Session 9

The Gang are definitely pirates
After long day at sea, the group settles down to rest for the night. They wake up to the sounds of panic. They see the captain shouting orders at his crew to ready the lifeboats. And when they look over the side of the boat, they see an enormous kraken ready to consume the ship.

Despite having close calls with tentacles, fires, and almost being thrown overboard, the group expertly shepherds the crew members into the boats, and escape the ship.

As they row to the island, Merrick notices a light of another ship further from the island.

The group, and the crew of the Devil's Howl, set up camp on the beach. The captain, along with the gang, head into the jungle to find Lorelei. Skarul is lured by a wsip into a shambling mound that engulfs him. The group come to Skarul's aid and fight off the wisps and defeat the plant-like monster.

They continue down the path, and find a cavern with a pool of water. The captain tells the group that they must go into the water to speak with her. He gives them all potions of water breathing, and warns them not to look at her unless they wish to be put under her spell. And they head down to Lorelei's lair.

The group swims down and notice a tower under the water. They swim inside and see shelves lining the tower walls, with trinkets and magical items. And there's a beautiful, red haired siren, singing to herself and admiring her "toys". The group approaches her and ask her what they'd have to do to cancel the deal she has with the captain. She tells them that they'd have to either take his place by joining her "collection" or give her a gift that pleases her more than the latest one she received from him - and she holds up her Talisman. She tells the group how much she loves her gift, and how easy it is to make people "go away" or "disappear" when she doesn't like them. Merrick, not recalling what Oleander warned them about before, asks her to demonstrate what she means. And she demonstrates the Talisman's power by sending Merrick's body straight into the depths of hell.

The group fights Lorelei and her pet moray eels. And despite losing their good friend and healer, they ultimately prevail.

What only Merrick knows:
Merrick falls, for what seems like hours, then everything goes black. He wakes up in excruciating pain and finds himself shackled to a wall in a run down burning building. He looks out the window and sees a hellish landscape with other similar burning buildings. He's reminded of stories -- about a town that was pulled into the depths of hell using the power of the Talismans.

He looks across the room and sees a familiar rat and a beautiful woman with skeletal wings walks through the door. The rat then changes into a familiar Imp. Merrick recognizes it as the same imp the group killed several days ago when they were all arrested and put into the Lady of Craith's prison.

The imp turns to him and says, "Hello Merrick. I never had a chance to introduce myself properly last time we met... so why don't we have a little chat?"

Treasure (pre-identify):

 * 1) some medium armor that's so beautiful and never seems to get dirty
 * 2) beautiful armor decorated with fish and shell motifs
 * 3) a heart-shaped vial with a rose-hued, effervescent liquid inside
 * 4) two nautical-themed rings -- one silver and one gold
 * 5) a rod that ends in three rubbery tentatcles
 * 6) a golden wand with rainbow gems protruding at odd angles from all sides
 * 7) a black pearl

Money

 * 600cp
 * 10,000 sp
 * 2300 gp
 * 120 pp

Other items

 * Hourglass
 * Magnifying glass
 * Jeweler's kit
 * Cooking tools
 * Nice silver plates and silverware
 * Music box with a dancing ballerina
 * a gold heart locket
 * a gold pocket watch
 * a fancy pearl comb
 * a hand mirror

Find out what happens next with Skar-kūl and the Gang.