Monday, November 5, 2007

The Rescue

After spending about 18 hours making contacts with Sirs Quai and Skovin, who told the group they couldn't help and Agathor, who ended up providing the same directions as he did to Pip, et al. the second bunch of PCs headed into the sewers. Taking much the same path as the first and meeting the same 'people' Iam, Potenzia, Leo and Zoltan reach the area where numerous, small, amphibious creatures lay scattered (and dead). Further exploration reveals a large minotuar and several derro (all dead). Zoltan scanned the area for sings of intelligence and found one. Preparing for battle, it turned out to only be Pip, who managed to find his way back to this point after being totally lost for the last day.

Pip filled his friends in on what he knew. The group cast a few longer lasting spells and headed on. They flew down the shaft into the large room that Pip told them was empty. It wasn't. Instead of the large gargoyles, there were two Athach who immediately started throwing rocks at those descending. It wasn't much of a fight. Pip informed everyone that the next battle would be close.

Resorting to knock spells to get through two sets of doors, the group encountered the hallway that was uncomfortably familiar to Pip. As the group moved forward they began to spread out much to Iam's displeasure. As the group moved closer on of Zoltan's high level protective spells was stripped as if from a dispel magic, but no one heard anything to alert them to the location of the source. Iam was bringing up the rear when two strange looking creatures emerged from a solid wall and closed. The oddest looking one stayed back. All asked of Iam would be okay and he said yes, so the others continued. A third creature emerged from the wall, but only one had closed with Iam.

Potenzia and Zotlan had now flown through the light fog that had also been there the time the other group approached. A six-tentacled beast who was very well hidden while clinging to the ceiling lashed out unerringly at the invisible, mirror imaged, flame-shielded Zoltan. Once the creature grrapple Zoltan, all his spells and magic items were snuffed out and useless. Potenzi moved away. Leo approached but suffered the same fate as Zoltan. Meanwhile Pip spotted yuan-ti abomination who was taking pot shots with a large bow at mostly Leo. Pip snuck up to it invisibly. Potenzi moved in to melee with the tentacled monster.

In the back of the fight a very large and mean looking Minotaur stepped out of another wall and waited. Shortly thereafter the oddest of the creatures (a bulbous head on legs) shivered and a wave of anti magic filled the hallway rendering Iam's protective spells and items temporarily useless. The Minotaur charged knocking him back nearly 15'. Iam returned blows. The next attacks from the minotaur were brutal but not life threatening. However the next set probably would be as Iam was without any magic.

Leo and Zoltan could not free themselves from the grap of the tentacle beast. Potenzia was flying near it repeatedly piecing with rapier and dagger. Soone Potenzi found himself the target of spells cast the mind flayer who could tell relatively where he was. Pip surprised the abomination but was quickly taken down a few pegs by vicious falcion blows and attacks from anther odd, snake-like creature.

Potenzia had finally drawn the tentacled beast’s attention and it dropped Leo in favor of attacking Potenzia, barely missing. Pip ran toward Leo hoping for cures. The abomination followed. The Minotaur, evilly grinning at Iam paused while Iam braced for the attack. The minotaur first shattered Iam's shield and then proceeded to pummel Iam into unconsciousness. It and the three strange creatures moved towards the rest of the fight.

Potenzia quickly dropped the tentacle beast and Leo healed Pip just as the abomination landed blows that would have otherwise killed him. Zoltan, with all his protections back, blasted the abomination with a powerword stun. It had no effect. Potenzia bought the group some time by placing a wall of force between the abomination and the rest of the party. At about this time, the other odd snake-like creature that had attacked Pip resurfaced out from the floor. It was quickly defeated.

Pow Duc suddenly appeared in the hall toward the room with the spell casting hydra. The mind flayer responded by filling the hall with webs and than covered much of the room in an obscuring mist. Attention shifted back to the rear of the fight as the minotaur and others approached. The bulbous head created another anti magic field and the minotaur laid some damage down on Pow Duc who had freed himself from the webs. Pip received another heal from Leo and joined in the fight. Zoltan had dimensioned doored to where Iam was laft to find him unconscious and bleeding. He grabbed his body and teleported back by Leo, who cast another heal (from a scroll) and Iam returned to the fight as well. The head was killed and Leo cast a grasping hand at the odd (wizard) creature to keep it busy. It had the ability to turn into a jelly-like substance so was able to free itself, but as it reformed, Leo simply redirected the hand. The minotaur and abomination soon retreated. The group did not pursue them knowing Alorian and Schweitzer were still in the room with the spell casting hydra.

While the fight had been raging outside, Alorian and Schweitzer had irritated the hydra enough that it lowered the forcecage they were trapped in. Schweitzer closed and Alorian cast spells and fired his bow. After a few rounds, Alorian had again been trapped, this time in a solid wall forcecage, effectively removing him from the fight while Schweitzer had been subject to several spells – some of which made him exhausted and others sapped energy directly. He tried to run to the door hoping for help only to meet the mindflayer who enfeebled him. The group arrived to face an onslaught of four simultaneous fireballs from the hydra. Pow Duc was able to stun the mind flayer moments before one of its tentacles reached Schweitzer’s brain. The hydra teleported away, Potenzia hit the forcecage in which Alorian was trapped with a disintigrate and the mindflayer was easily dispatched.

The battle was over. There was no sign of the creature that withdrew.

Tuesday, October 30, 2007

More Devils

The party approaches the sounds of the skirmish and stops short for a few preparatory spells. You all move around the corner to see the sight already mentioned. You are told to stay clear as this is none of your business. Potenzia tries to insinuate that it is potentially his business to no avail. A few fireballs and rays are fired back and forth as you watch. When a wall of iron suddenly appears to block the pressing of the Red Sash, you are 'invited' to assist. It isn't much of a battle inside. A wizard teleports off with a fighter, the Red Sash captures a cleric of Crestus and a rogue manages to stay hidden from the Sash (but not the party, who don't say anything). The Red Sash order everyone out of the warehouse and they secure it with spikes and placards. They lead the cleric off for interrogation and Iam follows. Zoltan and Potenzia teleport back inside to find the dwarf. Leo hangs outside.

Potenzia and Zoltan learn that the dwarf and the others are part of the Steel Spar - the group originally hired to recover the shipment. They were extremely delayed during the devil rampage - now sometimes referred to as Night of Hell. The Red Sash was after likely after them for unrelated martial law violations. Potenzia agrees to set him loose but makes it impossible for the dwarf to not be seen coming from the warehouse no one was supposed to be in.

The next day the party is required to break into the house of the tailor. Inside they find the thread but not after having to force a ghost back into the ether. The group also discovered a name, scribbled out in blood - Metcally.

Upon returning to the Brave Giant the innkeeper hands you two notes left by an angry dwarf. One says that as it appears the Steel Spar has been fired, that you all can deliver this note that they were originally tasked to do. It is addressed to Xyries. A little digging reveals a bit of information on both names. Metcally is an old family name in Seavering that may have reached an end during the Night of Hell. Xyries is the name of a thug of some reknown even though he hasn't been around long. You are warned against looking for him but get a location to start if you really want to.

You approach the warehouse and spend some time preparing with spells and whatnot. Zoltan spends a few extra rounds discerning the number and intelligence of those inside. Then the party attacked. The frontal assault was a bit delayed by the reverse gravity cast by an opposing mage. Once in, Potenzi found a couple of devils (Zoltan didn't mention anything about those) and a half a dozen men. A lot of steel and spells were flying around and the party was probably gaining the upper hand when Leo was pegged in several consecutive rounds by disintegrate rays. The tide may have been shifting against the party when Zoltan sealed the victory with a maximized cone of cold, shaped to miss his compatriots. Most of the opposition fell right then, some fled via teleport and one fled on foot. He was quickly run down. The group quickly looted the bodies and concealed them in the basement to delay suspicion long enough for them to leave town.

Back at the Brave Gaint another note was left. This time the Dwarf indicates he is willing to provide you the location of the other half of cloth - for a price of course. Potenzia sees to this over the next day while everyone else wraps up any business they have in Seavering.

Friday, October 12, 2007

To Seavering

Seeing Pip, Pow Duc, Schweitzer and Alorian off and agreeing that all would meet back at the Gutted Fish in a few days or more, Potenzia, Leo and Iam headed down to the docks to board Potenzia's ship for a quick trip to Seavering and back. Upon reaching the ship, you find Zoltan waiting. He says it turns out he has some time after all - or more accurately that some time has been made for him. He has been asked to assess the political situation in the Baronies and see if there might be opportunity for a strategic alliance for Rastgoth.

The weather is good and winds favorable. You reach the Seavering docks in two and a half days. The situation is a bit different than the last time you were here. There are significantly more armed guards on the docks and a lot more bureaucratic-looking types. You are directed into a slip at the end of a pier and given the third degree before any of you are allowed to disembark. Even Potenzia with his official and possibly not-so-official papers has a hard time convincing the the docks stewards that he has legitimate business in Seavering. Potenzia, as Captain, is required to sign papers stating with the ship's home port, with whom he has business, where the crew will be staying and when you will be leaving. You are all informed of the current martial law requirements and that violating them is grounds for forfeit of property and goods, expulsion or even conscription.

"Have a nice visit."

You all head to the Brave Giant to make accommodations. After a quick bite and drink you decide to split up in twos, do a little scouting, meet contacts, and whatnot. All goes uneventfully and you meet back at the inn in a few hours. It's nearing night and you decide to stay in and not risk a curfew violation on your first day in the city.

Potenzia, unable to find the merchant at his home suggests the group checks out the warehouse early the next day at least so he can wrap up his purpose for being here as quickly as possible. You approach the warehouse and hear the clanging of metal on metal - a fight. You round the last corner and see five people trying to force their way into the warehouse through a partially open cargo door. Four of the five wear trappings of the Red Sash and the fifth of the Iron Hand - the two groups that make up what is effectivlely the city watch. The door is being held by a large (medium sized) man in heavy armor who is clearly defending the opening.

Monday, September 24, 2007

Into the Sewers

With Agathor's map finding The Sludge was easy. The four shoo'ed away rats, bats and other creepy crawlies. The Sludge is like a small commercial development deep in the sewers. There are locations that pass for a general store, blacksmith, inn and tavern. The clientèle consist of all manner of humanoids. The party spoke with Zangretor and after enough coin changed hands, he was willing to give directions to the lair of Gruthdaal.

Several additional hours of trudging through the sewers of Southkeep into the deeper tunnels followed. Eventually Gruthdaal surprised the party as he approached them while clinging to the ceiling. Gruthdaal is a cross between a centipede and orc (think Centaur) but in the place of chitinous legs are muscular orcish arms each ending in clawed fingers that can firmly grip the rock. There were many rings on his 'fingers'. After some deliberation with Alorian doing the talking as only he knew orcish and the gift of a very beautiful gold and gem ring did Gruthdaal tell the group how to get to where they should be able to find the Abberant Misfits.

Another couple of hours were in front of the group. They moved from sewers into more dungeon-like tunnels where they were attacked by three dread wraiths. A few more hours and the party moved into even deeper tunnels that were very old and now unused sewers of some much older city. Pip was moving ahead of the group invisibly when he tripped an alarm wire. The group prepared for a fight.

They were first confronted with numerous amphibious humanoids wielding heavy pick axes. They really didn't present a challenge, but the crowded passageways did. Soon the party realized there were Derro involved as well (at least a rogue and arcane caster). A web spell further complicated movement. Alorian was able to most freely move and went forward. He was followed by Pow Duc, Pip and then Schweitzer. Once the Skum were mostly cleared out, the party went after the Derro rogue, sorcerer and several fighters. They too were not much opposition. Sometime during the fight a human in light armor stepped out from a room off the passage to monitor the fight. He eventually waved for others to enter. The Minotaur and Harpy the party encountered in the guard tower entered the fray. Pip was able to sneak up to the Minotuar and with Pow Duc's help eviscerate it. The lightly armored Mirvian said something to the Harpy about being incompetent and fled through a secret door. Pip followed as did the Harpy. Pip soon returned unable to catch them and not wanting to get completely cut off.

The party killed the reminding Skum and Derro, cast a few curatives and went after the fleeing misfits. The hall ended in a wide shaft that in turn led to an octagonal room. When the doors were touched the four large columns animated and the group fought off four very large gargoyles. During this brief fight one of them grappled Schewitzer and flew him to the ceiling some 60' and dropped him to the ground.

With that fight complete, a few more curatives were cast and the group moved onward. The doors led to a long hall. The far end was filled with fog. Moving through the fog around a corner, the group was blasted with first a fireball that sapped strength from Schweitzer and Alorian. A fight with a number of the remaining Abberant Misfits ensued. A Thri-keen warrior approached from behind the group with the Harpy, Medusa and Mind Flayer battling at the front. Schweitzer and Pip fell victim to the Mind Flayers mental blast rendering them less effective as they could only react and not take any initiatives. The Medusa was killed quickly. Then Agathor appeared out of no where and attempted to kill Alorian in one blow. The party took this as evidence that Agathor had in fact set them up the whole time and swarmed him. The Thri-keen was heavily wounded and the Mind Flayer came to its aid with a cure but it was not enough to keep it on its feet. Agathor fell shortly after. When he was dead, he turned back into an odd looking, gray skinned corpse (a doppleganger). The Harpy was still plucking away with arrows. The Mind Flayer teleported further down a hall and dared the party to follow before it opened the door and ducked inside. Pow Duc took him up but stopped short when he saw a huge hydra in the room beyond and started to retreat when it started casting spells. It caught Pow Duc in a force cage. Meanwhile the Harpy retreated into this next room also. Pow Duc used his dimension door ability to get out of the cage. Schweitzer, having just recovered from the feeblemind, joined Alorian and Pow Duc in another charge. When they got into the room, they could not see the Mind Flayer. Pow Duc went after the Harpy and the other two after the Hydra. Pip, having just recovered himself, followed up. As Schweitzer and Alorian reached the Hydra it started casting again - a lot. Pow Duc was again caught in another force cage. Alorian and Schweitzer were imprisoned in still another force cage cast at them. Pip, upon seeing this reached for his carpet and was climbing on when it went limp. The Mind Flayer, from improved invisibility, had dispelled the carpet momentarily. Pip fretted for a few seconds until the magic came back to his ride and he fled.

The Hydra cast a few additional spells, growing in size, wreathing itself in flames, and other less obvious effects. It then began to talk to its captives....

Friday, September 14, 2007

Instructions

With that, Sirs Quai and Skovin leave and order the remaining guards in the room to follow. You are left in the cell with Agathor standing on the outside. He smiles and says "I haven't seen this much craziness in the city since the battles with the lizard army. You guys really know how to cause a fuss." He starts laughing and you get the feeling that it's a bit at your expense. He continues, "OK, I'll make this quick so you can stretch your legs a bit." He laughs again. "But, as you can see we have been left alone. I don't think those do-gooders really want to know what I'm about to tell you, so let's keep it that way."

Agathor relates the following information in a round about narrative. The Abberent Misfits have been operating in Southkeep for at least the last six months. They were responsible for several burglaries when they first arrived. I almost took the issue to them but then they stopped their above ground forays. It was known that they had the ability to petrify, but now it is known how. This has caused a bit of concern with the Watch as you can imagine. They have also been quite able to get people to do things they would not otherwise attempt. Some of the burglaries were more of a "voluntary" handing over of goods and then later "realizing" something had gone awry. Magic probably. Theses misfits have been operating in the sewers and the catacombs below that. I hear they are even in the old tunnels below that. I can not get you there, but know someone - or rather something - that might if he wants to. Deep in the sewers is a hub of sorts. It's a place we use to share information, goods, and other "services." You will do me the favor of forgetting about this place as soon as you no longer need it. Here you will find Zangretor at a place known as The Sludge. He will tell you how and where you will most likely find Ghurdraath. You will be on your own if Ghurdraath can't or won't help you. He doesn't understand common as far as I know - orcish and abbysal work to communicate. He also has an affinity for magical rings. He provides a valuable service in the sewers, so I would prefer you take a different approach than you did with the guard tower.

Agathor pulls a scroll out of his boot, unfurls it and points out a few places. It is a partial map of the sewers that shows you how to get to The Sludge. He hands it to you and says, "You can loose this too." With that he leaves. You are left alone in the room momentarily when a single guard enters. He walks to an oaken door across from you and turns a key in the lock. He then walks to your cell, unlocks it and leaves without saying a thing.

Wednesday, September 12, 2007

Interrogation

Alorian, Schweitzer, Pow Duc and Pip are led to a much larger guard tower nearer the main keep in the city. Pip periodically tries to explain the situation and is repeatedly asked to hold off. Once at the guard post you are relieved of your gear and shown into a large, somewhat comfortable cell - but still a jail cell. Skovin says as he sees the cell gate locked, "There are a few loose ends we need to tie up. We'll talk after that." As the three captors leave they have a few words with several guards. Shortly afterward, several more guards arrive.

Several hours later Skovin returns with three others you have not seen. The two in heavy armor and tower shields he introduces as priests of Crestus and the other as the high priest of Nevron. He glances at you and says "I hope their services will not be required." You each nod in agreement. Skovin, with a new stern look, continues: "I do not think you have fully appreciated the difficulty you have created for myself and Sir Quai. Duty demands that we seek justice for your indiscretion. Honor demands that we recognize the service you have provided to this City and the Tilth." He turns to look directly at Pip. "Now, Master Pip, is the time for you to provide your explanation."

Pip relays roughly the following story: He had discovered that some people in his employ had, unknown to him, been involved in some illegal activity in Southkeep and that a nephew of the Merchant Prince was also part of this action. Pip figured that in order to avoid any more difficulty and given current events it would be better to simply and covertly make the situation go away to prevent a greater political situation from developing. He had had conversations with Agathor only to the extent of gathering some information and had received no further assistance. Further it is odd that with all the planning that went into the (Pip searches for a non-illegal word) liberation attempt that there was another group present who apparently have some interest in the Prince's nephew and that may have something to do with what he went back into his cell to get before being turned to stone. Sensing that he has mostly finished his tale, Schweitzer pokes Pip hard in the ribs. Pip finishes, "Oh yeah, I am immensely sorry we caused this situation and will cooperate completely." (Even though what he was thinking was 'I'm more sorry we got caught.')

Skovin asks each of the cell mates a few questions trying to get the turn of events correct. And after nearly two hours passes takes his leave and says, "We will talk more in the morning when we have confirmed your story."

You are woken in the morning by guards noisily serving breakfast - bread and water. None of you eat. Just less than an hour later, Quai and Skovin arrive. Quai reaches into a pouch and tosses you all some apples. Skovin shakes his head. They take turns covering parts of your story and tell you that everything checks out, so far. Quai informs you that Agathor was not happy to see him and that is something that you and he will need to work out. Quai also informs you that it seems as though you have done Southkeep a bit of a favor by flushing out the medusa. Skovin interjects emphatically that two wrongs however do not make a right. He and Quai get into a bit of an argument over the merits of strictly adhering to laws and and ideology versus taking a slightly more practical approach. It is fairly entertaining. They quickly finish their debate and almost simultaneously turn and say, "But, the ends to not justify the means." Skovin indicates they initiated some judicial actions through some non-traditional, yet he emphasizes 'official', channels and will be able to discuss the situation further later today. Quai mentions that you have been cleared of the sole death in the battle. It was the poison from the dagger of venom recovered from the hag that killed him. Those turned to stone are not strictly dead, but that is another matter to work out.

Later that day, Skovin and Quai return, this time with Agathor. Quai mentions that there have been a series of events today that have hastened the decision making about your predicament. Skovin steps up and says,"Here is what has been decided. This is not and offer per se and therefore not negotiable. The four of you will be fined a total of 25,000 gold pieces. Master Pip, your two associates will be held in their current condition and soon tried for the break in and theft they committed. You will be fined an additional 3,000 gold. This fine will pay for their return to a normal condition. In exchange for Southkeep not pursuing adverse actions against you for the guard tower break in and indirect responsibility for the petrification of numerous City Watch and death of one the four of you will immediately take up the search for the group known as the Abberant Misfits. Your equipment will be returned on your," he struggles, "'word' that you will not leave Southkeep until you have either determined where this group is located or have proof of their demise."

Pip, somewhat stunned that this day trip to Southkeep has now cost him nearly 10,000 gold pieces, sits silently. Pow Duc, having been silent through the whole order so far looks at Sir Skovin and says, "You have omitted any reference to Rebald Fath."

Quai steps in and says, "Indeed. That is a result of the events I mentioned a moment ago. I'll address that in time." He continues, "Sir Skovin was and I believe is still not convinced that your word is enough to be binding. I do and as I pointed out Pow Duc has a supernatural ability that while we could prevent him from leaving the City it would mean that he could not help you in this task." He turns to Skovin and quietly says something about practicality. He turns back to the four of you in the cell and continues, "The events that I referred to are three, I believe carefully planned, actions that had the effect of weakening the ability of one particular guard post to defend itself against an attack. What made this post special is that it is the one in which Rebald Fath was being held, or rather his statue. The result was that his statue was stolen. One of his arms broke off during the theft. The responsible party was the Abberant Misfits. One difference is that they were assisted by a human in medium armor. All reports indicate a warrior of perhaps Mirvian descent.

[more to follow]

Tuesday, September 11, 2007

Pip's Misadventure

After some discussion, the group split up. Alorian, Pow Duc and Schweitzer traveled with Pip to Southkeep. Iam, Leopold and Potenzia went south to Seavering. Despite some hesitation and numerous inquiries by Schweitzer into the true nature of the task Pip had for them the four hatched a plan to break into a wall guard post, subdue the guards, break out Pip's boys and a man named Rebald Fath and use magic to make a quick escape. Riding a nightmare, Pip and Pow Duc placed themselves inside the guard post and awaited the signal. Alorian and Schweitzer approached the guard post door where Alorian provided cover with an obscuring mist and silence. Schewitzer proceeded to break through the door. The silence hid from them the fact that someone was screaming that the guard tower was under attack. Pip and Pow Duc dismounted and started subduing guards inside. The door gave way and the other two entered and did the same. The presence of the nightmare inside the tower prevented many of the guards from apporaching. Pip and Pow Duc headed down to the cells.

The obscuring mist dissappeared to the surprise of Schweitzer and Alorian. Moments after it did, the two could see that three small demonic creatures had appeared in the street outside the tower. They ambled off to attack some approaching Southkeep reinforcements. Busy inside neither gave it much thought. Pip and Pow Duc continued downward. A spritiual weapon (dagger) appeared and attacked Schweitzer. He stuck his head far enough out of the entry to notice a Black Hag as the source. He decided to leave Alorian and deal with the Hag. Luckily he noticed a Minotaur with a large great axe hiding around the corner in time to prevent a vicious attack of opportunity. Schweitzer and the Minotaur started trading blows. Alorian was quickly wrapping things up inside. Pip and Pow Duc met additional opposition downstairs and were followed by several guards from the upper floor.

Several of the approaching Southkeep reinforcements now approached ambling along instead of assisting their comrades. As they approached the tower entrance, many of them turned to stone. The rest continued on oblivious to the battle. Another group of reinforcements now approached from the opposite direction, only to have most of their rank distracted like those that just walked by. Schweitzer and the Minotaur were dishing it out with the Minotaur scoring one devastating blow. Alorian had cleared much of the main floor including the guard captain. The cause of the stoning became apparent as a Medusa now approached the tower trying to get Schweitzer to look at her. A caster from the second group of reinforcements dispelled the silence. Schweitzer was instantly captivated by an eerie yet melodic song being sung by a Harpy flying around the tower collecting straggler Southkeep guards. With Schweitzer out of the way, the Hag moved in and stabbed a guard that Alorian was attacking. He was dead from the poison but didn't yet know it. Alorian withdrew to the lower level to inform Pip and Pow Duc and to help wrap things up. He was unsure of where Schweitzer had gone off to. Alorian was followed by the Hag, Medusa and Minotaur. Nearly each and every guard still standing in the tower was turned to stone as the Medusa entered.

The fight had mostly ended downstairs where Pip started unlocking cell doors while ignoring a guard that was trying to prevent him from doing so. Pow Duc cleared the stairs of the remaining guards. Pip found his boys and Rebald Fath. Pip doled out some potions and told them all to flee. Rebald went to the back of his cell and searched around for something. Before he and Pip's boys could drink their potions, the Medusa approached, turning them to stone. Pip, Pow Duc and Alorian closed on the Medusa. The Minotaur and Hag were not far behind but were having a tougher time negotiating the hallways. The Medusa told the "heroes" to leave Fath to them and flee before they met their fate. Not a group to take threats seriously, the fight continued. Now hurt, the Medusa cast invisibility and fled. The Hag took her place and was beaten to where she too withdrew back up the stairs.

Meanwhile outside, the Harpy continued to round up straggling guards when another group of reinforcements approached. All three heard her song, but shrugged off the effects. Inside the group pursued the Hag who ordered the Minotaur and Medusa to retreat. Outside, those two conveyed that message to the Harpy. As the three new reinforcements approached they ordered all to stand down lest they suffer the consequences. The Medusa, Mintoaur and Harpy fled.

Inside the Hag was nearly totally surrounded and in a last ditch attempt grabbed Pip with both claws, bit him on the shoulder and was preparing to rend him in two. She was put down before she could. Just after she hit the floor, a man in a green and gray cloak with arrow knocked in a large composite bow entered the tower only to be surprised by the sight of all the statues and three people he knew standing in their midst. Sir Quai ordered the three to stand down and drop their weapons. Pip started to explain and the order was repeated.

Schweitzter, having been released from the Harpy's song headed back to the tower to be met by Sir Skovin and another individual he did not know. He was escorted back to the tower with several of the other once captivated Southkeep guards. Once there he faced Sir Quai and said "I would like to report a crime." as he offered his wrists for shackles.