Session 3 - Odd smells and murky waters

General Summary

The team starts traversing the swamp, and falls apon a dryad - Tari gets charmed and the group tries to save her. The dryad song is too powerful and the whole party falls for it's charm besides Caliope, the dryad's force its slave to handle and care for a magical tree that holds decaying bodies beneath its roots. Caliope - with quick thought manages to magicly put the dryad to sleep and they all run away, continuing their way north.   To avoid the spirits chasing them the party decides to go off road and stumbles apon a Gnoll hunting party - these hyene like humenoid creatures try to capture them and bring them back as offering for a diety the call "The goddes". after dispatching the gnolls, a small scout party of goblin knights on the back of armored worgs spots Zephyr and inquires about his intentions. While Zephyr bonds with one of the knights, the rest of the group ambushes and kills them both - Zephyr feels bad and holds a small ceremony for boblin, the first knight of SNOOK.   The decorations on the goblins wepons and armor provide the party with the knoledge that king SNOOK is an ogre and his court is made of goblinoids and bugbears.   After venturing further north the team made its way to a massive canyon, the canyon was too wide to cross and two identical hanging bridges seemed like the way forward. Each bridge is controlled by a faction - The court of king SNOOK or the Sanctuary of The Godess, the desicion was made to venture to the sanctuary to try crossing the bridge there.   The sanctuary is a missrable vilage built sorrunding a massive pond, the local population seems sick and weak and magical energy seems to drift away from them to a lilypad beeming with white light in the center. The Goddes accepted the offering of fingernails the party gave her, and offered passage across the bridge with the sole condition of them destroying King SNOOK. She reaveled to them that the curse on this land is originating from the witch (her old master) that survived the old tale and terrorises the surrounding villages. to find her they need only to follow their noses to their favorite scent.   Deciding to return to their lookout spot, the party sets up camp and rests for the night. using their sending stone they tell Isabela Marine all that has transpired since they have left and she helps them research witchs and their vulnerabilities. At night Grom and Calliope have a censire moment and he enquired about her meddalion while also desplaying maginificant feats of strenght.   As morning arrives the party decides to seek the witch of the woods as a potential ally againts king SNOOK, tari sneaks to the cotage window and sees a small group of people is staying inside - when she returns to tell that information frogs instead of words come from her mouth. Our two heroic bards decide to talk their way into the cabbin, as they come inside the bandits take them to the main chambers where a boubling couldreon sits in the middle. They decide to tell a magnificant story and retell the legend of the blood-road witch, to the satisfaction of the cursed entity.   As they tell the story each one of the bandits throws himself into the couldron as a powerful charm compels them. the rest of the party rejoins and they all discous with the witch the possibility of joining forces - while the cabin sprouts legs and begins to move.   The witch offers them power to battle the king SNOOK in return for one of their precious memories, to which Isac declines and a powerful curse hits them exchanging their bodies as they are thrown out not far from the entrance to the court of king SNOOK.

Rewards Granted

  • Long Sword (basic poison) - on a hit a creature must make a DC 11 Con saving throw or take an additional 1D6 poison damage. the poison lasts for 10 hits (regardless of the damage being delt)
Report Date
18 Nov 2023
Primary Location
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