Having received a letter from a friend in the Adventurers' Guild, the players decided to take up a mission in Termin Bay. They journeyed back down the river and asked around. In the tavern, they met a barman who refused to believe the stories, and a suspiciously helpful fellow named Blake.
Blake volunteered to aid the search, and after a surreptitious Detect Danger spell, they agreed to allow his company.
Journeying into the forest at night, they were unable to find the rumored lair of the hag (or ghost, or who-knows-what), and set up camp, keeping watch on the forest and on their new companion.
In the morning, Blake awakens early to "get breakfast". Roderick follows him only to find that the traveler has truly gone out merely for eggs and firewood.
After breakfast, the group returns to town to meet up with newly arrived companions, and again embarks on the search. After some time, they arrive upon a dilapidated hovel. Investigation yields naught but maggots and stagnant water, but the shed behind the shack is more interesting. There, a large hole underneath sinks into the ground. As adventurers, they obviously descend.
Inside, the path is blocked. Clause swiftly kicks down the barricade, triggering a rain of jagged rocks rigged to fall. Unconscious, Clause is left with Blake by the entrance of the dungeon.
The group presses on through dug-out tunnels, soon finding another pit. Again, they descend.
The dirt gives way to stone, and torches burn in hewn halls. They find stalactites dripping a viscous fluid green and vile. A room nearly filled with it causes them to turn back, and they come upon a great atrium filled with tents, lit by torches. The laughter of children and patter of small feet echoes, and soon the source approaches:
Dozens of small children.
The kids flee at the sight of the adventurers, shouting.
The party examines the tents and adjacent camping rooms for a few minutes, before the children return with a band of teenagers.
"What are you doing here?"
There is much shouting and argument. The adventurers try to ask questions as the teens insist that the group leaves. There are threats: the children claim to be protected by some strange power, but will not name it.
In the end, the adventurers decide to leave. They recover Clause and inform Blake. Back in Termin Bay, the party informs the local guards of the children and their lair. Staying the night in the inn, the group sets out for Riverstadt in the morning. Blake agrees to join the team until the end of the season, when he must return to Lockewood.
In Riverstadt, the party pays a visit to the local Adventurers' Guild. Their next job: An expedition into the mountains of the Northwest to aid in the establishment of a new base.
The day is the 51st of Winter, Year 99 after the War