| Saélihn |
"Yes! I remembewr, the last one in the sequence was the crying face, and just as the dream faded there was a black crystal key with eight dark shards and one red one." Saélihn adds.
| Grymwold |
The creature points to a blue metal door with a wheel of symbols at its center. It indicates three symbols in sequence: a rock, a metal bar, and a crying face. Ayyy..That's the sequence from my dream
| Gronilda |
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"Good, let's try it then" Gronilda approaches the mechanism and tries to move the eyes on that sequence, first the rock, then the metal bar and finally the crying face.
HP 18/24
Pawnies 4/6
GM Red
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Gronilda identifies the following:
potion of cure moderate wounds (2)
potion of shield of faith (2)
oil of magic weapon (2)
wand of hold person (9 charges)
bandages of rapid recovery
bracers of armor +1
I'd assume someone would be grabbing those bracers quickly :)
Gronilda approaches the ancient door, studying the wheel of pictograms at its center. Using her memories from the carvings and the strange visions that had haunted Saélihn and Grymwolds dreams, she rotates the head, finishing with the crying face. As the final symbol clicks into place, the mechanism gives a deep thunk. Ancient gears grind as the massive blue steel door slowly descends into the floor.
Inside, a three-stepped riser fills most of the room, atop which lies a stone sarcophagus depicting a vaguely insectoid creature similar to the ones depicted in statuary in earlier areas. Within the coffin lie the partially crystallized remains of an ancient, four-armed, insectoid creature that looks as if it will crumble with the slightest touch.
Around the dais are four lidless stone coffers, containing a number of treasures, including 10 pp, 335 gp, 730 sp, and 115 cp. 14 amethysts, 9 aquamarines. It also contains the following magical equipment: a buckler, two fist-sized white stones, a belt made of interlocking jade plates.
Loot is all up to date. Where's a vendor when you need one?
| Gronilda |
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"Phiiiuuu! That is a good bunch of treasure!" Gronilda looks satisfied at what the groups finds out in the chambers.
"It seems we got to the end of it" the dwarf comments while observing the sarcophagi for traces of traps before trying to open it.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
| Saélihn |
"Phiiiuuu! That is a good bunch of treasure!" Gronilda looks satisfied at what the groups finds out in the chambers.
"It seems we got to the end of it" the dwarf comments while observing the sarcophagi for traces of traps before trying to open it.
[dice=Perception]1d20+9
I think the assumption is that we've already opened it
Inside, a three-stepped riser fills most of the room, atop which lies a stone sarcophagus depicting a vaguely insectoid creature similar to the ones depicted in statuary in earlier areas. Within the coffin lie the partially crystallized remains of an ancient, four-armed, insectoid creature that looks as if it will crumble with the slightest touch.
| Zarena |
Good point, but could be something else in there, since we haven't searched/disturbed it, so probably worth a look in any case. I just hope it doesn't reanimate. :)
| Lizzie "beads" Tamar |
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Good point, but could be something else in there, since we haven't searched/disturbed it, so probably worth a look in any case. I just hope it doesn't reanimate. :)
*BRAAAAAINNS!!*
"Phiiiuuu! That is a good bunch of treasure!"
"Indeed. This one hasn't been sent off poor."
Like Gronilda, Lizzie takes a peek vs traps.Perception: 1d20 + 9 ⇒ (6) + 9 = 15, but dust gets in her eyes, evidently hampering decent inspection.
GM Red
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Lizzie carefully examines the coffin's edges and lid, searching for hidden mechanisms or traps, but finds nothing dangerous. As the party searches inside the coffin and the crystallized remains of the insectoid creature, the ancient remains prove far too fragile for even the gentlest inspection and crumble to dust.
With the vault explored, the entire troglodyte lair now lies empty of threats. The fungus (and its noxious smell) throughout the upper caverns remains a concern, but with time and labor from Phaendar's refugees, clearing it out should be doable. The artesian well discovered earlier provides a good source of fresh water. The barricaded passage earlier stands as a reminder of deeper dangers - perhaps best left undisturbed for now.
The caverns offer safety and shelter, but the refugees left above in the Fangwood still live under fear of the Ironfang Legion...
Where to now, team?
| Zarena |
Well, should we get the rest of the group and bring them here, then?
| Grymwold |
I absolutely agree. Let's bring everyone here. This will be a great place for our larger group to have as a home base. We have shelter and water, and with some work, we can get the forge working.
GM Red
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We've got two for heading back, anyone else before I move us along?
| Gronilda |
"I agree. Let's give a final walk around all the caverns to make sure no danger was left behind, then head back to pick them up" Gronilda nods, happy for the work having been done without anyone of the group dying here.
Perception for the quick inspection: 1d20 + 9 ⇒ (9) + 9 = 18
| Saélihn |
"Sounds like a plan! The sooner we get everyone here where they can at least be warm and dry, shielded from the elements, the better."
Saélihn agrees. " Though we should make sure we're rested and fully patched up before we head out, in case we run into anything nasty on the way back.
GM Red
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The party takes one final survey of the caves, moving through the lower caverns where the crystal scorpion rests happily, tail waggling as much as Pawnies' might, then back through the grand marble chamber and ancient forge before ascending to the upper levels. No trace of troglodytes remains. There are only empty tunnels that, with enough torches and determined effort to clear the choking fungus, will provide far stronger shelter than the wooden walls of the Chernasardo fort ever could.
(I'll assume you did any additional required healing at this point)
The trek through the woods is largely uneventful, though again it does seem odd that there are a lot more humanoid tracks in the woods than those you'd observed on the way. It's evening when you arrive back at the Redoubt.
Two figures emerge from the shadows - Aubrin, her ranger's cloak wrapped around her shoulders, and Kining, the dwarven weaponsmith.
"There you are!" Aubrin says, her voice carrying both relief and concern. "We were starting to worry. How did it go at the caves?"
Kining steps forward, her keen eyes assessing the party. "Aye, and ye look like ye've been through the grinder. Let's git you fed and hear what you've found." The smell of wood and cooking food drifts on the evening air, and you can hear the low murmur of voices from the camp further in.
| Zarena |
Zarena gratefully goes in to get some food, but when they get together to discuss the plan later she asks
We saw a lot of human tracks on the way back... was that you?
GM Red
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It probably wasn't clear enough from my word choice, but humanoid could mean human, but it could also mean any creature with two arms, two legs, and one head.
Earlier
Saélihn scans over the tracks, and they are definitely hobgoblin prints. She can tell by the larger size and the distinctive boot pattern with reinforced soles used by the Legion. But what's concerning is the formation - they aren't random stragglers and seem to move in very organized patterns.
Now
"Human tracks? Some of us have been foragin', but not enough ta make that many prints. Seems suspicious," Kining spits.
| Saélihn |
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"They're hobgoblin actually, same reinforced boots the Legion uses. Moving in very organized patterns...probably searching for us. Methodically." Saélihn chimes in.
| Grymwold |
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Moving this many people to the caves is going to leave tracks that'll be easily followed for a while. We're going to need to eliminate these patrols.
| Gronilda |
Gronilda finishes spooning some of the stew into her bowl, but pauses before taking a bite as she hears Saélihn's report. Her eyes narrow beneath her thick brows "Organized hobgoblin patrols? They are closing on us"
She gives a slow shake of her head, then looks toward Grymwold "You're right. If we move everyone now, we'll light up the forest floor like a trail of breadcrumbs. But the caves are better shelter. If the Legion finds the Redoubt before we move, we'll lose both our people and the chance to defend them properly"
She sets down her bowl with a faint sigh "If we wait too long, the Legion might find us in this non-defensible spot"
She folds her arms, thinking a moment "We could scout ahead, clear any nearby patrols quietly. Or stagger the move, send small groups at different hours, hidden and escorted, leave false trails" her brow creases "Do you think you can do that Saélihn? To cover up the refugees trail?"
| Saélihn |
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"It's....possible...but a lot more difficult than you'd think." The huntress replies, considering the question. "A group this large...or even split up into smaller groups it's almost impossible for any decent tracker to not find."
"We might be better off hunting the nearby patrols while everyone prepares to leave over the next day or two, then head out. Hopefully that'll give us a few days for time and weather to help conceal any trail we leave, before another squad comes this way."
so Cover Tracks is a whole feat that increases the DC of Survival checks to track you by 5 when moving at full speed and by 10 when moving at half speed. And you can only apply it to your Wis mod+level number of others. Additionally moving a group this big, the DC to track us goes down by 1 for every three creatures in the group being tracked
| Zarena |
Should we just leave as soon as possible, and work on being ready to kill any scouts and to obscure our back trail as much as possible? I kind of feel like we've used up all of our luck keeping everyone hidden thus far, and I don't want to wait any longer than we have to.
| Gronilda |
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The idea of getting out so early seems to dim Gronilda's mood, but she nods "Ok. Then we get out and try to hunt down those patrols while we wait for the refugees to prepare to move out"
"Do you think we have time to rest for the night? I am terribly tired from the day of combat and walking and spent most of my magic healing us after that final fight" the dwarf amicably soothes Pawnies' ears.
If nothing bad happens during the night, she will prepare the next day to go out and hunt hobgoblins.
| Zarena |
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I just meant that we should encourage the refugees to get ready as soon as possible, and go with them, but be ready to protect them and obscure our back trail. We should definitely stay for the night.
GM Red
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Aubrin's expression grows grim as she processes everything. "Organized patrols," she repeats. "That's not good. It won't be long now before we're found. We should deal with them, and keep the villagers protected as we all make for the caves, but I agree charging out into the night would be foolish. These aren't wild forest animals, and they'll be alert and ready for trouble."
Kining nods approvingly. "If they're runnin' organized patrols, it means someone competent is coordinating 'em. Can't be random stragglers. I'd bet they gotta have a base of operations nearby... a camp, supplies, and a leader." The foul-tempered dwarf spits. "Eliminatin' these patrols might buy us time, but it will also tell their commander that there's organized resistance in the area. Gonna have ta be prepared for escalation."
The rest of the refugees look relieved to see you return, and Jet ensures everyone is well-fed. Aubrin assigns the night watch while Kining makes her final rounds, checking that weapons are within easy reach.
The mood is more subdued than usual - word of the organized patrols has spread quietly through the camp, and everyone understands that tomorrow may bring decisive action.
If there's nothing else, we'll turn in for the night, and when you awaken you can level up to Level 4.
| Gronilda |
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Level 4, yay!
Gronilda nods in agreement "That is a good point. I do not know if we can just avoid them altogether until they lose interest in the area... Maybe we should scout and find that camp, learn more about it..."
GM Red
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| 2 people marked this as a favorite. |
1d100 ⇒ 70
1d100 ⇒ 83
The night passes on and the morning light peaks the dense Fangwood canopy above. While eating days old bread and cured meat, the villagers start packing up their goods, ready to leave at your notice.
Aubrin, Jet, Oreld and Kining approach with their own travel packs already secured. "The refugees are eager to see these caves you've cleared," Jet says, glancing at the bustling activity around the camp. "We could move everyone to the new location and deal with those patrols along the way, as Zarena suggested. Keep the group together and handle both problems at once. A larger group might seem less tactical, but it also means we don't have to make this journey twice, and honestly..." She glances at the rickety Redoubt. "I'd rather have everyone where we can protect them than split up and leave half our people here if those patrols come looking."
"Take 'em or leave 'em, there's risk ta both approaches," Kining shrugs, her expression growing sinister. "I just want to see hobgob blood spilled again. It's been too long."
| Gronilda |
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Gronilda nods agreeing to do it that way "Fine. We will move ahead of the main group, looking for signs of patrols. Bring a couple of people with us to act as messengers"
She then turns to address the gathered refugees, her voice firm but warm "Erastil teaches us that strength lies in hearth and home, but sometimes, we must carry the hearth with us. These caves may be dark now, but with your hands and hearts, they'll soon be a refuge lit by fire and hope. Stay close, trust one another, and walk with faith. We are not fleeing, we are planting roots anew."
She gives a short nod, eyes scanning the crowd, then shoulders her pack "Let's begin."
Survival + deadeye: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
| Grymwold |
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Grym nods in approval upon hearing Gronilda's words. Words that surely the masses needed to hear. Reluctantly he admits to himself bah... I'll be damned if her words don't have an effect on meself as well
| Zarena |
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Zarena looks around for any snakes or other reptiles that she can talk to that might be willing to spread the word and scout the way for them.
| Saélihn |
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Saélihn listens to Jet's assessment, nodding at the logic in it. "Alright. You've done a great job taking care of everyone while we're out there, and kept everyone's spirits up, I don't doubt that you know what's needed most." she replies.
As the others respond, she turns to listen to Gronilda's inspirational speech, watching as the villagers all take heart, finding the will to forge forward.
'She's damned good at that!'
Spending some time ensuring her mother is set for the trip, and helping anyone else who needs preparation, she readies herself to join the others at the front, after assigning a rear guard.
As the group sets out, she takes point, forging a bit ahead of their scouting group with Ghost beside her, looking for signs of a hobgoblin presence or activity, and safely navigating any natural hazards.
Survival: 1d20 + 13 ⇒ (12) + 13 = 25
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
GM Red
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1d20 ⇒ 20
With the party leading the way, and the villagers group guarded from the rear, everyone moves through the morning forest at a cautious pace, with families helping each other navigate fallen logs and muddy patches while keeping their voices low. Aubrin proves her worth as a guide, leading the group along dry stream beds that avoid the more obvious trails. The refugees adapt quickly to the rhythm of wilderness travel once more.
As you approach a familiar area near the troglodyte caves, Saélihn and Ghost scout ahead while Gronilda scans for signs of the patrols you spotted yesterday and Zarena looks for snakes. The morning mist still clings to the lower areas between the hills, creating pockets of reduced visibility. You're just outside the caves when the forest suddenly feels...... Too quiet. Even Ghost and Sitka seem more alert, sniffing the air curiously.
A small garter snake slithers quickly across Zarena's path, pausing to flick its tongue rapidly in her direction. "Grey sssskin on great-wolf comes! From sssssun-rising direction! Ssoon-soon!" The snake darts away into the underbrush just as the sound of approaching hoofbeats becomes audible through the trees.
Seconds later, a hobgoblin warrior mounted on a a massive, dark-furred dire wolf emerges from the mist between two large oak trees, barely thirty feet away. His dull armor gleams in the light, and his eyes widen in surprise as he takes in the sight of armed humans instead of, whatever he was expecting to find.
"Hold! I am Fahrak of the Ironfang Legion, second to Commander Scarvinious. I come as messenger to the Children of Stone, bearing words of alliance from my master. But... you are not troglodytes. Humans? Dwarves? Halflings?" He stares on for a bit, before his face suddenly lights up. "Ah, now I recall. It appears I've stumbled upon the escapees. What brings you to these parts of the Fangwood?"
| Zarena |
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Zarena moves Verity from her wrist to her shoulder, and then steps forward to talk to the hobgoblin, hoping that it will give time for someone to circle around and block his escape, as well as time for the non-combatants and the fighters to arrange themselves for maximum protection. Allowing this one to leave and bring word of their presence would be disastrous.
She adopts the bearing of a noble servant,
Greetings Fahrak. I am Zarena, Speaker-to-Snakes, also ally to the Children of Stone. These the Children have invited to dine, and to serve those below, in exchange for protection. I am sent to lead them to the divine caverns.
Hoping that Fahrak will get the message that these hapless villagers are meant for a troglodyte stewpot, Zarena pauses, letting her Aasimar nature work its magic and convince him to believe her.
Bluff: 1d20 + 18 ⇒ (10) + 18 = 28
Note: Leveling up now, and that roll represents the level-up, just in case you see this before my post in the discussion area is complete.
| Saélihn |
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The sight of the hobgoblin has Saélihn seething, even before the bastard identifies himself as second in command of the Ironfang Legion's forces, the same forces that have run them out of their homes, killed their friends and neighbors, and were now hunting them down to be slaves or worse.
Every instinct screamed to kill the bastard in front of her as quickly as she could to keep the caravan of people depending on them, her mother included, safe.
Before she could act though, Zarena begins her ruse, playing off that she was delivering them to the troglodytes.
At least, she thought it a ruse. She was pretty sure it was. Though is she was somehow actually betraying them, she'd get an arrow in the throat before it was all over.
With great effort, the hunbtress holds her tongue...and her hands...for now.
| Gronilda |
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Gronilda steps forward beside Zarena, her expression unreadable, but her eyes sharp "Fahrak, if you have come as a messenger, then deliver your message. Words are meant to be spoken, not carried back unspoken"
She gestures toward the caves "Let us hear the offer from your commander. We will decide what to do with it"
Bluff: 1d20 + 0 ⇒ (2) + 0 = 2
Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18
She does not raise her weapon, but her hand rests on her axe's haft, calm and steady.
GM Red
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| 1 person marked this as a favorite. |
1d20 + 2 ⇒ (11) + 2 = 13
Fahrak's posture relaxes slightly, though he remains alert. He nods slowly, a look of understanding on his face.
"Ah... Speaker-to-Snakes. Yes, that would explain much." He glances at the party with new appreciation. "That troglodyte oracle Ighiz has always been... hmm... practical in her alliances. If the Children of Stone have found surface dwellers willing to serve their purposes, then perhaps my master's offer comes at an opportune time."
He dismounts from his dire wolf with ease and hands a sealed note to Zarena. "I carry a proposal from Commander Scarvinious: A formal alliance between the Ironfang Legion and the Children of Stone. Together, we could control this entire region. We provide protection in these dangerous lands, and you join our quest to make all of Nirmathas a home to those the humans would hunt, and turn those same humans into our servants and prey."
"But if Ighiz already has these, hmm, arrangements... perhaps we should discuss this matter more carefully. Tell me, what manner of service do your people provide to those below? And how might this align with the Legion's greater goals?"
| Zarena |
Zarena sees that her allies are not ready for the signal to attack yet, so she says
Perhaps you would accompany us to the sacred caverns so we may speak more freely?
GM Red
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"A wise suggestion, Speaker-to-Snakes. These woods have too many ears for such important negotiations. And such an alliance deserves to be discussed in the presence of Ighiz herself, if she will receive me."
Settling back into his saddle, he gestures toward the direction of the caves. "Lead on then. I am curious to see how surface dwellers have adapted to serving the Children. And perhaps..." his voice takes on a more suspicious tone "We can discuss how your people might find even greater purpose serving the Ironfang Legion directly."
His dire wolf falls into step behind your group, and Fahrak maintains an alert distance.
| Zarena |
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Since he is riding behind, Zarena will cast message, only pointing to members of her team and whispers
Let's get him to the caves and then ambush him there.
| Gronilda |
Gronilda nods once, grim and silent as she turns to lead the way. She walks at a steady pace, saying nothing aloud, but casts a quick glance back toward Zarena and the others, just enough to acknowledge the message and the plan.
Inside, her jaw tightens. Erastil guide my hand. May this deception bring swifter peace.
She grips her axe a little tighter, ready for what's to come.
| Grymwold |
Grym agrees with and goes along with the plan even if the deception grates on him a bit. Attacking this Hob outright would likely cause him to flee and bring reinforcements. Not something we can risk
GM Red
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Perception: 1d20 + 2 ⇒ (17) + 2 = 19
The party continues on to the troglodyte caves, parting the hanging root camoflouge once more to reveal the entrance.
Fahrak dismounts from his dire wolf as the ceiling drops to only seven feet high, forcing him to duck if mounted. He examines the entrance with interest, nodding as if to note important features.
"Impressive location," he murmurs. His eyes stare upon the glint of crystal veins running along the walls, and he nods. "I can see why Ighiz values this place."
Further in, Fahrak stops abruptly, his hand moving to his battleaxe hilt. His eyes narrow as he takes in the scene of the dead troglodyte guards, and when he speaks, his voice has lost all forms of courtesy.
"The guards are dead." His gaze snaps to Zarena, then sweeps across the party with sharp suspicion. "Speaker-to-Snakes, you said the Children of teh Stone invited these surface dwellers to serve them. Yet here lie Ighiz's sentries. Dead."
His dire wolf growls low, sensing its master's shift in mood. "It is unusual both that they are dead and that you humans are here. What lies have you been feeding me, human? Where is Ighiz? Where are the Children of the Stone?"
| Gronilda |
Gronilda moves deliberately, stepping aside to block the narrow passage behind them, cutting off retreat. Her voice is now iron and stone "Sharp eyes, Fahrak. You saw what others would miss. That tells me you're trusted. High-ranked. So before you make your last mistake, answer this:"
She points her axe toward him "What exactly was Scarvinious expecting in return for this alliance? Tribute? Territory? Names? Or just warm bodies for his war?"
| Saélihn |
Finally giving an outlet to the roiling rage of everything they'd suffered at the hands of the Ironfang Legion, Saélihn utters a druidic incantation, a gesture sending an arrow-shaped, streaming bolt of shimmering red energy lancing through Fahrak's body.
"Answer her!"
Heatstroke (ranged touch)/PBS: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Nonlethal: 1d4 ⇒ 4
Confirm
Heatstroke (ranged touch)/PBS: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Nonlethal: 1d4 ⇒ 2
The subject is immediately exhausted (moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity.) for the spell’s duration. A successful DC 14 Fortitude save means the creature is only fatigued ( can neither run nor charge and takes a –2 penalty to Strength and Dexterity). Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
| Zarena |
Zarena casts Hypnotism, saying Worry not, all will be explained. There was a mix-up before these were... "converted" to our side, and I was sent for the others. Answer the question, and I'll lead you straight to Ighiz.
Since he seems to be giving us time to respond, I'll try this spell I got for free with this bloodline. Never used it before, but it seems like it might help him actually respond. Also rolling bluff again since he is suspicious.
Bluff: 1d20 + 18 ⇒ (13) + 18 = 31
GM Red
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Those are pretty clear hostile actions, so we're going to go into initiative here.
Gronilda: 1d20 + 2 ⇒ (14) + 2 = 16
Grymwold: 1d20 + 2 ⇒ (7) + 2 = 9
Lizzie: 1d20 + 4 ⇒ (3) + 4 = 7
Saelihn: 1d20 + 3 ⇒ (19) + 3 = 22
Zarena: 1d20 + 2 ⇒ (6) + 2 = 8
Fahrak: 1d20 + 0 ⇒ (11) + 0 = 11
Wolf: 1d20 + 2 ⇒ (16) + 2 = 18
Fahrak's Fort Save vs Heatstroke: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Dire Wolf, Bite vs Saélihn: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 6 ⇒ (6) + 6 = 12 @Saelihn I'm seeing AC 18, but let me know if that's not accurate
Trip?: 1d20 + 8 ⇒ (3) + 8 = 11
"Treacherous, lying human scum!" The hobgoblin spits, brandishing his battleaxe. Saélihn's magic takes hold, and though Fahrak's warrior upbringing helps him resist it, sweat beads on his forehead and his grip on his battleaxe loosens. "You think you can ambush Fahrak of the Ironfang Legion? I'll drag your corpses back to Commander Scarvinious myself! Grimfang, kill them all!"
The beast's dark eyes lock onto Saélihn, seeing her as the source of the attack on its master. With a rumbling growl that echoes off cave walls, Grimfang lunges forward, his powerful jaws closing around Saélihn's ankle.
Saélihn (-12), Grimfang, Ghost, Gronilda are up, Fahrak (Fatigued, 6 NL), Zarena, Lizzie, Grymwold