A flash in the mists, and suddenly there are new folks stepping out. Some on the wall and a pair out in the swamp. All turning as a great swamp balloon crashes down into the foggy swamp.
The ones up high come down low, splashing into the mud, to meet those below. Jebbek and her crew welcome them, as they are wont to do. Demanding remembered feelings of gifts most true. Enough of the crew complies, so the one holdout does not start a fight.
Not long after, the larger group comes upon a Gushing O’Well. Noticing trinkets floating high so well. The beautiful Valara adds a spider, and two wisps float down beside her. A chat about the floods and death, and a small boon from the bereft. Sends the group along their way, to find new friends this day.
Both groups reach the tower, but the duo stays hidden in the bower. Tormirr flies up with his fancy new shoes, to greet Sir Talavar trapped in fearful throes. Hushed conversation broken by a shout, brings giant boalisk snakes charging out. The undead duo steps forward to joy the fray, and both wizards break from paralysis to run away.
Regathering together, they have introductions, learning names, backgrounds, and home locations. Sir Talavar is freed and gifts his sword in gratitude. But takes off without much conversation, such an excitable attitude. Valara heals Zephram and Killjoy burns away brambles. Dandon calls up some dogs, and Valara kicks open the door, falling down in a shambles. Heading up inside the tower, Cel makes sure the trapdoor is safe, inside they find the skeleton of a young waif. Entombed in a bubble and covered with blankets, they pop it and find she holds two magical trinkets. In the cupboard Dandon find a box full of gems, but Tormirr waves Zephram from the rug with suspicious hems. Taking a rest here, they set to their tasks. Zephram identifying items, and Dandon interning an unfortunate bullywug in a mask.
In the morning, they call the spirit of the dead. Asking for whatever knowledge is left in her empty head. She’s slept here for a very long time, her fairy godmother’s punishment for an imagined crime. Heading north to learn more, they spot a moving hill. Heading up they meet talking trees and a goblin slightly shrill. She has keys that jingle, and keys that jangle, but if you want one, better have a good angle. For iron and bone they promise to avenge her on the bandits that treated her rough, and to fix the swamp no matter how tough.
Pointed off in the right direction, the group rides on, looking for action. An old walking Inn crosses their path, but they have a mission a no small amount of wrath. Further north to the Tollway, the group does not stray. To find Agdon and his troop, and make them pay.