Let the looting begin! With Garitran’s camp to themselves, the party begins picking through the bodies and tents for anything useful. Here’s a rundown of the treasure:
Bloatmage
Agile Alpenstock
Spellbook
Blood Reservoir of Physical Prowess
Wand of enervation (12 charges)
Wand of touch of idiocy (10 charges)
Garitran
\Scabbard of Vigor
+2 wild hide armor
Assorted gems and gold pieces (178gp)
Ring of lingering blood magic
Avuhas Oli
Spectacles of Understanding
Four Bombs
Two vials of worthless mutagens
Remaining Bloodless Labours
Three sets of hide armor with armor spikes
Three Masterwork lances
Masterwork manacles
Two potions of cure moderate wounds
After dividing the loot appropriately among them, the party contemplates their next move. Based on Barl’s words, there are still some sisters in the cave that need dealing with. The counter argument against that is Sandpoint; some of the group thinks that the sleepy town is already doomed and there is no way that they could possibly make it there in time. At least, with their current means.
When the discussion dies down, the next steps are decided. It should only take a half hour or so to finish clearing out the caves. After that, the party requires rest after the barrage of battles that they’ve been through. Once they’re topped off, then it’s back to Turtleback Ferry where they are hoping they might be able to purchase some means of teleportation to cut the travel time down to nothing.
Krask scouts ahead the final unexplored tunnel. As he rounds the corner, he hears three distinct voices chatting about Barl Breakbones (“I hope he breaks his bones on his way out!”) and their next meal, which is an unconscious human boiling in a large cauldron.
Betting on the element of surprise in his negotiation, Barnaby goes invisible and hurries up to the three annis hags in mid-conversation. He reappears, catching them completely off-guard. The well-spoken swashbuckler seems to be making progress in keeping tensions down until he makes the mistake of referring to the hags as monsters.
This does not go over well. The hags advance upon the halfling.
Triple Sister Threat!
One of the hags puts a curse on Barnaby and another creates an invisible cage of force around him. Arrows from Krask, Shalelu, and Jak start raining down on the hags, but their attentions are focused mainly on Barnaby. Fyn launches some magic missiles in support of the melee fighters, eventually felling two of the sisters.
This draws the ire of the last hag, who casts a spell at Fyn. Luckily, Fyn avoids the effects, and the final hag is easily overpowered by Trace and Fobias. It’s all over in a matter of seconds. This is probably for the best – the party is absolutely exhausted at this point.
Unfortunately, the boiling man is dead. There are other humanoid bones scattered about the foul-smelling cave as well. The hideous forms of the annis hags are left to rot among the remnants of their evil crimes.
Meanwhile, the party gathers some tents and bedrolls from the Bloodless camp and make themselves comfortable for some much-deserved rest and relaxation.
After all, they have a town to save.
Will the party be able to make it to Sandpoint in time? Could the hags have helped the heroes? Who sleeps with tent inside a cave?