Once I get everyone feeling a little better, Marybeth and Nat search the house. There are no hiding people left, but three spellbooks are recovered. Dalish raises a zombie to help with watches and for fun, I guess. It’s gross, but he says it’s stronger than a skeleton. Ew!
We decide to sleep, but Dalish on first watch, gets curious and opens one of the spellbooks. It Explodes! Dalish! Be more Careful! He promises not to open anymore, and we all get back to resting, a little more singed than before.
The next morning, with their spells all memorized again, they investigate and dispell the other two books, so they can get at the spells inside. After, Nat and Dalish go looking to see if there might be one more book because one of the spells cast in the fight isn’t in the two we have. Klyce is fuming that it might have been in the exploded spellbook.
They eventually call down to the group that they’ve found a tiny chest. It’s a spelled chest, I guess, with a big chest inside. But nobody knows the spell, and anyway, it has to be the one who cast it who opens it or it’ll go away, too. Dalish hopes he zombified the right corpse and calls it over. It lays a hand on the tiny chest and suddenly there’s a big chest. I guess the zombie’s okay.
There’s a whole bunch of papers and letters and things in this box, as well as this zombie’s spellbook. They make sure to dispell the trap before opening it, and do find the polymorph spell that Klyce has been seeking. Dalish and Remy say the papers will be very important for the Colonel to read.
Nat, Marybeth and I go check the outbuildings, but they’re just supplies and gunpowder for the canons. Marybeth finds tracks of the missing wizard leading out to a teleportation circle in the woods, but we don’t know that spell either to know where he went. Probably the big city we’re headed for though.
Deciding we’ve completed our mission as best we can, we head on to meet up with the army. When we arrive, Lt Durance hasn’t made it back yet, so Marybeth and Dalish report to the Colonel. When they come back, they tell us that the Colonel was very interested in the swamp witch and sends men out to investigate, despite protests it will get them killed.
When the Lt. gets back, he says he wants Nat to go study with her and convince her to be come a citizen, and that he’ll try to stop the Colonel’s men from rash action. He also says our next orders will be to head south when the Lt gets back, and check on another old plantation. Every team sent so far has not returned. So, teamed up with the Lt’s team, we head out.
Nat wants to check on her new mind palace spell. When she tries her brother, nothing happens. So, she sents up a palace between herself, Klyce, and Philomena. When they come out, she says it has a lot of delay and isn’t very good. So, now we know distance plays a part in it.
Nat is curious if her brother is in the place where we are going, and wants to see if she’s collected any of the right mushrooms to dream properly. She casts augury over them, one a day until she finds one that seems better than the rest. Unfortunately, it does not put her to sleep at All. She goes out of her mind, and I have to levitate her to keep her wandering around the camp like this. She wants to explore though, so she pulls us all into a terrible dream of a mind palace where we sink into the floor and have really messed up dreams.
Mine was feeling connected to the entire world, which seems nice, but the world was Hatching! Remy apparently dreamed he was being killed over and over, because, when he woke up, he came storming into the tent, screaming his head off and shoving Nat around. I very nearly attacked Remy myself, but he stopped touching her and just screamed a bit more before leaving.
Nat had a vision of the swamp we’re headed for, filled with blood and other gross things, but also the feeling of her brother definitely being there. So, she and Dalish go see the Lt. He is interested in her brother’s power, and wants to see whether he will join with us in our cause. Or, if he needs to be destroyed.