After a while the rest of the villagers emerges from hiding, their demeanor now relaxed knowing that you’re not here intending them harm but instead offering what help you can in their predicament.  But indeed the task before you seems insurmountable with you all alone to undertake it, after three others before you have gone and apparently failed in their mission in rescuing the captives.  You at least ask for valuable information from the villagers, hoping that it would micromanage your job and give you a chance, no matter how slim, to succeed.<br/><br/>You learn that not including the three women who came to help, thirty-six women from the village were taken, plus ten menfolk who went to try and rescue them account for those missing.  As for the size of the force that invaded Aliya the versions of the villagers vary. One would say there were twenty orcs while another would correct him saying there were forty!  There would be at least double that number of goblins too!  Regardless of the actual number of the assailants they were being led by a wolf- or dog-headed humanoid who spoke in behalf of Morkoth the Unseen, delivering his ‘will’ and ‘mercy’ to the people of Aliya.  As for Morkoth himself, little is known about him except that word of his name has been spreading.  Some think he a wizard while others presume him to be an evil outsider, like a demon.<br/><br/>The whole incident occurred over a month ago.  During the earlier weeks after the event, the representatives from the Sisters of Rapture would arrive, one per week, and would set off to where their women folk were taken - The Everchanging Halls.  The said ruin is considered taboo by the villagers and have not dared go near the place save those menfolk who went to save their loves one and have not been seen or heard from ever since.  Rumor has it as the name implies, the rooms and passageways within the place shift and change in size and orientation, never ever being the same when revisited.  That goes the same for whatever perils and horrors that awaits the intrepid and foolish explorer.<br/><br/>The villagers offer you a week’s worth of ration, for the journey to the halls would take you about three days.  Michael presents to a sack containing small valuable items like jewelry and small personal effects that every villager pitched in to pay for your services.  The village elder also offers to you one of the village’s blessed treasures – an ivory philter with the figure of the Goddess Aphrodite embossed on its surface.  It contains oil that when rubbed on a wound would close and heal it.  The elder insists that you take it, so that it may at least help you in your perilous mission.<br/><br/><hr/><br/>Knick-knacks worth a total of 1000gp<br/>Philter contains 3 applications of cure moderate wounds (2d8+2) which can be divided into 6 cure light wound applications (1d8+1)<br/>