Mother Coranthe is in the area intending to build a Bone Citadel. This will cement the Vorokhoi hold on the region, and allow for future expansion. Having found a suitable site in the hills northwest of Korastown, she and her men are engaged in expanding the crater into a proper base. The crater is an impact crater from the Sundering, and is magically potent - this makes it desirable as a Bone Citadel... sacrifices will aspect the mana. It is several hundred yards across, heavily eroded, and wooded... essentially a circular valley by this point. The western end is rubble-filled and irregular, with lots of scrub. The eastern side is a shelf of rocky grass. Down a steeply sloping side is a deep lake, and the eastern rim of the crater is a high cliff. The shallow crater slopes are heavily wooded, except where the slaves had been logging. A path has been cut and built up with small bridges along a watercourse through the western side, and a path has been cut to the floor.
Most of the entourage is camped in yurts on the crater floor, near the small lake at the center. There are fifteen horsemen in the entourage, all with the same stats as Hobgoblins, and another sixty foot soldiers. The horsemen all have mail, shields, and lances, while the footsoldiers wear leather, and have short swords, spears, and short bows. A few carry very large crossbows. A few carry very large crossbows. The horsemen all have mail, shields, and lances, while the footsoldiers wear leather, and have short swords, spears, and short bows. A few carry very large crossbows.
Mother Coranthe - Cleric 6, +17 necrotic damage 1/day, damage ignores resistance.
Acolytes of Darkness - As normal acolytes, but of Death domain - all spells do Necrotic damage, and are armed with longswords.
Brother Geth - Assassin -3 , LE
Orsek Holderbek - Dwarven Rogue/Engineer 2, NE
The named NPC's all live within a wooden-walled compound, in large tents. There are two guards at the entrance, two in from of Mother Coranthe's tent, and a Wight named "Kulbek" who is her personal bodyguard at night.
Iron Riders - As hobgoblins, but with longsword, lance, and mail
Foot soldiers - As bandits, but with spears and short bows
The other soldiers are camped in a loose ring around the wooden wall, with a paddock for horses, and a latrine. Every 3-4 tents has a campfire, and the soldiers are tended to by slaves.
There are currently about 150 slaves, wearing rags. Some slaves are working on building a roadway down to the crater floor, while others are working in the mine at the center mound, enlarging them and making them suitable for use as a base. The slaves sleep in an encampment beside the small lake in the center, in rude huts. They are guarded by foot soldiers but not locked up, as all have been told that their families, who are kept separately as hostages, will be turned into ghouls who will then be sent after them. Fear keeps them in line.
The woods around the crater are prowled by a pack of ghouls who follow Mother Coranthe's entourage; though they are not specifically her followers, they do accept her leadership. They are feral, unlike the ghoul minions currently engaging the PC's. PC's.
There are seven ghouls in the group that attacked New Osterling. They dragged Lady Shireen off after paralyzing her, and have decided that she will be more useful to them alive. The group has a few hours headstart but is headed to a ruined villa, an ancient estate long abandoned on land now claimed by New Ostering. It is composed of a main house with a courtyard and two stories, and a number of smaller outbuildings. Most of the outbuildings are home to vermin of one sort or another - one is home to a giant spider which now hides from the ghouls.
Lady Shireen is paralyzed and bitten, stashed in an ancient clay olive oil barrel in the main structure. The ghouls are hiding in various dark places, behind doorways, under piles of debris, on the rathers in large rooms... anywhere they can negate the advantage. They will attempt to divide the PC's up and attack them two on one, but they are not especially tactically minded - just sadistic and evil. One will hide up on the second floor and fire at them with a heavy crossbow, to get their attention and possibly soften them up.
The ghouls have been lairing here for a while now, so there are "scraps" all over the place. Bones, blood, and bits of grue, with hideous writings, scrawled upon the walls in human blood. Upon entering, everyone should make a WIS save at DC 10 to avoid Fear, but once they make a save at the end of each turn they will no longer be bothered by it. The presence of the pack and their desecrations have driven out all of the usual animals and vermin, and even the weeds growing here have an evil, tainted look to them.
The ghost of the former lord haunts the estate - once only appearing on the nights of the Red Moon, it now haunts the halls again, enraged by the presence of the ghouls and their desecration. If they are careful, the PC's might make an ally of it.