Wednesday, February 18, 2026

Gygax & Greyhawk Session # 68 - Of Hags and Hustlers

DRAMATIS PERSONAE:

Skeef Hawkridge (Half Elf Druid 7 / Thief 6) 
Goro (Half Orc Cleric 6 / Fighter 6) 
Solcha (Elf Fighter 5 / Magic User 6) 
Chanee (Human Paladin 5)

Date/Time
Flocktime 9 (early morning) to Flocktime 17 (daybreak)


Skeef changes form into a bloodhound to track the scent, which to no one's surprise leads them to the overgrown swamp at the far end of the island. The party cautiously enters the morass of water, mud and twisted stunted trees, looking for clues of the kidnapper or the missing Levik. They find no clues of the missing sailor, but are jumped by a pair of ettercaps lurking amidst the branches above. Alas, one strikes down Solcha with it's poison bite. Desperate to save their companion, the party quickly retreats back to the beached barge to allow the cleric and druid to rest and pray for the slow poison and neutralize poison spells they need to bring the elf back. 

That done, the party heads back to the far end of the island later the next day, followed by grumbling of the crew about abandoning poor Levik because the elf is more important ...  Delving deeper into the swamp the party hears a subtle splash of water ahead, which leads them to a muddy tunnel half filled with water. Goro and Solcha crawl in first, it leading into a muddy chamber some 30' across and 20' high. The roof is a maze of mud and tree roots, and faint light filter through. A room or cave lies off to one side at ceiling height, accessible by a tattered rope. While Goro climbs up, Solcha goes to get the rest of the party.  In the darkness of the cave, Goro finds scattered debris and bone, and a frightened young woman. She tries to talk to the cleric and approach him, but the cleric drops a silence spell, suspecting a sinister spellcaster. And the woman suddenly turns into a green hag, lunging to attack the half-orc. Down below, the other three are confronted with a wraith-like figure that enters from the tunnel.  

The battle moves down to the main water filled chamber, and after the party is successful in slaying the hag. The other figure never attacks or seems to interact directly with the party, and it just disappears after awhile. The party climbs up to the high camber again, finding loot and the half eaten remains of poor Levik.

The rest of their sojourn on the Isle of the Armiger is uneventful, and a couple of days later repairs are complete and the barge resumes its journey down river. The next day they pass Stoink, the City of Thieves, and two small sailing boats pull out of the pool to intercept. Swirir says they are probably 'customs collectors' coming to shake down the barge for bribes. The party decide they will not be shaking down this barge, but Swirir cautions them to not make it too obvious and/or bloody. Otherwise the dwarf will pay dearly next time he has to pass the city. So the party makes use of a series of hold person spells to immobilize the crews and let the boats drift away on the current. 

The next five days pass without incident, either on or off barge. They pass a wrecked barge with what appears to be 'salvagers' aboard, but they opt to ignore them and continue on. However just before dawn on the 6th day ...

GAINS
40pp
511gp
gems (500gp, 10gp, 500gp, 100gp, 1000gp)
Potion of ESP
Amulet of Proof Against Detection and Location 

KILLS/VICTORIES
2 Ettercap
1 Greenhag

LOSSES
Solcha (Temporarily) 

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