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The Lady of the Lake
The group found Belladonna’s key and the hidden door and followed into the caverns. The saw Belladonna just ahead. They hear footsteps in the distance and decide to follow them. They struggled to follow the strange echoing noises, but managed to follow with Belladonna leading the way. Adalia tells the group she can hear the gentle sound of water coming from an entrance to another tunnel in the caverns. There are many cave entrances, and this soft lapping of waves sounds familiar to Venus.
Furus decided to lead the group into the cave. It opened into a large echoing cavern with a lake shimmering and gently lapping onto the rocky sand. They cautiously approached and saw a beautiful woman perched on a rock in the middle of the lake, who they recognized as a Nereid. Midna lets the group quietly know that there is also a Kelpie that is lying in wait near the shore’s edge. Adalia, feeling in her pocket a small silver pearl from the Agathions that will allow her to speak to any creature telepathically. She uses it to speak with the Nereid, “We are searching for a little girl and some children who are missing. Can you help us?” The Nereid explains that she is trapped by the Kelpies, who were placed there by evil creatures and who are poisoning the water. Adalia tells her that she is a water shaman and will do her best to help the Nereid. She tells her that there are at least two Kelpies in the water, but agrees not to attack the group if they go into the water to attack the Kelpies.
The group moves closer to the edge of the water, and the first Kelpie rises out of the water, targeting Venus with his captivating lure. For a moment, he appeared to be her friend, drowning in the water, but the illusion wasn’t strong enough, and Venus stopped herself. Midna shot an arrow with her longbow, but his form was so watery that the arrow went through the edge of the watery form with no damage. Belladonna, not necessarily eager for a fight, but always enjoying revenge for the fey, sends a matching arrow that shoots across to attack the second kelpie who was still mostly submerged. The arrow sinks in and he lets out a horsley scream. He rises from the water, a long, melting horse face with a fish tail that morphs into webbed, aquatic limbs for him to shuffle onto the sand. Moving forward to prevent him from coming further, Adalia called forth barbed chains and they burst from the ground, smashing into him and preventing his from moving forward. Taken aback by the sudden rebuttal, he is shaken. Aquilla and Juniper both sprinted forward. Galia rached out through the shadows and attempted to pin the Kelpie’s shadow, and he struggled against her magic bonds. Carindrina, raising her battle axes, charged the Kelpie and slashed with both axes, bringing them slamming into his chest. Venus reached out with her paw, casting Shocking Grasp and electrocuting the Kelpie closest to her in the water. That Kelpie, moving away from Venus, slogged towards Carindrina, reaching out to strike her, but Carindrina was too fast, she dodged and his attack glanced off her armor. Nira, calling on her god, cast Bless on the group, a burst of soft dark magic erupting from her in a circle.
Midna attacked again, sending an arrow flying, it sunk into the second Kelpie, causing it to launch an attack against Carindrina. It shifts in her eyes, appearing as her dear friend from the fighting camp, embraces her, and she does not struggle as he drags her back into the water. Juniper tries to run and grab Carindrina, but can’t grab her through the Kelpie’s watery arms, but Adalia sends out a spell to allow Carindrina to breathe underwater. Aquila ran forward and prepared to grab Carindrina. Nira summoned a dolphin, sending it into the water, ready to attack the Kelpie. Galia cast Shadow Snag again, Furus attempted vicious mockery, but the Kelpie was unaffected by his taunts. Venus tried a fireball, but it sizzled out. Belladonna shot an arrow and it sunk into the Kelpie carrying Carindrina’s shoulder. Aquila leapt into the water and tried to wrench Carindrina out of the Kelpie’s arms. She latched on, but wasn’t able to break his grip. Nira sent out a sonic cone of damage, hitting the Kelpie and killing it. Carindrina runs back on shore and slashes the other Kelpie twice, Furus lashing him for the final blow, killing the beast.
The Nereid swims to shore, she is eerie and clearly Fey. Belldonna backs into the shadows. The Nereid thanks Adalia, and tells her that she will try to purify the water now that the Kelpies are gone, but she isn’t sure where the toxins are coming from. She hauls forth a chest from the bottom of the lake and presents it to the group in thanks. She also hands Furus a white iridescent shawl and thanks him for making the final blow. She tells the group that she doesn’t have her life force shawl, which is why she was too weak to fight the Kelpies. She says the cold ones took her shawl. Adalia promises to return and help find her shawl. She explains the cold ones come from the way they came in (Balvonier), but the other bad ones come from the other tunnel at the other end of the lake, they are small and reek of evil. She leaves them and goes back underwater.
The group decides to stay the night in the cave and try to explore the rest tomorrow.
Candle of Truth
https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/candle-of-truth
Aura faint enchantment; CL 3rd; Slot —; Price 2,500 gp; Weight 1/2 lb.
DESCRIPTION
This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.
Spectacles of Understanding
https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/spectacles-of-understanding
Aura faint divination; CL 2nd; Slot eye; Price 3,000 gp; Weight —
DESCRIPTION
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.
Folding Boat
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boat-folding
Aura moderate transmutation; CL 6th; Slot —; Price 7,200 gp; Weight 4 lbs.
DESCRIPTION
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn’t enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease.
A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
Rope of Entanglement
https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/rope-of-entanglement
Aura strong transmutation; CL 12th; Slot —; Price 21,000 gp; Weight 5 lbs.
DESCRIPTION
A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
Origami Swarm
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/origami-swarm
Aura faint transmutation; CL 3rd; Weight —; Slot none; Price 300 gp
DESCRIPTION
This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself.
These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an origami swarm loses all magic.
Bandages of Rapid Recovery
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/bandages-of-rapid-recovery
Aura faint conjuration; CL 1st; Slot chest; Price 200 gp; Weight 1 lb.
DESCRIPTION
These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity. A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Boundary Chalk
https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/boundary-chalk
Aura moderate evocation; CL 10th; Weight —; Slot none; Price 10,000 gp
DESCRIPTION
The surface of this stick of white chalk is covered with silvery runes.
Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.
Martyr's Tear
https://www.d20pfsrd.com/magic-items/wondrous-items/m-p/martyr-s-tear
Aura moderate necromancy; CL 6th; Weight —; Slot none; Price 6,000 gp
DESCRIPTION
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem’s middle.
Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem’s color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
Acrobat Slippers
https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/slippers-acrobat
Aura faint transmutation; CL 3rd; Slot feet; Price 3,000 gp; Weight 2 lbs.
DESCRIPTION
These supple gray leather slippers enable the wearer to keep his balance in precarious positions.
The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).
Collar of the True Companion
https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/collar-of-the-true-companion
Aura moderate transmutation; CL 9th; Slot neck; Price 10,000 gp; Weight 1 lb.
DESCRIPTION
Although it appears to be a simple thong of leather, this collar was initially conceived by druids who believed that there were animals who possessed spirits worthy of elevation to true sentience. If worn by a creature of the animal type with an Intelligence less than 3, a collar of the true companion grants a +2 enhancement bonus to Intelligence. This does not give the animal the ability to speak, but it does allow it to understand one spoken language (chosen by the item’s creator).
If the collar is worn for at least 1 week by a creature of the animal type, the creature is raised to humanlike sentience, as though by the awaken spell. Once this occurs, the collar loses its magical properties.
If a collar of the true companion is worn for more than 1 week by a creature not of the animal type, the wearer is feebleminded until the collar is removed.
Traveler's Anytool
https://www.d20pfsrd.com/magic-items/wondrous-items/r-z/traveler-s-any-tool
Aura moderate transmutation; CL 9th; Weight 2 lbs.; Slot none; Price 250 gp
DESCRIPTION
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Heal The Poisoned Waters
What is creating the evil pollution of the waters in the temples below Stoneblood Manor? Why are there undead creatures re-animated with this acidic slime? What is the source of this water? Furus gave a sample to Yvaine Stormhold at the Bubbling Candle Apothecary and found that it is part acid, part necrotic damage, and an unknown poison. Tey sent the water away to see if they could find more answers. At the Abbot House, the well is filled with the same water, and Sundrop says that the well overflowed and then evil plants came, trapping her in the yard.
While being attacked by a Drowned Maiden, the group prayed to the spirit of the water. Wonderous glowing jelly-sifh like creatures came from the canal and defeated her, saving Nira.
Adalia thanked them, and they asked her to help save their water. She agreed.
Their list of favors owed grows ever longer.