A Frog he would a wooing go.

At the end of the last session the party were alone deep in the swamp north of Caras Celairnen. Cold, damp and guide-less, they have been forced to rely on Limolas’ tracking skills to navigate the dangerous causeways that criss cross the dangerous marshes.

Another day of grey, green dreariness and swamp wild-life lead the party, after a few mis-steps, to a small floating island. On the island was a small bower, within which sat a small golden frog. Limolas and Pick are first to step tentatively on to the island. Sensing no traps they move closer to the bower. Whereupon, the frog speaks to them and beseeches their aid in reuniting him with his lost love. The frog tells the party that his was once a mortal man who fell in love with a Silvan elf in the years of twilight as the sun first rose. He tells of how an elf perverted by Morgoth cast the spell on him as he returned bearing wedding gifts for his love, and how until they are returned he cannot resume his mortal form.

The party debate the risk and rewards. In the first instance, they decide that this is not what they are being paid for and that taking the idol to the Alabaster lady is the best option. That is until they discover that the frog cannot be moved. It seems they need a magical basket which is currently in the possession of some water maia.

The party set off back into the swamp in the direction indicated by the golden frog. After some minor swamp encounters they soon arrive at a hedge of swamp bushes behind which they hear the light laughter of female voices. Peeking through the bushes they spy the beautiful form of the water nixies grouped around a large pool. In the middle of the pool floats a small coracle filled with treasure.

Retreating away from the pool the party debate the best approach to securing the basket. Aware of the elemental power of the Maia, Limolas suggests that direct force should be a last resort measure. As a result, the party decide to try charm and the hope that a love story will melt the hearts of the Nixie. Much to the party’s surprise this approach works wonderfully, although it costs them in a few magical items and coins to secure the boat, which when touched by mortal hands becomes a small basket.

Encouraged by the turn of events the party return to the island of the golden frog.

Gone fishing

In the last session, the party had escaped the perilous Oracle caves with barely a breath in their bodies. All the party were affected by hallucinations, but Pick was more affected than the rest of the party and spends several hours muttering about visions of a great Dwarven hall in which great lost Dwarven treasures could be found.

When the party are fully recovered they set forth, guided by their local guide, into the swamp. Initially, they are guided safely through the swamp and meet nothing but some local wildlife. However, after a day in the swamp they meet another of the treasure hunting teams and although the party tentatively try to open a parley, the other group attack. Narrowly, avoiding an opening salvo of crossbow bolts the two parties close. It is suddenly clear that the other party have a wizard as shock bolts fly, but they prove ineffectual. Again it is Dagaard who leads the melee, with Pick being redoubtable in defense and Limolas able to dart round and remove the threat from the wizard. The brief battle done, the party assess the situation to discover their guide has disappeared. Now they are alone in the swamp.

Thankfully, Limolas finally finds that he is an expert in something other than fashion and begins to navigate the tricky paths through the swamp. The party even have time to stop and do some fishing providing a fishy supper for the night. However, the lack of firewood demonstrate the importance of thinking ahead before planning to live off the land.

Night falls and although there is a close run encounter with a corpse candle, which almost lures Pick into the swamp, the party are able to continue their search in the morning. Navigating the paths proves tricky and once or twice back tracking is required. The swamp becomes more sinister as time passes and the party of encounter a giant versions of Leech and Catfish before they make camp for another night in the swamp.



A sudden case of gas

In the last session, the weary party arrived at Caras Celairnen (S: Town on Brilliant water). Founded on a rocky hill on the banks of th river Lhun, it is surrounded by extensive fens, and has ear to the Westron name of Lampwater.

Soon after arrival Jeremiah manages to find a buyer for the weapons they had transported from the tower near Culwic. True to his word he pays the adventurers for their services and suggests that he might seek them out later, should he need another caravan of goods guarding. So it is, flush with coin, an elf and two dwarves head back to the inn.

On passing through a square, they are stopped by a litter covered in white fabrics. The litter stops in front of the companions, and although the occupant is hidden from view they feel an intensity of examination emanating from the occupant. After a moment the party are requested by a mellifluous voice to come closer. With caution the party approached the bier where the curtain is drawn back to reveal a feminine form covered in head to toe in rich white fabrics. The occupants tells the companions that she has heard that a frog idol she has been seeking is located in the nearby swamp. She is engaging adventurers to hunt for the idol and return it to her.

Aware that others may already be closing in on the prize the party set about trying to recruit a guide for what they term a fishing trip. Indeed, Limolas’ preoccupation with fishing takes over and they spend time buying nets to support the “pretence”. Unfortunately, they appear to be last in the queue as the only guide is a broken nosed Riverman called Upålitelige. His demands appear steep, but the party manage to keep him on board with beer and food during the negotiations. Initially, he guides them well and apart from an encounter with one of the adventuring party  which proves hostile the party are not led astray. Using safe paths the party arrive at a place called the hill of the Oracle by their guide. Curious the party decide to explore this site as the dwarves in the party point out it is some caves what else would they do? Soon the party find themselves in trouble as they begin to hallucinate due to the underground gases. Pick is the worst affected with delusions of having discovered an ancient Dwarven kingdom. Thankfully, both Limolas and Dagaard manage to drag Pick from the caves before any further damage is done.