Last session, our travelers discovered dilapidated foundations of what might have been ancient monastery ruins that cared for nearby way stones. However, before they can learn anything else, Adelaide finds an abandoned wicker basket half-filled with picked herbs, and worse, a clump of songdog hair that appears to have been cut, rather than found. Disturbed by this discovery (except Cornflower, who is secretly exhilarated), the group heads to Tabbypatch before nightfall to ensure their safety. Along the way, Corn comes across old songdog scat containing seeds from the Bristleneck peaks. They take refuge for the night in Missyfit's, a tavern in Tabbypatch. Missy recognizes the basket as belonging to the local witch, Agnes, a suppertime regular who strangely did not come by the night before. Our travelers accept her request to check in on Agnes to see if she is okay. The session begins the next morning as our travelers make their way through the woods to Agnes' hut in a hollowed out log.
Guide: Intricate Go over Wanderhome game mechanics and starting area (the Atheneum in Elderhall). Introduce our characters and get a feel for the flow of the game.