Trouble for Swans

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Log Info

  • Title: Trouble for Swans
  • DM: Riptide
  • Place: The Mythwood
  • Summary: Lady Nuala's handmaiden, Luco'lann, rides with Aurala, Garak, Rhar, Seyardu, and Telamon deep into the Mythwood, where mortalkind is normally not permitted to step. Once there, the party is introduced (or reintroduced) to Lady Fionnuala, or Lady Nuala for short, who pleads with the party to help drive off the rusalkas that encroach on her Court's territory while her parents sleep. The group accepts the mission, and they find the rusalkas. A fight ensues, and while one rusalka escapes, she swears never to return, and one captured rusalka is given medical treatment by the healers of Lady Fionnuala's court. The effort continues!
GAME: Telamon casts Mage Armor. Caster Level: 13 DC: 18
GAME: Telamon casts Overland Flight. Caster Level: 13 DC: 22

Deep into the Mythwood, you ride.

Which is to say that you share a horse-drawn wagon with an ebon-skinned woman with pointed ears and graceful features that suggests some form of elven heritage, but the strange red eyes and dark hair, as well as the too-fine dark leathers and feather adornments on her form, suggest something else entirely. A rapier hangs from a belt around her hips as she sits in a manner that suggests she is ready for a conflict at any moment. "As one of you know already," she says in a light accent, eyeing Telamon briefly before she looks back to the group of adventurers, "I am called Luco'lann. The territory we are entering belongs to the Baroness and Baron of the Pale Plume, who are currently incapacitated by a deep slumber that they do not wake from. Their daughter, Lady Nuala, is the acting regent in their stead, and I serve her as her handmaiden. Thus why I have posted requests with the Explorers' Guild in your city of men."

Luco'lann gestures out of the window in the wagon, pointing to the lush greenery that is passing by. "These are areas that you mortals are not ordinarily permitted in. I ask that you behave yourselves accordingly, as we are to meet my Lady very soon, and she will give you the task that you are to embark on. Treat her with respect and with compassion, as the weight of her burdens weighs on her shoulders. I do not like using my blade on tongues unless it is to cut out the one that lashes at her to injure. Are my words understood by all?"

It's not easy being an adventurer. You wind up going to exotic places, and meeting exotic things that want to eat your face. Still, Telamon is at ease, or at least showing no signs of worry. Though he does glance out the window at how the landscape has inexorably shifted from winter to... well, green. His lips quirk faintly at some thought.

Then his eyes move back to Luco'lann, and he nods. "We are, of course, at your service and the service of your mistress. I pray we can resolve this swiftly, and restore the Lady Nuala's parents."

Garak gives Luco'lann a level look. "I understand," he says after a moment. He glances at the others, a somewhat knowing expression on his face. He has no doubt that most of them, if not all, has met their share of exotic nobles. Long-time members of the Adventurer's Guild tend to see all manner of patrons. "I look forward to meeting your Lady."

GAME: Garak casts Magic Vestment. Caster Level: 14 DC: 18
GAME: Garak casts Greater Magic Weapon. Caster Level: 14 DC: 19

Aurala keeps to herself mostly. Her massive frame make her stand out a bit, but she just listens and watches the area around them. She knows that she isn't the most diplomatic, so for now, quiet is best.

Rhar doesn't need a carriage, she has a Gurr. Gurr might prefer a carriage to walking, but his sizable lupine self is probably too big to fit into it. He might also make the horse(s) nervous, since he stands tall enough to see eye-to-eye to most. None of this keeps them (well, him) from trotting alongside, though! And with Rhar on his back, toes firmly gripping fur, she can even peek in the carriage! And listen. And talk!

"Baron and Baroness? Like Bane and Baness! Rhar Baness of Night! Why no wake up? Try cold water! That works for Gurr! Mostly."

Seyardu was enjoying the carriage ride for what it was at least. While they weren't the best at keeping watch, they were still keeping busy, using the chance to peel various vegetables and stow them into bags as they went. "This sounds like business normally handled internally, yes? Why are we required to deal with it?" The silver sith-makar asks aloud. "I will do my best to provide what aid I am able, but I prefer to know why I am doing such beforehand."

Luco'lann's face remains set in an expression that can be best described as mildly irritated, although it's surprisingly difficult to glean any emotions in particular from her red eyes. "The Lady Nuala was aided by adventurers from your city of men some time ago," she explains, "and when neither she nor her allies within the Court could not wake her parents from their slumber on her own, she had me ride out to your city to ask assistance. She is fond of mortals, and believes that adventurers will save her parents as she was saved before. As for why the Baron and Baroness do not wake: if we knew, the Lady would not be asking for aid." The emphasis on one word suggests a certain amount of disbelief, like Luco'lann doesn't understand the appeal herself, but she won't exactly raise complaint to her lady's decisions.

The wagon comes to a stop in front of a large lake, largely shrouded in fog, with the sapphire waters gleaming in the rather dreamy rays of sunlight that, combined with the greenery of the woods, suggest something is strange about this place. Luco'lann huffs as she leaves the wagon, but is otherwise silent as she leads the group to the shores of the lake, the water lapping gently at the shore.

From the other shore of the lake, a swan emerges from the fog, swimming out to the shore--where she then transforms into a young elven-looking woman, much like Luco'lann. Her skin is incredibly pale, with white waves of hair to match tumbling down her back, and she regards the group with deep brown eyes, smiling gently.

"I am so happy to see mortals again, especially one that I have met before," the woman says, regarding Telamon for a moment. "I am called Lady Fionnuala. And... I have a task of you."

The joy turns to sadness. "Because of my parents' slumber, enemies of my people have sought to encroach on our territory. They wear the forms of women and sing beautiful songs. But they bring only death."

Telamon smiles at Luco'lann, unfazed by her irritation. "Sometimes, a mortal hand may slip through where a more... rarefied one might be anticipated. And you have not recruited in vain, my lady." His eyes take in his cohorts. "This is not exactly a group who just fell off the turnip wagon."

When the wagon stops, Telamon stands there, dressed in his white ruffled blouse, long black riding trousers, boots, and sleeveless robe. At the sight of the Lady Fionnuala, he makes a deep, respectful bow, before offering her a reassuring smile. "It happens, my lady. Absent authority will always call opportunists to take advantage. But, we are here now, and we will help you."

Aurala cocks her head to the side and then as she watches the one bow, she will give a bit of a bow herself. She isn't wearing a dress so a curtsey isn't really that appropriate. She does keep her eyes open and looking around though.

Garak steps off of the wagon. He hesitates at the Lady's transformation. 'Exotic nobles', he realizes, might have been an understatement. Garak recovers smoothly, inclining his head. "Indeed," he agrees. "Enemies of your people," he repeats thoughtfully. "What are they called?"

"Will protect!" Rhar assures. Protect people, sleeping parents, even turnip wagons! She looks to the lake when they stop. In fact, she steps down Gurr's shoulders and atop his head to lean down for a drink from it when she sees the swan. Sniffs at it. And then it isn't a swan anymore. "Hi!" Instead of drinking, she waves to Lady Fionnuala.

"Ah, I see, well, I was not speaking of their condition, rather of what concerns are enroaching upon the area." The cleric notes, hopping out of the carriage and stepping off to one side. The silver makari bows to the lady who swam out to meet them, and was previously a bird. "So, you wish for us to speak with them and turn them away, or kill them? I will confess, I would rather not slay anyone without valid reason, but if they haved caused death in your lands already, I understand."

Lady Nuala seems slightly relieved by Telamon's turn of phrase, the light smile returning to her face. When Garak asks the question, however, the frown returns. "I... Hmm. I cannot recall the word for them in your tongue--"

"Rusalkas," Luco'lann says with distaste, her hand resting on the hilt of her blade. "I have dealt with them and their song before. I have slayed those who come to intrude before. But... the Lady has requested I stay by her side when I am in the woods." There is another indication of distaste for this notion in Luco'lann's voice.

"Only because I worry for your wellbeing, Luco'lann," Lady Nuala says with a sigh. She turns to the group of adventurers again. "There is... Very little reasoning with these rusalkas. They come here to kill my people and take advantage of the fact my parents are not wakeful to defend their Court, all in a bid to claim territory. And... if the rusalkas were to gain territory, they may be so emboldened that they would go into the edges of the Mythwood, where the mortals live, and...!"

A tear descends from her deep brown eyes, and she shakes her head. "Please," she says. "You must defeat them."

GAME: Telamon rolls knowledge/nature+4: (20)+12+4: 36
GAME: Seyardu rolls knowledge/nature: (20)+2: 22
GAME: Rhar rolls knowledge/nature: (18)+11: 29

Telamon stiffens at the name. "Damn," he says quietly. "Rusalkas are... nasty. Vicious water-dwelling fey, they're as lethal to mortals as they are to anything else that comes in their reach. They love to lure people into the water and then drown them, with their magical songs." He looks like he wants to spit. "Cold iron's the best weapon against them, especially since fire won't do a thing. Worse, they're highly resilient against magic." He heaves a sigh. "Well, I'll just have to make do."

Rhar nods twice and points fingers at Telamon in agreement. "Nice songs. Bad hair!" Then she looks around. Sniffs. "Where at?" That's the other important thing to know about them! "Pack stop!"

Garak looks blank when the enemies are named. But fortunately the others seem more familiar. Garak nods somberly as the various points are raised. He waits a few moments after the last bits of lore are discussed. Perhaps considering, or perhaps just to make sure no more wisdom is forthcoming. "I am graced with Serriel's protection, and can extend it to those who are near me once we sight the creatures," he offers. "I can also offer protections that will aid us should we need to enter the water. Or in the event we are made to enter it," he adds.

"If they will not see reason and pose such a threat to passersby, then it seems there is no choice but to deal with them, unfortunately." The cleric sighs. "So be it, making sure none enter the water is a priority in such a situation, which will require not being swayed by their songs."

"I will offer what boons I can when we are prepared to depart in that case." The cleric nods, taking a chance to readjust their equipment after the ride over.

GAME: Telamon rolls perception: (14)+23: 37
GAME: Telamon rolls stealth: (4)+2: 6
GAME: Seyardu rolls perception: (11)+8: 19
GAME: Aurala rolls perception: (8)+20: 28
GAME: Seyardu casts Mass Bear's Endurance. Caster Level: 14 DC: 22
GAME: Seyardu casts Magic Circle Against Evil. Caster Level: 14 DC: 19
GAME: Garak casts Life Bubble. Caster Level: 14 DC: 20
GAME: Seyardu casts Comprehend Languages. Caster Level: 14 DC: 17
GAME: Rhar rolls perception: (12)+21: 33
GAME: Garak rolls perception: (14)+20: 34
GAME: Garak rolls stealth: (17)+12: 29

The adventuring party (or pack, to use Rhar's words) sets out into the Mythwood on foot, casting spells along the way to reduce the peril of their rusalka encounter along the way. It is truly beautiful and peaceful here, and for those who have tired of the short days of winter, it's a welcome reprieve to see the vibrant colors and liveliness of the woods. It appears this part of the Mythwood, where Lady Nuala's parents have made their Court, is dotted with all manner of little rivers, brooks, ponds, and small lakes.

And it's not terribly long before one hears it: the song. Rhar, Garak, and Telamon track it to a head of dark hair sticking slightly out of the water. But thanks to Seyardu's magic circle that emanates from her, it appears the song has no power.

Seeing the song isn't having much of a bewitching effect, however, the rusalka rises from the water and hisses menacingly.

<OOC> Riptide says, "Rusalka 1 is going to start using her magic to raise the water level. This means she's creating a little more water to hopefully grab at the party."
<OOC> Riptide says, "Rusalka 2, meanwhile, is going to use magic to try and entangle the party in plant growth. Reflex saves, please."
GAME: Telamon rolls Reflex: (16)+7: 23
GAME: Aurala rolls reflex: (17)+11: 28
GAME: Rhar rolls reflex: (9)+13: 22
GAME: Garak rolls reflex+2: (11)+7+2: 20
<OOC> Riptide says, "The good news: everyone passes. The bad news: The 40 ft radius all around you is difficult terrain."

Another rusalka rises up from the depths to join her ally, hissing. Together, they try to do what they can, considering the party are not falling for their tricks. One summons up plant growth around the party, but fails to ensnare anyone in the vines that try to snag and twist around legs and feet. The other moves water, the shoreline inching closer to the party.

GAME: Aurala casts Haste. Caster Level: 10 DC: 17

Aurala glances around and then almost goes to breathe in and blast them with her fiery breath, but then she remembers they told her they were immune to fire and she stops that at the last minute. She starts to gesture and speak the words to cast a spell. It spreads to her and the friendlies around her, each feeling their movements speed up."

<OOC> Garak will cast prayer (quickened). Then extend my aura of protection (+2 deflection bonus to AC, if that helps anyone, but also resist 5 to every element). And finally give himself the feat bodyguard for 1 round, which would give everyone within 10' of me a +5 to AC)
<OOC> Garak says, "Ooops excuse me, resist 10 to every element"
GAME: Garak casts Prayer/Quicken. Caster Level: 14 DC: 22

Garak narrows his eyes as the monstrous forms emerge. He twitches and glances down, then realizes the plant growth that is threatening them. "Serriel, grant us your favor." Suddenly a lance appears in his hand, the wood pitted with age and yet as straight and true as ever. He grips the weapon at it's midpoint and turns it slowly in front of himself like a staff.

A third rusalka surfaces in another pond, darting around the brook that connects them to join her allies, as she sees the entangling terrain and also notices her rusalka-sister trying to increase the shoreline.

<OOC> Seyardu says, "Sorry, might shove some people around, but it's better than getting mind controlled, casting Righteous might so the magic circle against evil extends out further"
GAME: Seyardu casts Righteous Might. Caster Level: 14 DC: 21
<OOC> Seyardu says, "moving up slightly"

"It seems the will not even give us a chance to speak." Seyardu sighs after stepping abruptly to one side of a particularly nasty looking vine. "I do not feel any pull, if they are singing. Be careful, this circle may be stopping the worst of it."

The cleric pulls out their holy symbol, and held out it glows brightly for a moment, before the silverscale suddenly grows over twice as tall, towering over the others. "Be wary of their attempts to raise the water. Drag them away if you can." She states, taking her polearm and raising it in a warding posture.

<OOC> Rhar says, "Ok. Rhar would like to use a Swift to Tacticize and give allies within 60' the Seize the Moment feat. As a standard, Strategize to give allies within 30' their choice of +2 hit for 1 round, +2 AC for one round, or ability to move their speed now as an Immediate. Rhar uses move to draw her sharp stick. Gurr is going to take the move option from Strategy and move up to 8,15."
<OOC> Rhar ohs. Rhar takes the +2 AC option for the turn for herself.

"Ew! Water!" Rhar points out, with much pointing. Ok, the Bad Hair ladies are bad, too. "Go, Pack, Go! Go for belly! Go for throat!" She pulls out her sharp shiny stick and urges Gurr forward with gusto to push through the clinging plants for the water's edge. Rhar doesn't want a bath, but her hitting stick is only so long!

GAME: Telamon casts Greater Invisibility. Caster Level: 13 DC: 22
GAME: Telamon casts Glitterdust/Quicken. Caster Level: 13 DC: 23
<OOC> Telamon says, "DC 19 Will save to avoid being blinded."
GAME: Riptide rolls 1d20+15: (8)+15: 23
GAME: Riptide rolls 1d20+15: (4)+15: 19
GAME: Riptide rolls 1d20+15: (18)+15: 33

Telamon sighs. "Ladies, can't we work this out?" As the rusalka rise, causing the water plant growth to swirl around him, Tel bobs upward a bit above the water, floating in the air. "I'll take that as a no, then." He reaches out to gather a tiny fragment of Time, and spits out, "Mulan ukum!" A rain of silver-blue sparkling dust washes over the trio of evil fey, but fail to blind them. But it's merely a distraction, as Telamon intones, "Irhandi paphal kalag," and fades from sight like a mirage. "Remember, you did this to yourselves," he says with a hint of regret.

GAME: Riptide rolls 1d20+16: (6)+16: 22
GAME: Riptide rolls 1d20+16: (9)+16: 25
GAME: Riptide rolls 1d20+16: (12)+16: 28
GAME: Riptide rolls 1d20+16: (3)+16: 19

The rusalka appear to not think much of Telamon's attempts to do diplomacy (or to make them pretty). One reaches out and touches Gurr, but she hisses in anger as it appears whatever she was trying to do simply does not affect the wolf, thanks to the power of Seyardu's holy magic. Another rusalka approaches Gurr and thrashes at the old wolf with her hair, but finds no purchase in the large beast's sturdy hide.

<OOC> Aurala says, "rage and fly around to 6, 14, cleave action with power attack claw into 2 and if hit the cleave attack into 3"
GAME: Aurala RAGES!, gaining +2 to melee attack/damage/Will saves and 28 temporary HP
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (14)+19+2+2+1+-4+1: 35
GAME: Aurala rolls pcdam: aliased to 2d6+8+2+2+8+1d6: (10)+8+2+2+8+(4): 34
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (2)+19+2+2+1+-4+1: 23

Aurala growls out and calls on her rage. Her fingers elongate into claws even as her face shifts and gets a bit of a muzzle and sharps teeth. Golden wings emerge from her back and she leaps into the air and flies around. She lands by two of the creatures and lashes out with her claw at one of the Rusalka's the flaming claw not doing as much though it does seem to hit hard. She continues the swipe on into the second one, there as well.

GAME: Garak rolls 20: (1)+20: 21 (EPIC FAIL)
GAME: Garak rolls 15: (6)+15: 21 (free reroll)
GAME: Garak rolls 20: (19)+20: 39
GAME: Garak rolls d100: (12)+d100: 12
GAME: Garak rolls 1d8+8+2d6: (6)+8+(9): 23

Garak follows Gurr towards the water, shifting his grip now on his lance to hold it more like a traditional spear. Garak sees an opportunity and lunges forward, stabbing at one of the Rusalka's. Rather than running the creature through it only pierces lightly. The war-priest recovers and then spins the lance again, so that he can hold it point-down in preparation for a stronger blow.

GAME: Riptide rolls 1d20+16: (6)+16: 22
GAME: Riptide rolls 1d20+16: (6)+16: 22
GAME: Riptide rolls 1d20+16: (8)+16: 24
GAME: Riptide rolls 1d20+16: (2)+16: 18

The third of the rusalkas lashes out in anger at the wolf, screaming, but her hair, once again, finds no purchase with the wolf.

GAME: Seyardu rolls 1d20+10+6+1+2+1: (6)+10+6+1+2+1: 26
GAME: Seyardu rolls 1d100: (66): 66
GAME: Seyardu rolls 2d6+9+7+1+2: (10)+9+7+1+2: 29

Seyardu, towering above the rest of the group, strides forward, while remaining behind the others. The large polearm swings down, smacking into the Rusalka, breaking partially through the resistances of the creature with the sheer force of the blow. "Mind the water's edge, in case they raise it even further!" The cleric warns.

GAME: Rhar rolls weapon6+1+1: (8)+20+1+1: 30
GAME: Rhar rolls weapon6+1+1: (13)+20+1+1: 35
GAME: Rhar rolls weapon6+1+1-5: (17)+20+1+1+-5: 34 (THREAT)
GAME: Rhar rolls weapon6+1+1-10: (18)+20+1+1+-10: 30 (THREAT)
GAME: Rhar rolls weapon6+1+1-15: (14)+20+1+1+-15: 21
<OOC> Riptide says, "Holy moly. Okay, roll miss on those, and then roll to confirm."
GAME: Rhar rolls 1d100: (20): 20
GAME: Rhar rolls 1d100: (49): 49
GAME: Rhar rolls 1d100: (21): 21
GAME: Rhar rolls 1d100: (41): 41
GAME: Rhar rolls weapon6+1+1-5: (19)+20+1+1+-5: 36 (THREAT)
GAME: Rhar rolls weapon6+1+1-10: (10)+20+1+1+-10: 22
GAME: Rhar rolls damage6: aliased to 1d4+5: (1)+5: 6
GAME: Rhar rolls damage6: aliased to 1d4+5: (3)+5: 8
GAME: Rhar rolls damage6+damage6: aliased to 1d4+5+1d4+5: (2)+5+(1)+5: 13
GAME: Rhar rolls damage6: aliased to 1d4+5: (4)+5: 9
GAME: Rhar rolls 4d6: (15): 15
GAME: Rhar rolls companionmelee+1+1: (10)+15+1+1: 27
GAME: Rhar rolls companionmelee+1+1-5: (13)+15+1+1+-5: 25
GAME: Rhar rolls companionmelee+1+1+4: (14)+15+1+1+4: 35
GAME: Rhar rolls 1d100: (15): 15
GAME: Rhar rolls 1d100: (4): 4
GAME: Rhar rolls 1d100: (16): 16
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (2)+10: 12
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (1)+10: 11
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (2)+10: 12
<OOC> Riptide says, "Okay! Aurala and Sey, you are threatening Rusalka #3 and Rhar's Seize the Moment allows you to make AoOs."
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (19)+19+2+2+1+-4+1: 40
GAME: Aurala rolls 2d6+8+2+2+8: (10)+8+2+2+8: 30
GAME: Seyardu rolls 1d20+10+6+1+2+1+2-3: (2)+10+6+1+2+1+2+-3: 21

"No! No touchie! My Gurr! Rhar!" She corrects. She explains ownership. She introduces herself. Then Rhar proceeds to swing her sharp stick at Hairy-el the creepy Mermaid. Number 3. Doesn't she know to use a dinglehopper on those locks? There is slashing of sticks and gnashing of teeth, old wolf and little wolfling darting in as if they were conjoined! That she can smack things while standing on his head helps!

GAME: Telamon casts Suffocation. Caster Level: 13 DC: 22
GAME: Telamon rolls sorcerer+2: (11)+13+2: 26
<OOC> Telamon says, "Fort save."
GAME: Riptide rolls 1d20+12-1: (7)+12+-1: 18

Invisible, Telamon heaves another sigh. "Alright then. Have it your way." His voice begins chanting, an ominous tone. "Pagta, zuh nam-kud, kilul." A crackle of energy through the air, and one of the rusalka stops short... clutching at her throat, as the air is inexorably pulled from her and she is magically strangled. Telamon's voice is cold. "You would do the same to me."

GAME: Riptide rolls 1d20+12-1: (17)+12+-1: 28
GAME: Riptide rolls 1d20+16: (15)+16: 31
GAME: Riptide rolls 1d20+16: (3)+16: 19
GAME: Riptide rolls 1d20+16: (8)+16: 24
GAME: Riptide rolls 1d20+16: (9)+16: 25

The rusalka goes down from Telamon's spell, collapsing into the water. In a panic, another rusalka steps forward to lash out at the old wolf, but finds nothing to hit.

GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (5)+19+2+2+1+-4+1: 26
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (4)+19+2+2+1+-4+1: 25
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (12)+19+2+2+1+-4+1: 33
GAME: Aurala rolls pbite+1: aliased to Melee+2+2-4+1: (3)+19+2+2+-4+1: 23
GAME: Aurala rolls 2d6+8+2+2+8: (6)+8+2+2+8: 26
GAME: Aurala rolls 2d6+8+2+2+8: (3)+8+2+2+8: 23
GAME: Aurala rolls 2d6+8+2+2+8: (5)+8+2+2+8: 25

Aurala moves a little closer after the one moved away, she lets loose with a barrage of claws and bites, her claws ripping into it three times and leaving it pretty wounded but its not down and out yet.

GAME: Riptide rolls 1d20+16: (7)+16: 23
GAME: Riptide rolls 1d20+16: (9)+16: 25
GAME: Riptide rolls 1d20+16: (20)+16: 36
GAME: Riptide rolls 1d20+16: (17)+16: 33
<OOC> Riptide says, "Rolling to confirm."
GAME: Riptide rolls 1d20+16: (1)+16: 17 (EPIC FAIL)
GAME: Riptide rolls 2d6+5: (8)+5: 13
<OOC> Riptide says, "And will make a grab attempt."
GAME: Riptide rolls 1d20+27: (10)+27: 37
<OOC> Rhar can't stop the hit with Bodyguard due to Nat 20 and probably can't affect the grab. Gurr's CMD is 31.
<OOC> Seyardu says, "Immediate action to liberating command!"
GAME: Seyardu casts Liberating Command. Caster Level: 14 DC: 17
GAME: Rhar rolls 1d20+4+20: (18)+4+20: 42

An ally has fallen unconscious. One of the two remaining rusalka swims forward and... Her hair actually catches hold of the massive wolf, and the fey woman grins viciously. "Yes, you are MINE!" she crows in tradespeak--

And then Seyardu's magical liberating command rings out, and the woman's tresses fall back, off of the old wolf. She cries out in anguish. "My PRIZE!"

GAME: Seyardu rolls 1d20+10+6+1+2+1+2-3+2: (16)+10+6+1+2+1+2+-3+2: 37
GAME: Seyardu rolls 1d20+10+6+1+2+1+2-3+2: (13)+10+6+1+2+1+2+-3+2: 34
GAME: Seyardu rolls 1d20+5+6+1+2+1+2-3+2: (3)+5+6+1+2+1+2+-3+2: 19
GAME: Seyardu rolls 1d100: (33): 33
GAME: Seyardu rolls 1d100: (6): 6
GAME: Seyardu rolls 1d100: (73): 73
GAME: Seyardu rolls 2d6+9+7+1+2: (6)+9+7+1+2: 25
GAME: Seyardu rolls 2d6+9+7+1+2: (3)+9+7+1+2: 22

Now in proper range of the fey, Seyardu raises their polearm up, and brings it down hard, followed up by a puncturing stab, and a swing that hits only water. Again, doing most of it's damage from the sheer force of it, something which the cleric notices. "They are resistant to even my attacks, we need to do more to break through!" She shouts to the others. "Hold a moment if you can!"

GAME: Rhar spends ONE use of CHALLENGE +4.
<OOC> Rhar gains level to damage, -2 AC against foes other than #3. #3 gets -2 to its AC against anyone not Rhar, and all allies get +5 to hit #3 while Rhar threatens it.
GAME: Rhar rolls weapon6+1+1: (18)+20+1+1: 40 (THREAT)
GAME: Rhar rolls weapon6+1+1: (17)+20+1+1: 39 (THREAT)
GAME: Rhar rolls weapon6+1+1-5: (9)+20+1+1+-5: 26
GAME: Rhar rolls weapon6+1+1-10: (1)+20+1+1+-10: 13 (EPIC FAIL)
GAME: Rhar rolls weapon6+1+1-15: (16)+20+1+1+-15: 23 (THREAT)
GAME: Rhar rolls 1d100: (9): 9
GAME: Rhar rolls 1d100: (41): 41
GAME: Rhar rolls 1d100: (56): 56
GAME: Rhar rolls 1d100: (33): 33
GAME: Rhar rolls weapon6+1+1: (16)+20+1+1: 38 (THREAT)
GAME: Rhar rolls weapon6+1+1: (16)+20+1+1: 38 (THREAT)
GAME: Rhar rolls weapon6+1+1-15: (2)+20+1+1+-15: 9
GAME: Rhar rolls damage6+cavalier+1d6 frost+damage6+cavalier: aliased to 1d4+5+cavalier+1d6 frost+1d4+5+cavalier: (3)+5+14+(5 frost)+(2)+5+14: 48
GAME: Rhar rolls damage6+cavalier+1d6 frost+damage6+cavalier: aliased to 1d4+5+cavalier+1d6 frost+1d4+5+cavalier: (3)+5+14+(5 frost)+(2)+5+14: 48
GAME: Rhar rolls damage6+cavalier+1d6 frost: aliased to 1d4+5+cavalier+1d6 frost: (1)+5+14+(2 frost): 22
GAME: Rhar rolls damage6+cavalier+1d6 frost: aliased to 1d4+5+cavalier+1d6 frost: (3)+5+14+(3 frost): 25
GAME: Rhar rolls companionmelee+1+1: (10)+15+1+1: 27
GAME: Rhar rolls companionmelee+1+1: (14)+15+1+1: 31
GAME: Rhar rolls 1d100: (21): 21
GAME: Rhar rolls 1d100: (7): 7
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (1)+10: 11
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (7)+10: 17
<OOC> Riptide says, "Still up. Okay. Seize the Moment activated: Aurala, Sey, taking your AoOs?"
GAME: Seyardu uses an AoO! 0 remaining.
GAME: Seyardu rolls 1d20+10+6+1+2+1+2-3+2: (6)+10+6+1+2+1+2+-3+2: 27
GAME: Seyardu rolls 1d100: (95): 95
GAME: Aurala uses an AoO! 0 remaining.
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (15)+19+2+2+1+-4+1: 36
GAME: Aurala rolls 2d6+8+2+2+8: (4)+8+2+2+8: 24
GAME: Aurala rolls pclaw+1: aliased to Melee+2+2+1-4+1: (10)+19+2+2+1+-4+1: 31
GAME: Aurala rolls 2d6+8+2+2+8: (8)+8+2+2+8: 28

Rhar didn't like the thing touching Gurr, so she REALLY doesn't like it when it grabs hold of him. "No! No!" And then comes the Blessing of Squirming from the Blessed Seyardu! Rhar's tone changes from denial to adamant. "NO!NO!NO!NO!NO!NO!" Smacks of sharp stick emphasize every word and Gurr gets his two bits (and bites!) in, too!

Aurala then strikes down the rusalka!

<OOC> Garak would like to move to 9,16, full attack #2 using power attack, and also use War domain to give himself the feat furious focus
GAME: Garak rolls 20: (8)+20: 28
GAME: Garak rolls 17: (7)+17: 24
GAME: Garak rolls 12: (17)+12: 29
GAME: Garak rolls d100: (8)+d100: 8
GAME: Garak rolls d100: (13)+d100: 13
GAME: Garak rolls d100: (3)+d100: 3
GAME: Garak rolls 1d8+20+2d6: (4)+20+(5): 29
GAME: Garak rolls 1d8+20+2d6: (4)+20+(12): 36

Garak takes a few steps closer to the water, his feet making squelching noises that are swallowed quickly in the din of battle. Raising his lance and standing on his toes, he stabs over and behind the nearest Rusalka. To instead slam it down like a spike on the next.

<OOC> Telamon says, "Breaching the Gulf starsoul ability: Telamon attempts to send Rusalka 2 to spaaaaaace. DC 23 Will save."
GAME: Riptide rolls 1d20+15-1: (14)+15+-1: 28
<OOC> Telamon says, "OK, quickened magic missiles."
GAME: Telamon casts Magic Missile/Quicken. Caster Level: 13 DC: 22
GAME: Telamon rolls sorcerer+2: (9)+13+2: 24
GAME: Telamon rolls 5d4+5: (10)+5: 15

"Begone!" Telamon's voice rings out, proudly. And there's the -ripple- around the surviving rusalka, and the air around it grows chilly, but the fey manages to pull free of the gravitational warp. "Damn it..." He gestures, chanting, and five glowing stars slam into the evil fey in bursts of force-energy.

GAME: Riptide rolls 1d20+12-1: (7)+12+-1: 18
<OOC> Riptide says, "Rusalka 2 is desperate. She does not act rationally. She tries to run."
<OOC> Riptide says, "Anyone who's got AoOs and is threatening 2, make 'em!"
GAME: Rhar uses an AoO! 4 remaining.
GAME: Garak rolls 17: (19)+17: 36
GAME: Rhar rolls weapon6+1+1+4: (15)+20+1+1+4: 41 (THREAT)
GAME: Rhar rolls weapon6+1+1+4: (3)+20+1+1+4: 29
GAME: Garak uses an AoO! 3 remaining.
GAME: Rhar rolls 1d100: (85): 85
GAME: Garak rolls 1d100: (76): 76
GAME: Garak rolls 1d8+10+2d6: (7)+10+(7): 24
GAME: Rhar rolls companionmelee+1+1+4: (13)+15+1+1+4: 34
GAME: Rhar rolls 1d100: (8): 8
GAME: Rhar rolls gurr damage: aliased to 1d8+10: (1)+10: 11

The remaining rusalka is frightened. Frightened that she will be the next to die. Frightened in a way that she's likely never felt before. Her screams are shrill as she darts away into another pond, even as she's attacked by the adventurers who take advantage of the opportunity.

"I'll leave!" she pleads, black blood oozing from her body. "I'll leave and never return! I swear! I swear I will!"

Aurala turns and glances around the others, "Do we let her go, and take her word, or do I chase her down?" she calls as she watches the fey.

Garak circles around the giant wolf, and then once he's past the overgrowth he breaks into a run, following the shore after the fleeing monster. "Surrender!" he calls. "Face justice!" In his mind he feels that turning her over to Luco'lann might not qualify as justice...but this isn't his land, after all.

GAME: Seyardu rolls sense motive: (3)+19: 22

Seyardu looks down at the fleeing Rusalka, and blinks once. "You had better keep your word, or I will find you, and not spare your life a second time." The cleric warns, before pulling out a coil of rope from their bag, and tying up one of them when she realized they were still living.

"HOLD!" Telamon's voice sounds out over the waters, and suddenly he appears next to Garak. His platinum hair floats around his head, as if he's underwater... or someplace where gravity is not present. His dark eyes blaze, as he stares at the rusalka. "She is fey," he explains, "and if she swears an oath, she will be bound by it." A pause, then, "You swear? I hold you to that oath. I am called Telamon Lúpecyll-Atlon, and I am no stranger to the fey or the lands of Quelynos. Now, depart, swiftly!"

The fleeing rusalka visibly winces as the word 'oath' is brought to bear. "I swear it," she says. "I swear an oath that I will never return here."

She plunges down into the depths below.

The remaining rusalka that Seyardu ties up is brought back to Lady Nuala's lake. The Lady is not there, as she has returned to the matter of her sleeping parents, but Luco'lann remains, and she gives a sneer to the rusalka that's brought before her. "She is dying," she states. "But..."

Her red eyes shift back to the fog, and while she gnashes her teeth together, revealing slightly more pronounced canine teeth than an elf should have, she shakes her head and sighs. "I will do as the Lady would prefer. Healers!"

She takes the tied-up rusalka and tosses her into the water, whereby a cadre of swans appear from the fog tht surrounds the other side of the lake. They shift, too, into humanoids that more closely resemble Nuala rather than Luco'lann, with pale skin, white hair, and deep brown eyes, but they regard Luco'lann with reverent nods, and they lead her back into the fog.

Luco'lann sighs as she turns to the group. "You have succeeded," she says. "So, I will return with you to your city of men. There is more work to be done here. But the Lady is grateful nonetheless."

She makes her way back to the wagon that will bring the whole group back to Alexandria, for some well-earned rest and relaxation.

OOC

Map: https://www.mipui.net/app/index.html?mid=mnyhybc5eua

<OOC> Riptide says, "Giant=Aurala, teeth=Rhar, stars=Telamon, goblin=Garak, dragon=Seyardu"