Whilst cleaning up the wreckage Killic tries to listen in on Zola and the Sorceress . Zola wants to continue on, but the sorceress is not feeling it. Grumbles from the back of the caravan (wagon managers, 2 gnomes: Liloo and Fifoo, etc.).
Ezra presses the issue of pay with Zola, she tosses him a pouch of gold (2000 pieces). The dead horses are cutup , loaded onto a cart, and the caravan presses on southward.
We move to rocky terrain, and decided to stay our caravan on the circled remains of an old temple. Pretty magic ground.
During Tallic’s guard shift he hears the snuffling of a pig. He spears, kills, and guts the pig. The gnomes are unimpressed with Tallic’s butchering. The caravan moves on.
The road eventually becomes just a single lane of mud, surrounded by swamp; our speed decreases to nearly zero km/hr.
Giant de-fleshed arms and hands protrude from the swamp; and a loud thrumming can be heard in the distance. The bookimp see a huge venus fly trap with a honey comb structure housing large mosquitoes, eating an old, desiccated, horse corpse.
The group decides to convince Liloo and Fifoo to release smoke from their smoker, and Zola to run to horses pretty hard (so as to avoid a confrontation with the mosquitoes). In the process of running away we hit a fork in the road that “wasn’t there last time.”
We spend too long rolling die (like idiots), and the mosquitoes start to catch-up with us. We hit a road of wooden planks, the archer shoots a million ember arrows at the swarm and Ezra creates a cube that traps a bunch of the mosquitoes.
We stop to investigate the clearing at the Ranger’s request—upon a mount of grass that’s sticking up out of the swamp. He claims to have seen “something weird on the side path [which] looks man made”. Along the path lay vines that appear pretty dangerous (an obvious trap).
After passing the vines (by cleverly stepping/flying) we see a green dredlocked druid in the nook created by a weeping willow. We introduce ourselves to Joe Dirté, and his “babies”; he instructs them to “get his gear”.
Lexol ,the ranger, and Joe take point (scouting). The swamp beings to thin and slowly gives way to a tropical rain forest; we keep moving and make our way to Yellow Stone National Park. Therein we look for a place to circle up and maintain a defensible position for the night.
Joe tries to free base off of the geyser, which turn out to be unnaturally powered.
The sorceress’s name is Chelsea. We get served delicious pulled pork.
Tallic looks down a geyser hole: it appears to be around 50 feet deep.
Joe throws a fire butterfly down the shaft a sees at around 75 feet down there is an opening.
Chloroform gas spews forth from a geyser as things begin to scuttle up from them into our encampment. Soon a massive multi-headed centipede emerged to fight us and steal our meat cart, which we recover with serious ceremony.