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The Witch of Dwindor goes by “Enni” for now. Her real name is not in any language the party can speak.
The witch will deliver a message via Animal Messenger; large rat (witch) gets attacked by a sea snake (Elancil) – constrictor w/bite. Elancil is trying to stop the witch from communicating with the PCs. The animals will fight for three rounds, if the PCs to do seperate them, the snake will kill the rat and the PCs will not have this scene available.
The PCs will have 24 hours or a little more to find candidates for a vessel to inhabit for three months. Any longer and it will damage the vessel. The witch can inhabit the vessel after three rounds of concentration and talk directly to the PCs any time. When she’s not inhabiting the vessel the vessel is easily lead and obeys simple commands.
Narrow it down from some known possibilities: prostitute (the PCs have undoubtedly visited one), seamstress (done some repairs on the PCs clothes), farmer (widower, alone and may lose the farm), potter’s assistant (Josey can point out a known agent working against the Morbin Brothers). The PCs can try and come up with a scheme to get a willing vessel (DC 16 Persuade check to keep them calm and another to convince them), to avoid the unpleasantness of kidnaping.
DC 14 Religion to know what it does/ how to enact it. If the PCs fail, they will have to find another vessel and try. On success, the Essence is mingled, corrupted on some ways, and drained by 1 permanently.
The PCs will have to pay for her support (food and lodging) out of their own pocket. If the target was willing, the witch can cast Healing Word 3/day (d4/2 + 6) through the vessel.
The witch is running a campaign to make the Lightbringers look bad. She does not want their influence so close to Dwindor Swamp.
Reward: Favor of the witch; if particularly well thought out/creative or all areas done each night: the Vessel gains +1 healing word/day use
OR
Break into the half finished chapel on North Ridge (Stealth DC 11 to go through new front door)
Reward: Favor of the witch; if particularly well thought out or vulgar the Vessel gains +1 healing word/day
Reward: Favor of the witch – a test of loyalty only.
Reward: Favor of the witch; Swarm Breaker +1 magical quarterstaff, has 8 charges/as an action cast Charm Person on a swarm of natural creatures (1 charge; druid can Persuade DC 10 to turn swarm on opponent), or Barkskin (2 charges); regains d6 + 2 charges daily if left under the night sky. Requires Attunement. The attuned character can sacrifice one of its maximum charges for a Conjure Animals spell – https://5thsrd.org/spellcasting/spells/conjure_animals/
There is something going on in Crestwold:
The hollow souls are vanishing. She has sensed an ebb in the soul lights of the area near the Black Shore and Calibans Slurry. At first, just a few vanished, but now something is happening of a much more dire nature. The Hollow Souls are not replenishing their numbers. They normally gather in Yarans Vale, all the lost souls in the swamp, and their memories is one of Enni’s favorite places. Months have gone by and seen their numbers dwindle and no be replaced. The loss of a few is always accepted, but now their numbers are far less. Go to Yarins Vale and find out what is snuffing out the lights of the Hollow Souls.
Normally phastasms of umbakian dead walk the black shore area but are harmless.
A few angry, prideful and violent souls became willo-wisps
= will o wisps are being drained.
= wraith is risen in the chapel of Helmandal