender smelling bath. I have to admit I'm not exactly feeling fresh but the women go first and I'm not allowed in. I'm sure as hells not going with the men if Geddout plans to... I start to realise there's probably some serious life choices to be made when I get back. Still they do show me how they apply perfume. That's something I guess? I'll not dwell on it right now...

Part 2:

After a brief chat with the Maidens (I wonder if they'd prefer the nickname Greys instead) they explain the local layout: A room with an iffy door that leads to a pit trap, a teleportation pad that leads to some sort of 'death by perfume' room (I am dubious about the use of the word 'perfume'), and a teleportation pad that leads us further on. Even the Maidens don't seem to go through here much. Still there's only really one choice. Before that decision can be made, or at least expressed, Eagle-Eyes Neril, that's what I call him, well as of just now, in my head, spots a secret door. I swear I'd just noticed something odd too but it's good to see he's always got his wits about him, it's certainly served us well so far.

He leads the investigation and stumbles upon another secret door (like I say, served us well so far) and your basic regular door. We gather in the secret room for a quick nose around. This is essentially how we earn our pay after all. There's an alter at one end of the room with a bloodied cup and dagger which, inevitably, draws Anastasia's attention. I've never quite figured her out, I'm not sure any of us have. She seems pretty deep in this occult stuff but I'm never actually convinced she quite knows what she's doing a lot of the time. Still her tale is quite tragic, like the Maidens but worse, and I'm not sure what we can really do to help. Or even if she really wants any help. Still she seems more with it today than yesterday and that's something. Maybe she'll know something about what's been happening here. She cuts her wrist to get a small amount of blood into the cup. Things get weird. Oh for [expletive deleted]'s sake, three semi corporeal / mist hounds congeal out of the ether around me. ALWAYS AROUND ME! They don't look pleased. What was I just saying about Anastasia not knowing what she was doing...

A significant skirmish ensures during which our Tiefling gets knocked out twice but is brought back both times by Quillax, and I manage to pull one of the Maidens back from a potentially sticky (fatal) patch. Sephiria drops a fireball amongst a few other spells we fling around but these beasts are made of tough stuff, well tough mist; nothing seems to cause them significant hurt but we manage to grind them down until Geddout and Ara arrive and dispatch the final one with some old fashioned pointy metal and elbow grease. Amazingly I manage to not take a scratch and feel smug enough with myself to look past Anastasia's unintentional summoning ritual. At least I presume it was unintentional and she didn't quite know what she was doing... Best not to dwell on it.

We examine the room and I clamber up a wall carving after seeing through the illusion covering it - with the help of my pendant alerting me to the magic – and take a rubbing of some ancient Thassilonion text for the others to decipher. Neril seemed hesitant climb up. I wonder if my reckless nature makes the others as weary of me as I was with Anastasia. There's probably a lesson here but then heeding it would probably not be a great deal of fun. More importantly it turns out that this was some sort of secret worship room used by Sorshen, the real one, for some nefarious purpose to do with those bound to the Lady's Light. It also looks as though the names on the carving have been changed magically over the years and currently implicates Anastasia's half sister. Also it states that speaking the name of the creator of this artwork will lead to something happening. Before we can fathom whether this would even be a good idea we realise we have no idea who it could be anyway. I take a sly look on the artwork for a signature or some kind. Nothing. “I guess they weren't that proud of this piece then,” I chuckle to myself. We grab the loot and move on.

Part 3:

From the Maidens' description half the group feel that the regular (not secret) door leads to the perfumery of death, I'm not convinced. Nevertheless we decided to go in. I say 'we', after seeing Gedout urinate on a cloth and place it over half his face 'to stop the bad smells' I decide to take a back seat for this investigation. A few of the others go in too but just use some more mundane liquid to dampen their rudimentary masks. Needless to say after a minute or two a slight cracking of glass is heard followed by a hasty retreat by the three. There seems to be some noxious fumes traipsing from the Bag of Holding Gedout is carrying. He'd better not have damaged it, that cost us a small fortune! It turns out a number of the vials contain a toxic concoction and were essentially rigged to smash when meddled with which occurred just after we'd got them in the Bag... I guess our luck isn't changing after all. Neril takes the bag near the vent Quillax had earlier eyed up and opens the Bag to release the remaining fumes away safely. While Neril carries out this task I keep an eye on him from a safe distance in case things go south, like our plans often seem to. Shortly it occurs to me we have no idea who or what we may have gassed. Still it seems unlikely there was much in this place that probably didn't deserve it. Best not to overthink it...

With the Bag poison free, Quillax manages to clean out the rest of the glass fragments while Sephiria investigates the non-lethal potions. Looks like they're some sort of rich perfume and worth a pretty penny, that's more her world than mine so I trust her judgement. Apparently there's still some more left in the room too. At this point I remember I have my trusty alchemist's kit I've been meaning to use and there's still a few vials of unbroken poison... It'd be a shame to let it go to waste...

A few of us enter into the room, including myself this time, in our makeshift damp rag masks (I USE WATER!). Sephiria and Quillax identify the mysterious goo hanging in a large orb above us as being bad. Very bad. It seems secure to me so we send Gedout out of the room for reasons of self preservation and with a little help I manage to transfer a few fragile vials of poison into some more secure vials and pocket them. I must remember to use them, I've still got a few fire bombs lying around somewhere. We also clean out the rest of the perfume flasks.

So far today I've not taken scratch so it's going well. I mean a few of the others have seen some hair raising moments but we're all still in one piece so onwards and upwards. The Maidens explain how this teleporter works and about the Sinspawn guards on the other side. Wait. What? There's a couple of us who don't have the fondest memories of Sinspawn. We spend some time coming up with a plan and once again if I'm not fighting someone pretending to be Sorshen, I'm trying to pacify someone by pretending to be Sorshen. I'll simply go through an explain that the Maidens are coming with some prisoners captured with Anastasia's help. I saw a similar ruse in a play as a child called Wars in the Stars. What could possibly go wrong. As I step through the teleporter I realise I should probably command rather than explain to these creatures... No time to dwell on it!

Yup. Four hideous creatures await on the other side. Keep it cool, I got this. “Stand down!” I command. Then proceed to explain why. Was that too much? Gods be damned, I wasn't going to 'explain' anything, like five seconds ago I'd agreed that with myself... They fall to a knee and bow their heads. Boom, who's the man! Wait, woman! Whatever. I start leading the group through the room. Suddenly it occurs to me we never agreed when to attack, now seems the opportune moment, most of us are here. I'm going to drop one of these creatures with one of the new spells I've been learning, that should get things rolling. 5. 4. 3... I hear the sound of metal swinging and a thud. Gedout has eviscerated one of them... I mean, I guess we could do it that way. Note to self, no plan is ever thorough enough.

A short fight ensues, they're certainly not as tough as those hounds thankfully. However, Gedout takes a bite from one and instantly turns to attack Anastasia. At least I think he's attacking. Wait he's just pinned her and. Oh. I see. I explode the final Sinspawn causing the effect to drop (in a somewhat underwhelming way, I'll save that new spell to show off another time, I'm sure there'll be one – soon). Thankfully Gedout didn't manage to get past the pinning down of poor Anastasia but she repays his actions in kind with a swift knee to his nether regions. I chuckle to myself, wonder if anyone else saw the funny side of the situation and cast my eye to some of the armour left by the slain creatures, it looks like it might fit my new body a little more than my current set.

“Well, you know what?” I think to myself. “Our plan worked!” I dwell on that for a few minutes with a faint grin on my face as we deicide our next steps...
___________________

To Zimandi, Baroness Kaddren, from her sister, Sephiria. 
Greetings honoured sister. I trust all is well with you and that you are finding Magnimar’s delightful ruling Council as stimulating as ever…
For my part I must thank you for your recommendation to join Sheila Heidmarch’s little group. Despite knowing it was a ploy of yours to get me away from certain people (who I was apparently offending?), it has been quite an interesting experience thus far. 
My new companions are rather unusual people, but none the worse for that. There is Quillax, a druid with a passable tactical bent who delights in transforming into bears, sharks and such like; a formidable barbarian warrior – Gedout - whose approach almost redefines recklessness; Anastatsia, a tiefling of dubious morality (and, I think, equally dubious sanity) with a fondness for the grotesque; a monk – Neril - whose bare hand attacks can damage creatures of shadow; and a bard who is presently inhabiting a body once belonging to Runelord Sorshen – but more on that later.
By the way, did you know how unpleasant it is to wade through swamps? The sea captain that Mistress Heidmarch hired for our journey delivered us as planned to the Lady’s Cape, but we still had to traverse part of the Mushfens and then talk to an extraordinarily eccentric half-orc hermit – whose cooking is worse than yours, dear sister – as well as try to negotiate the politics of warring tribes of bullywugs and troglodytes. As has been pointed out (repeatedly), diplomacy is not my strong suit.
We ended up allying with the troglodytes – they use a bastardised form of Draconic that is very unpleasant on the ear, and they seem to have decided that noun declensions are a forgotten mystery that should remain consigned to history. The bullywugs are rather worse, even if one of them possessed an interesting bow with the apparent, if somewhat messy, ability to explode troglodytes.
There are also in the area a group of the Grey Maidens, late of Korvosa, who are attempting to ally with the Runelord Sorshen. We have since met several of them and I’ve offered them a job if we get out of this, but I’m getting ahead of myself.
It’s at this point that the situation really started getting interesting. On entering the Lady’s Light, the bard Keelan decided – against my advice – to interfere with a sarcophagus containing the uncorrupted body of Runelord Sorshen: almost certainly a clone prepared long ago for emergency use. Needless to say, powerful magic warded it, but even a Runelord’s plans sometimes do not survive the millennia: the trap spell obliterated Keelan’s body as it was surely intended to do, but then the clone drew his discorporated spirit into it and Keelan awoke in the body of an Azlanti Runelord.
It is slightly unnerving but rather useful to be travelling through the lady’s light escorted by “Sorshen” as it seems there is already a Sorshen pretender here – a relation of Anastasia’s, it seems. A number of demons had been bound here to serve Sorshen, but it would appear that most have escaped. Most of the remaining inhabitants seems to be less than sane, and frequently quite deluded. Of particular note in that respect has been a Cave Giant – there’s rather a good picture of one in the copy of Kelthun’s Miscellany that I brought back from the Arcanamirium – that was also convinced she was Sorshen. It would have been funny if she hadn’t been so dangerous.
Back to the subject of the Grey Maidens: they appear to have been duped by this Sorshen pretender but they do seem to be quite effective warriors and I’d much rather have them with us as opposed to having a cadre of well-trained mercenaries wandering around Varisia looking to foment revolution – hence the job offer. And I’ve also picked up a few books to add to the library.
We’re presently ascending the tower of the Lady’s Light, so we expect to meet the next fake Sorshen soon. To have survived so long bound in this tower I imagine she’s likely to be quite formidable, though like its other long time inhabitants, I wouldn’t want to make any claim as to her state of mind… 

Sunday, 8 May 2016

ep 16 RSS 10-11/1/4712 The Hag & Mochtau-Sorshen

Mochtau

Daefu
Quillax persuades the 2 Gray Maidens (stocky L.Cpl. Gert & slim Pvt Ralin, who Gedout has a crush on) to join the PCs despite their own Sorshen being false too. Ghoul attack on the lake. Pass cave morays underwater and reach Sea Hag caves, kill the hag Daefu & her gremlins, rescue another Gray Maiden (Helanda Mertien).
Returning by boat they encounter the Cave Giant Mochtau (who thinks she's Sorshen), Quillax summons earth elemental to rip the bloody doors off... Mochtau defeated, group fetch remaining 3 grey maidens from below and rest overnight in her lair.

PC Group (all level 5):
Quillax (Druid), Keelan-Sorshen (Bard) 5>6, Neril (Monk), Gedout (Barbarian), Sephiria Kaddren (Wizard). Anastasia in Psychic Commune with her sister.
NPC Gray Maidens Gert Ralin & Helanda.

Quillax's Account - By Keelia.

Part 1
---
We have decided to come clean with the Grey Maidens. I feel for them - their lives have not been easy and Anastasia's half-sister cannot be an easy mistress, but that doesn't make me or my party stupid. Should they feel so betrayed as to attack us, we stand a better chance taking two of them down now rather than if they turn on us later when more of their sisters are standing against us.
It seems that our desire to not kill them has helped sway the armoured Maidens to our side, despite Keelan not being Sorshen. I am not the only one that pities these poor women. Sephiria has kindly offered her family's employ to the Grey Maidens that take our side, provided she lives, of course. Though, I fear I may need to let Anastasia have a word with our Barbarian, as his ardour for the Grey Maidens is not best timed.
Speaking of our daemonic companion, Anastasia looks unwell to me and has been in a trance most of the day. She can be easily led and will sometimes speak, but she drifts primarily in her own mind, sometimes murmuring softly in a language I cannot understand. Most unsettling is her soft giggles, though from what I know of trances, I am glad her dream state makes her laugh and not cry. We can only hope she can rouse herself if we find ourselves in a dangerous situation.
The Grey Maidens have revealed more of the trauma they suffer here. Anyone that does not fanatically believe that Anastastia's half-sister is the Rune Lady is given to a Sea Hag to be tortured and killed. One of their number may yet still be alive. It is in our best interest to try to rescue her - another loyal Grey Maiden will help persuade their sisters not to fight us - and I find all this talk of torture to bring up things I prefer not to think about.
I put forth my plan and the party agrees, including the Grey Maidens. We clamber into the boats and row along. Lichen lights our path, a familiar thing to me that brings a touch of homesickness, but we have more important matters afoot. We have been warned that things lurk in the water and we must be vigilant.
Neril raises the warning from the rear boat, giving us time to draw our weapons against a large number of water ghouls. I hate the undead - their rotten stink cloys my senses, but we are well armed. I can hear fighting in the boats behind but my attention is on my own two enemies. The Grey Maidens are too heavily armored to swim and it shows in the tentative sweeps from the one in my boat. I can hear struggles from behind and a few victorious shouts, so they are holding their own. I leap into the water as a crocodile, taking heavy damage as I pick an enemy and close my jaws around it.
I can hear and see little until my enemy is dead and I clamber back into the boat. A quick head count reveals my friends are all standing, or in Sephiria's case, flying, and our two Maidens are accounted for. No one seems badly injured; Gedout and Neril had successfully defended their boat as well as the middle boat, and the Grey Maidens overcame their fear of tipping the boats to bisect at least one enemy so we proceed forward.
Sephiria's startled sound brings my attention upward and I can just make out the whisper of wings. Bats loom out of the darkness, guardian beasts belonging to Sorshen, or perhaps the false one, as once Sephiria displays the symbol on her cloak, the one most of us have repainted on our skin, the bats seem less bothered by us. They ignore us completely once Sephiria moves closer to the boat.

Some odd sounds tickle at my ear, reminding me of Spring in the forests but with less pheromones. It is annoying but not encompassing and quickly blocked by Sephiria passing around the wax that defends against mind magics. The Maidens seem uncomfortable, but not likely to strip off their armor, of which we can only be glad. We spot dark shadows deep under the water. Moray eels from the look of them; they can be dangerous but in the boats we look like a larger eel as long as we stick close together, so as hoped, they disappear into the depths.
We beach the boats on a small bit of land, and the Grey Maidens narrow our search for the Sea Hag down to two tunnels. I peer around and spot some tracks which strongly indicate the right-hand tunnel. We prepare ourselves with Neril casting a Pass Without A Trace spell, allowing us to creep up. We leave the Grey Maidens and their heavy armour behind to guard Anastasia. The tunnel does not go too deeply and we soon spot the Sea Hag and an unfortunate woman we can assume is our missing Maiden. There are other small beasts who tracks I spotted.
With soft whispers and hand motions, we make a plan. I provide the ability to walk on water, whilst Keelan aims to put our enemies to sleep. Gedout and Neril move swiftly to take on our enemies as the Sea Hag looks set to kill the poor woman. Some strange malady takes over Neril after he does some damage and he retreats past us, face pale. He recovers himself after some distance but I must keep focused to not hurt the unconscious woman with my fire.
We win the battle, beating down the little beasts, and rousing the woman. We clothe her and Gedout carries her across the water back to her sisters, whom Neril has fetched. We search the Sea Hag and find some things of interest. After ensuring the rescued woman is in safe hands, we explore the rest of the area, looking for a place to rest and ensuring there are no further enemies. Further hostages are unlikely to be found alive.

Part 2
-----
We find a net filled with interesting things under the water in one room, including two elemental gems, which Gedout and Neril swam down to fetch. The other direction, we encounter another pair of the little beasts, which we give chase to and kill. In total, we have found five dead women. Two were recently dead and easily returned to their sisters, who move to bury them on the beach. The other three have been there far longer and it takes us some careful work to bring them back to be buried. They all bear marks of torture.
I want away from this dreadful place and not just because there is no safe place to sleep. The Grey Maidens also wish to return to their sisters who will undoubtedly be worried. The women discuss the odd situation where patrols have been getting ever rarer and their lack of energy to protest against their sisters being thrown to the hags. Sephiria suggests it may be a lassitude-type spell, something actively making them uncaring.
We climb back into the boats and with another Pass without a Trace from Neril, we glide along silently. It is purely bad luck that the giantess the Maidens warned us about decides to step out of her cave as we are passing.
Perhaps ill advisedly, we taunt Mochtau's belief that she is Sorshen. I am getting heartily annoyed with the number of beings who believe they are the Rune Lady and I believe the rest of my companions feel the same.
We regret it swiftly as we find ourselves laid low quicker than expected. Keelan is struck by a boulder and Gedout fetches her and brings her to be healed while the giantess threatens to fetch more weapons. One Grey Maiden is struck down by the door she had been asked to guard upon Mochtau's return. Neril goes to rescue the Maiden with a potion but he gets struck whilst he defends her and is also knocked out.
We engage with magic or blade, Gedout charges forward. I choose a bear form, hoping the weight and size of this body will act as coverage for my allies, but I also grab an elemental gem from my bag. Sephiria spots me and recommends the earth gem. I head into the fray and the earth elemental is soon summoned and acts as coverage for those struggling to get up. Sephiria blasts Mochtau with her wand, overcharging it to do amazing damage, and the giantess retreats behind magic'd doors.
I am enraged now, and am not prepared to let this fight drop. I order my elemental to beat down the doors and cast Dispel Magic in the hopes to unlock the doors. It does end up making things worse as I inadvertently turned off the door-opening mechanism, which was not the plan. Still, the hunt is in my blood as it is in my companions'. We get our party to their feet and tend to our injuries while the elemental beats at the door. Eventually it crumples and we face the giantess again.
In the short time, she also tended her injuries and her rage at being mocked, no pun intended, gives her strength. We are forced to our limits to take her down, but we emerge victorious in the end. With the blood lust sated, we move around tending injuries and searching for treasure, of which we find some. Unfortunately, the treasure chests are outnumbered by the chest of rotten meat by a great number. Neril volunteers for the disgusting task of checking those chests for treasure, only to come up empty handed.
We limp back and collect our three other Grey Maidens and return to the Giantess' hold as it is easily defended, even with the broken doors.
We gather together for a rest, well deserved and desperately needed, and with Sephiria placing guard spells and our little troop of Grey Maidens taking turns guarding the door. After we rest, we will proceed with our plans.