The party is greater in number and power. They are comfortably splitting
themselves up. Half chase after the remaining Hag. The others stay behind.
Note: Only Cameron (Hardy) and Ken (Edwyn) were present for this session.
- The party pushes around the damp rags of the Hags to look for treasure.
They smell. Their bodies are twisted by the intense hatred that pushed them
through their long life. The party would rather not linger.
- In the front, rough-stitched pocket of one of the hags, List finds a large
eye. It's wet like the rest the Hag's clothing, but it looks protected and
preserved by a clear wax coating. Beneath the coating, the eye looks fresh,
like it was just picked from a large elk. There are no signs of decay. The
eye is clear without milky haze.
- A silver pendant is attached to the dangling fiber optic nerve. One
side is silvered. List looks at the silvered side. An image forms, and
the rest of the party gathers around to view.
- It shows jerky motion imagery of the surrounding landscape. Acros and then
the rest of the party agree that it must be from the viewpoint of the
remaining hag. The dead Hag must have corrupted a Hag
keep tabs on her fellow hated coven members. Hags form covens for their own
self-interest, nothing more.
- List, Arcos, Orryn, and Balcazar depart to find the remaining Hag. Hardy and
Edwyn stay behind to search the rest of the property.
- Edwyn was trained in his past by a Wizard, someone he keeps close to his
heart. He has not shared this history with the rest of the party.
- He knows few magical spells and effects. One is
He casts the spell and walks around the area, and finds nothing.
He turns towards the house. The smaller building is still burning. The
metal cage that was concealed by the thatch and wood is completely exposed.
- About fifteen yards from the building, Edwyn detects a magical aura under
his feet at the outer edge of his detection powers. As soon as he moves
a yard away, it's gone, out of range. Either something is buried well below
ground or they're standing on some sort of chamber or room. Edwyn pushes he
sword deep into the ground. Nothing. He continues on.
- It's a dwelling and it's surprisingly plain. Inside are a collection of
simple rooms. Half the floor is kitchen. The pots are still warm and
the air is filled with spices and fragrant remainder of seasoned fish. It
looks like one of the rooms has been used as a dumping ground for cooking
refuse. The party closes the door to avoid the smell.
- There must be something hidden. They dig through the kitchen, turn over
every pot, and find nothing. They push on walls, and find nothing.
Eventually Hardy decides to push aside some of the refuse to see if
anything was buried inside. There, finally, they find a metal ring,
and connected, a hatch.
They grab cloth from the kitchen to keep their hands clean and push aside
the garbage to reveal a three-by-three foot trap door.
- Edwyn and Hardy open the door. It's humid. It smells like rotting flesh.
They descend into the confined space. There's only enough space for them to
proceed single file, hunched. The walls are gouged by pickaxe. There is
no engineering, no support beams to keep the ceiling from falling.
- Up ahead Edwyn senses the magical focus he noticed above ground.
- As they gently approach the area Edwyn finally attributes the
magical aura to a trap. They disarm it and jump across the affected area.
- The smell of flesh gets stronger, like a three day carcass.
- The passageway makes a blind bend ahead.
- Edwyn peaks around the corner. Lying on the ground is a
It's chest rises and falls arrhythmically. Behind it, the
widened corridor splits into two small rooms. Edwyn can make out piles of
old equipment and books.
A golem for Edwyn
- Edwyn and Hardy have a choice, they can fight or attack. They know
what they're dealing with. They know that Flesh Golems are vulnerable
- With a combination of attacks and fire spells, they weaken the golem.
- They backtrack down the tunnel and manage to position themselves on
high ground--they are now outside of the tunnel, back on hardwood
floor, looking down at the tunnel entrance.
- Hardy casts a spell that shrinks the Golem to small size. It can't
escape or reach the party.
- The constant blows drive the Flesh Golem berserk. It looks for the
closest thing to reach. It's short frame can't reach the party. It
settles for a clump of rock on the tunnel wall and beats at it while
the party watches. The battle is effectively over.
- As Hardy watches the golem fruitless pound on the wall, he has an idea.
He know that when golems go berserk, they can only be calmed by their
creator. But what if its creator is dead? Is there a possible way to
transfer ownership? Hardy thinks he can do it, but not to himself. He
might be able to bind the golem to Edwyn. Edwyn, intrigued, agrees.
- He asks for Edwyn's help. Hardy concentrates and casts and manages an
impossible feat. He rebinds the Golem. The golem stops. It stares
straight ahead and waits for its command. It has a new master. Hardy and
Edwyn wonder how long the link will last.
- Edwyn asks the golem to step out of his way. The party heads back in
the tunnel to the back rooms, to check out what books, arms, and other
equipment they saw behind the golem.
- At least the goods are dry. The party finds years of equipment, surely
taken from murdered travelers. Some of it seems fifty years old. Edwyn
and Hardy dig through the piles of mundane weapons and find a crossbow
and set of hand axes they think will be useful.
- They scrape together a collection of coins, some look current, some
down. They estimate the pile is worth about \$1200 in mixed coin, only
about half is usable. The other half is in coin they don't recognize.
Some doesn't look Elvish or Dwarven. It might need to be exchanged or
converted in some way.
- Hardy carefully gathers up all the travel logs and books he can find
and heads out of the room and back to fresher air.
- Edwyn manages to get the golem out of the house and into open sky.
It's difficult. The golem can only understand simple commands: follow,
guard, attack, move, and so forth. It can't communicate. It can only
- Edwyn and Hardy move away from the flesh golem and its stench and talk
about next steps. They're both headed in the direction. Down the
- Edwyn notes that if they keep their current path, they'll hit a major
nexus in and out of the Feywild. It's a major Goblin fort called Rolk.
It's very well known among the community that travels to the Feywild:
it's the only widely known entrance and exit point in this area.
Well-traveled trails lead to the low-lands area where rangers hunt and
collect valuable magical components. Edwyn knows only other one other
location, nearly a months travel North, into human controlled
- Edwyn knows that there's more complexity to the operation. It's more
complex than a bunch of Goblins standing by a portal and demanding coin
from the thoroughfare. Edwyn doesn't think the Goblins are smart and
organized enough to control the operation. They could be dumb surrogates
for the Dwarves or Elves or some non-state organization.
- What Edwyn does know, however, knows is that the access point
generates tremendous wealth, and with the full strength of the party
and the mute monstrosity he can smell from 25 yards away, he might be
able to leverage something. He has a few things to think about.
- Hardy is also intrigued. They are being pursued. If they were able
to prevent people from entering and exiting their path of refuge, they
would feel much safer.
- Night falls and Edwyn and Hardy continue to wait for Balcazar, Orryn, List,
and Arcos to return.
- As they rest, they notice the light around them getting lighter, not
darker. They look up. Up the mountain, the spotlight of Tower, the
manifestation of its power of sight. The beam lingers near what they
believe to be their entrance to the Feywild. The bean
contracts, and shrinks, and moves around the landscape. Eventually it heads
down the mountain, slowly, but takes a different route and direction than
the party. Edwyn and Hardy doesn't know what it's tracking or looking for,
but its proximity scares them.
- Risky decisions need to be made.