Around midday as we rode through a smattering of trees, I yanked Dawn just as we snagged a tripwire. Narrowly she and I dodged a hunter's snare designed for a massive creature. Though there's no game trail (for some kind of beast to hunt), there is a trail from some large creature from nearby. Could be a primate.
Theo discovers that the snare was poisoned enough to take out an elephant.
At one point the trail takes to the branches, and I follow the beast's path through the trees with Izol following on the ground. Our journey led to a giant cave with a giant four-armed ape - a girallon. Upon revealing itself, it seems the ape-creature was a wild shaped druid, Erebus.
As our journey continued, an arrow flew out of nowhere and embedded itself in a nearby tree. Though Steel takes the sign as the beginning of an attack, the arrow only had a note pinned: "Made you look".
The rest of the day was uneventful...
until that evening. We were woken by Theo's alarm at around three o'clock in the morning. Theo, in a panic, fires off a "warning shot" at the avatar of Gerion, the Nature Lord.
Gerion's Warning
Gerion sent an avatar of His to warn us: the gods know of who we are and what we have done (accomplished) thus far, including our quick foray into the hells and Izol's separation from his patron. The god warns us that something bad is brewing (for us?) in Seteth's Crossing. And beyond? It seems Murg has had some inkling of this as well - per Abadar's visions.
The Witch of Winter
What the fuck. Murg was, in his youth (?), saved by Cassania, the Witch of Winter in the Nightmare Court of the eladrin, in the Feywilds. He, in some way, wants to travel there to meet this eladrin. Though Gerion confirms that she -- who used to be a goddess herself -- is the enemy of nature, as Cassania dreams of blanketing the world in ever-winter.
Murg later confirmed his visions: death, destruction, and the end of civilization.
Seteth's Crossing
We came upon the walled city of Seteth's Crossing around mid-afternoon. It sits at the meeting of several rivers. Andre comments on how seedy the Crossing can be, before adding that he has a contact for a river captain.
I don't miss dealings in the Bladelands. The guardsmen at the gate asked for papers -- which I gave him in gold (10gp) -- to get ourselves insides. Andre and Hannibal dealt with the wagon, and with Alistar in the saddle we headed to the docks.
Ech
A moustached and green-skinned, stumpy human
(very Yoda-inspired) Ech worked with Andre and Hannibal in their pasts. Ech only speaks in his namesake. Between Theo's speech magic and Murg's reckoning with money, we paid Murg's old mace and 65gp per head (horse
and adventurer).
Ech was cursed by some unknown force, leaving him in the state he's in. This was discovered by Theo, and
removed by Murg with Abadar's holy touch. Ech's name was -- and now is -- Davey; and as an added bonus, we've "reunited him" (of sorts) with his two sons (who also work on board the boat to Bezia).