We got things settled with the Zephyr and the Sea Ghost. The Zephyr made a nice profit ($500) taking supplies to Calib’s Rock. The Sea Ghost broke even, but that wasn’t too bad considering it head out to Paltos. You couldn’t pay me enough to head out to that prison.
Once the other ships were gone, we got to figuring out our own situation. We decided to see Tressa the Red to learn more about the flooding. After loading up with supplies, we started out on the month long journey. Equias mentioned that Treesa was partial to Cuwayo fruit, so we picked up some to help convince her to talk to us.
The journey as pretty uneventful, which was nice as it was plenty exciting once we got there. First, we almost wrecked going through the gullet of the Teeth. Capt Thunder managed to pull us through with flair though.
That left us staring at the geyser with the castle on top. We really didn’t know how to get up. I originallyfigured between a water mage and an air mage, they would be able to get us up. But that isn’t what happened.
After several false starts, including having a macaw come down and take all the fruit we brought for Tressa, we decided to go with brute strength. A rope was tied to Roqi and he went for a ride up the geyser. He was exhausted, but managed to make it up and tie the rope off. It turns out that I was the next best climber in the group, which really isn’t saying much. Anyway, I made it up and between the two of us we starting pulling up the others. I did almost kill Aneila though, as the rope slipped from my hand and she fell into the water. She turned it into a fancy dive, and then we got her up.
While we were hauling people up, the bastard macaw came back. It was pretty annoying, but fortunately turned out to be useful when it let Aneila into the castle. The castle turned out to be another series of puzzles, as if just getting up to the damn thing wasn’t enough.
The macaw told us the first puzzle was finding the key to get through the other door in the room. When the key was found and touched, the door would open. The Captain used some of his fancy Earth learning and touched Azy Cay island on the map. Turns out that is some alternate spelling of Key, and the door opened.
The hallway beyond was full of flames. There were tiles on the floor and the trick was to step on the ones related to fire. The tiles to get through were Salamander, the Devil, the Dragon, and the Phoenix.
Stepping on the Phoenix opened the next door. That revealed a gray stone hallway full of water, magically held in place. There were small glowing stones ever ten feet or so indicate a trail. The Captain just swam through it and made it through to Tressa’s living room. The rest of us were able to swim through w/aid of the rope, though I was exhausted.
Tressa was dressed as swashbuckler, with long red hair. She says that the people have to go through the tests. There are no ways to shortcut them, though now that we have done them once it shouldn’t be a problem.
Aneila tells of the old man with the dates, and Tressa confirms that the world is still flooding. She thinks the Sea Hags are still the power behind it and that there is too much dark magic around The Devil’s Cross. The only way to stop the flooding is to kill the Hags.
The Hags can be summoned to the surface by pouring water from another world over the ruins of Ograpog. However, in order to keep them there, you must know their true names.
She also tells us of the Tears of Lys, a relic that is said to grant visions to those in need. It was last known to be in the possession of Tomas Orinjo, who was working on a privateer in the Gray Isles.
She hands Aneila a book, entitled Strange Tales of Tarth. When Aneila holds it, the name changes. Tressa tells her to study the book, and it was show her additional insights to her command of magic.
Finally, she tells us that she will join us for the final battle. She doesn’t know her part in that battle, but knows she has a part to play.