The party awakens late the next day after the night of food and festivities. They agree to go see the local wizard (who is rumored to be shacking up with the baker) and see if he can answer any questions the group has about the wizard and a key that was found in the chest of goodies.
The group heads off to the south of town. Setting off down the southern path the group almost runs into a man that turns out to be going to see the wizard also. The group decides that it would not be an imposition to have the half elven man travel with them, so they head out once more. About 3 hours of walking later they comes across what appears to be the wizards home. The house is set back behind an odd looking fence with a gate that gives off a strange magical aura. On either side of the gate is a sign, to the left of the gate it reads:
Beware!
If you enter here uninvited,
You will be turned into something
Unclean!
The other side of the gate has what appears to be a riddle written on a slightly damaged plaque that reads:
Relaxed I sit upon my perch
Till Suddenly I give a lurch
And off I speed on wing tips three
Before my Prey can think to flee
I make it's flesh and tendons part
And claw my way into it's heart
The group ponders this riddle, Skrag tries to hit it with his three headed flail to no avail. Z’Ella decides to try her crossbow and with an impressive shot to the center of the plaque the gate swings open.
Upon arriving at the cottage, yelling can be clearly heard coming from inside. It sounds like an older man and woman having an argument, but nothing of their conversation can be clearly made out. The voices stop as soon as Skrag knocks on the door. The wizard hesitantly lets the party into his home, but seems distracted and not entirely honest in his dealings with the group. Upon asking him what his problem seems to be, it would seem that he had been trying to help the baker in the kitchen by adding some potions and other ingredients into the batter she was cooking. To his distress, the dough had taking on a life of its own and was now hold up in the kitchen terrorizing the baker. Fate opens the door to the kitchen and a loud growling sound could be heard followed by a large cloud of flour obscuring the vision in the kitchen. The wizard yells “Don’t Light A Fire” from behind, as the group sets off to vanquish this new menace. The “muffin” man is standing next to the stove and gives a growl and a little twitch to the party’s amazement four little “biscuits” start hovering around the room. Skrag charges the muffin man and cleaves through one of the little biscuits in the process, as it falls to the group a shiny gold nugget flies out of the biscuit before it hits the ground. A few seconds later the group takes care of all the possessed dough, having some gold nuggets and a large red stone that fell out of the muffin man as he collapsed.
The party questions the wizard and gets only limited answers about the wizard and seems very fearful of the symbol on the key the party found. The wizard gives a quick story about the white tower and some hidden drinking establishment and said we would find out more information there. The cottage is searched to find that the baker had fled with her belonging to what appeared to be back towards town. Z’Ella has some private dealings with the wizard, and appears to have a heated argument with him before the party leaves back to town.
The group stays the night in town, relishing in the glow of a job well done. Skrag tries to find the baker, but finds a nearly blind old woman that begs us to help her. It would seem that her daughter went to get some medicine from the witch the previous day and never returned. It is only a short walk to the witch’s house and she should have returned that same day and the old lady is worried. The group agrees to go investigate in the morning, to see what they can find.
The party heads north down the path that leads to the witch’s home. The path is through a densely treed area of the surrounding woods, and as they get closer to Glenda’s house the group notices more and more spider webs covering the trees. The party is not completely surprised when 4 very large spiders drop out of the trees attacking them. The party made easy work of the spiders and upon investigating closer find a cocoon of what they all agree is the body of the elderly woman’s daughter. They group continues down the path and a little while later find Glenda’s house, completely covered in spider webs. They search inside to find the cocooned body of Glenda, some potions and little else. With heavy hearts the group heads back into town, informing the elderly woman of her daughter’s demise.
The inn once more is the end of the day for this misfit group of adventurers as they wait to decide what the next day will bring.
