The party decides to continue searching the outer vaults in hopes of tracking down either the Hag or Navanna (who is just "the Vladaam woman" to them). They begin visiting areas they haven't yet, and end up speaking with Geristranomos, Danar's assistant (room 16). They replace his eye, but coldly decide he must stay where he is, lest he start fixing traps. They do their best to get information out of him, and learn about the plug controls. He says there's a secret door to reach behind the force wall, but he won't answer where it is. He says something about water. They try and ask some very vague questions (where are there secret doors?) without much success. They warn him not to talk to anyone else, and leave him pinned. Afterwards, Cole (Wizard) expresses disgust with Danar for making something sentient and leaving it alone to go mad like that.
(DM Timeline: GQT2 has entered the outer vaults, now. They leave the Gnoll, his ape, and the Lamia in room 2, and head to the generator by room 6.)
The party goes across the hall and spend some time trying to talk to the construction assistants in room 18. They do not respond in any meaningful way, so they warily open the door to the glass tube room (19). The hag, having heard them outside, is ready -- she appears next to one of the tubes and lets loose with a lightning bolt that catches most of the party. The fight is on, and an errant Forceblast spell knocks a hole in one of the tubes. Water begins to fill the room, and one octopus gets through. The hag, in trouble, goes invisible and retreats. They chase ahead, chasing invisible splashing feet, but she evades them and escapes. The octopus doesn't do much to the party before they leave the room and close the door.
(DM Timeline: the hag retreats to room 2, where she meets the Gnoll and Lamia. She warns them of the party's approach and they wait in ambush)
They begin the slow, methodical hunt for the Hag, using Detect Evil. They get a reading in the stairs room (room 2) but it's more than one enemy ... they plan an ambush, and charge in. A fireball, some arrows, some melee ... the gnoll and ape fall quickly, the Lamia flees (as he did last time the party met him). The hag is in bad shape, and uses her Wish to teleport away. The party is angry and frustrated, and takes a couple rounds to regroup before giving chase to the Lamia.
(DM Timeline: The lamia flees back to the generator room. There, he warns the rest of GQT2. Invisible and flying [or levitating], the Mind Flayer, the Ogre Mage, and the Sphinx take up positions in the air above the second floor. The spider and ettercap go below, and sit in a pool of Darkness. Their orders are to cut off any retreat. The Lamia runs into room 7 and waits, ordered to come out when needed)
