As the group begins to rest, Valara has a quick conversation with the Lornling she had captured, but it is quite loyal to its fallen mistress, knowing in its heart the she will return. So, Valara lets it go, to join the other hidden friends among the rafters, cracks, and holes of the house. Zephram, instead of sleeping, sets up an Identify spell, to begin to decipher the loot they have found, that Tazrin could not identify on sight.
That night, the group returns to the treasure room, to investigate the giant bronze frog with mysterious innards. Tormirr had stuck his hand in the night before, able to grasp a slimy eel wiggling through mud, but when his hand came out, no eel, nor even mud came with it. Valara volunteered to drink the potion of diminution they had found in a cupboard, and jumped right in after taking a big breath and tying a string around her waist. Unable to see anything beyond the mud surrounding her, she wonders if she might find a sword in this mess. One appears and she grips on to it, as tightly as she can, tugging on her string to be pulled back out. The others do. Now, better understanding this frog, they take turns sticking hands in, looking for various objects, eventually finding a staff, a bag of paper, a hat, an obsidian gorilla, and a spell scroll.
Searching all the rooms they have not yet, they begin placing barrels of mushroom hooch from the distillery all around the cottage, preparing to burn it down. Once they are all clear and heading out across the lake, Killjoy sends a spark into the lowest barrel and, with a loud explosion, it begins to burn from bottom to top.
The hag killers head over to check in on the Bullywugs, greeting their new King, who is, outwardly at least, happy to have the hag gone and his territory be his own. Then over to give sympathies to the old king’s head, and pick up Clapperclaw for the trip to Thither.
He takes them across Hither, past the Tollway, and to Murktown, for a nice stopover before the mists. Valara speaks with a blacksmith, Gert, about shoeing Teef with his shiny magic shoes, and a couple plain ones, seeing as he has six hooves. Zephram has a chat with the local shaman, Wormyz, about the town and the tavernkeeper, Myera, who lets the group rest around her fire. They give her a bit of saved hooch, a tomato, and salt for the stew in exchange.
The next morning finds them all mounted up with rope connecting them to head into the mists as safely as they can. Clapperclaw is a little concerned with one of the hags being dead, but heads gamely on, finding his way though with his sense of home. It takes a bit more time than usual, bringing along so many outsiders, but they make it to Nib’s Cave by dusk.
Picking up a wanted poster for Will of the Feywild on the way into the cave, they behold the wonderous treasure. That Nib is turning into yarn and cloth with his spinning wheel and knitting needles. He tells them of his curse, to make useful things from his ill-gotten goods, while haunted by the spirits of those he wronged. While making them a few items of their own, he answers questions they have about Thither and Granny Nightshade. Leaving with a new bag, robe, blanket, and bandolier, the party heads north for Loomlurch.
Along the way, they see a campfire, and investigate. Finding Pip, a lovely little calimpestri who is dipping his head in butter in preparation for a nice warm bath his goblin friend, Kro’ah is setting up for him. Deciding to wait for this kind friend to return, Cel puts the fear of vampires into him and sends him packing to be a good goblin and help Nib until Clapperclaw comes back to take him home to Murktown. Pip is convinced that in family there is safety, so they take him back to his fairy circle, but he asks Valara to teach him demon insults along the way so he can fit in better. The circle is truly filled with quite rude mushrooms, but Pip returns to his spot, slinging insults with the best of them.
Next, they find large clawed tracks in the ground, and track them east through the woods until the creature took to the air. No real signs of what kind of giant creature it was, but there is murmuring in the group about dragons. Passing by the Wayward Pool, the group grows near their destination, but Little Oak is also walking this way, and so they pause to chat. Cel and Dandon, not wanting to frighten the children who live in his boughs, step aside for a hunt with Tormirr. Zephram, Brother Elian, and Valara step out into the clearing and speak. Little Oak tells them the children are resting, but will wake in just over an hour at dawn, and invites them to rest, as well, as he sets down roots.
Cel and Dandon, off in the woods, begin calling to the wild life around them. Cel seeking out nearby wolves, summons two to his command, but a third blinks in beside him. Dandon, on the other hand, calls out to any nearby deer. After a quick consultation with the Blink Wolf, Cel tells the other two to wait. Then, when the brush begins to rustle, he and the singular wolf set off in a hunt. Sharing the meal, blood and flesh in appropriate measure. Still hungry, Cel calls out to one of the summoned wolves and slakes the remainder of his thirst, while the last wolf runs in terror.
Players Beware
So, we’re off to hunt the second hag. Beelining for her home, because a friendly NPC told them exactly where to go. I don’t like it either, and wasn’t ready, so, I tossed some random encounters in their way. Having trouble figuring out exactly how to make this work without a complete railroad. The next zone is exactly the same – an immediate guide to take you anywhere, and then somehow you’re supposed to not just say take me there, instead of actually exploring the zone? I’m going to move them – because there are Two in the next zone. They will be in different places for the PCs to find, I think.
The next map doesn’t even make sense because it’s mountains and why would you go to any of the places but the bit theatre at the highest peak when the map has the other two on the far edges of the zone. Things will just have to be run into I guess? Or hints left pointing to different things. I really want to do the next zone better, but with a mission driven pair dragging the group along side quests are hard.
Current situation is they are running headlong for a person who is not home. Not an issue for me, just the reality of the situation. They were told that when a hag dies, her sisters have to go to the Palace to bring her back, so that’s where this one is right now. So, it will be interesting to see if they sit and wait for her to come home, or if they go exploring in the meantime. I want them to find the Carnival in this zone, but I can put it in the next one if I need to. If they just free the kids and then sit and wait, I may have the battle in whatever outside zone they haven’t yet destroyed. Hard to set an ambush on a dreadlord of a domain.
Work to do, as always.