Session 2.3

Agdon’s Escape, Jingle Jangle’s Cave, and the Road to Downfall

The adventurers began Session 2.3 on a tree stump, with their prisoner Agdon Longscarf positioned on a skiff thirty feet below after being dropped from the top of the stump. They set off with the subdued Harengon leader, navigating the swamp with the intention of reaching Jingle Jangle’s cave on Telemy Hill. However, as they journeyed, the swamp waters receded, leaving their boat mired in mud.

A group of stilt walkers happened upon their predicament. These stilt walkers, carrying eggs on their backs, mocked Filbert’s storytelling, but they proved helpful by providing Acornagorn with directions to Downfall. As the adventurers conversed with the stilt walkers, Agdon, demonstrating his cunning, managed to slip his bonds without them noticing.

Undeterred by the mud, the group decided to drag the boat towards Telemy Hill. However, when Acornagorn attempted to reposition Agdon, the wily Harengon leader seized the opportunity to engage the adventurers in combat. Filbert, ever the optimist, tried to persuade Agdon to abandon his antagonistic ways, but his pleas fell on deaf ears as Agdon attempted to reclaim his branding iron from Filbert. Zahala, seeing the futility of Filbert’s efforts, intervened, wounding Agdon in the leg with a well-aimed shot.

In a moment of strategic brilliance, Filbert, standing beside Zahala, cleverly disguised himself as her, creating the illusion of two Zahalas. This tactic, designed to confuse and demoralize Agdon, ultimately proved successful. The injured and disheartened Harengon leader, realizing the low probability of recovering his branding iron, escaped into the swamp.

Continuing their journey towards Jingle Jangle’s abode, the adventurers paused to attempt to serenade the trees. However, their musical efforts proved less than harmonious, causing some of the trees to shed their leaves in response to the discordant melodies.

Reaching Jingle Jangle’s dwelling, they were greeted warmly by the keeper of keys, who was delighted to receive the truffles they had retrieved. After an exchange of flirtatious banter, Jingle Jangle took possession of Agdon’s branding iron, securing it within the depths of her well-protected cave. As a gesture of gratitude, she offered them a rejuvenating cake that restored their spent spell slots, providing them with renewed energy for the challenges ahead.

Refreshed and restocked, the adventurers turned their attention towards the next leg of their journey—reaching the mysterious Downfall. Recalling the treacherous path they had traversed earlier, they decided to avoid the hazards of the stump and seek an alternate route.

As they journeyed, they stumbled upon the remnants of an ancient battle, a chilling reminder of past conflicts in this whimsical realm. Wisely, they chose to avoid the site, steering clear of any lingering dangers. Their path led them to an encounter with mischievous Mud Mephits, who challenged the adventurers to a game of gastronomic guessing—name their favorite food. Acornagorn, displaying a surprising knowledge of Mud Mephit culinary preferences, correctly identified their love for mud pies, appeasing the creatures and averting a potential conflict.

Continuing on, they discovered a well, its waters gushing upwards, with Will-o’-the-Wisps dancing above the surface, their ethereal glow illuminating a collection of trinkets bobbing in the flow. The adventurers, ever opportunistic, engaged in a trade with the Will-o’-the-Wisps, exchanging a jar of beeswax (or perhaps honeycomb) for a coveted pan flute rumored to possess the power to attract local fauna.

Despite their successful bartering, the adventurers’ luck seemed to run out when they found themselves facing a group of Harengons. A failed nature check had alerted these denizens of the swamp to their presence. However, the encounter proved far from hostile. The Harengons, who were still affable, provided valuable information about Downfall and offered them safe passage to the town by boat.

Arriving at a lake, they encountered Bullywugs, who directed them to their leader, the enigmatic Gullup XIX. As they made their way towards their audience with the Bullywug king, they encountered two more Bullywugs diligently sewing a balloon, who echoed the instructions to seek an audience with their ruler.

Their path led them across a series of stepping stones. Inadvertently, they angered a slumbering rock creature, but Filbert, with his diplomatic skills, managed to appease the grumpy guardian. The rock creature, mollified by Filbert’s sincere apology, permitted the adventurers to pass unharmed.

The day’s adventures culminated in a final encounter with six animated coals intent on setting fire to a nearby balloon factory. Inside, a courageous Bullywug named Duke Ikrind valiantly battled the fiery assailants with buckets of water. The adventurers joined the fray, their combined might eventually extinguishing the troublesome embers.

Grateful for their assistance, Duke Ikrind presented them with a token of his appreciation—a fly brooch adorned with fluttering wings. This curious trinket, he explained, would serve as a symbol of their bravery and would likely earn them the favor of the Bullywug king.

  • You started on the stump, Agdon having fallen 30 feet to the ground
  • You put Agdon in the boat and traveled with him toward Jingle Jangle’s cave on Telemy Hill
  • Just before you arrived, the boat got mired in mud as the swamp waters receded
  • A group of stilt walkers came walking by, eggs on their backs. They made fun of Filbert—who was clearly telling fables—but they happily told Acornagorn how to get to Downfall
  • As you were talking with the stilt walkers, Agdon managed to both escape from the rope *and* deceive you about it. You decided to try to drag the boat with you to the hill, and when Acornagorn put Agdon down, he leapt off and engaged in battle with you.
  • Filbert tried to convince him to give up and be friends, but he instead attempted to steal his branding iron back from Filbert—though he was unsuccessful
  • Zahala shot him in the leg, hurting him pretty badly
  • Filbert brilliantly disguised himself as Zahala while standing next to her so you all could play two-card monty with Agdon, who upon seeing that he had a low chance of success getting his branding iron back, and having been hurt pretty badly, escaped into the swamp
  • You unsuccessfully played a song for the trees on the way in, causing some of them to lose their leaves
  • Jingle Jangle was excited to get her truffles back. After some flirting, she took the branding iron from you and stored it safely away in her cave, under lock and key.
  • Jingle Jangle gave you some cake that restored your spell slots.
  • You debated skirting around the stump, finally deciding you would attempt to avoid it and still find your way to Downfall
  • On the way, you discovered a scene of an ancient battle, which you avoided on purpose
  • You also encountered some Mud Mephits who demanded you guess their favorite food. Acornagorn eventually got it: they love mud pies.
  • Then you found a well, gushing, with will-o-wisps above the water and trinkets floating up there. You exchanged a jar of beeswax (honeycomb?) for a pan flute that attracts local fauna, avoiding a fight with the will-o-whisps.
  • After a failed nature check, a group of Harengons found you, but they were still affable and gave you some information about Downfall as they took you by boat to the town.
  • You arrived at a lake and were greeted by Bullywugs, who told you to go meet their king, Gullup XIX
  • You walked by two bullywugs sewing up a balloon, who told you to go meet the king.
  • You walked across stepping stones, angering a rock creature who Filbert successfully apologized to, so he allowed the rest of you to also cross.
  • You finished the day discovering six animated coals trying to burn down a balloon factory. A bullywug in there named Duke Ickrind was battling these animated coals with buckets of water. You did battle with them—and they were wiggly little creatures and troublesome—and eventually you helped Duke Ikrind to put them all out.
  • In thanks, he gave you a fly brooch with fluttering wings that he told you would help you win the king’s trust.