Playing “Capture the Snail” was a breeze compared to what Mammy Graul has in store for the bold adventurers. The deranged ogrekin claims the Kreegwood as her territory, and with her new twists on old spells, rather than wandering the woods, the players may find it best to return to town to recharge, recuperate, and plan.
After all, Barl Breakbones seems to be warning the players, in his own, arrogant way, that Mammy Graul is more dangerous than she seems. But how much can you really trust the giant necromancer? And if he controls the crystal ball, why does he seem fine with the party in possession of it?
But Barl is likely a problem for a later date. There are two more pressing matters at hand. As the party wanders in the woods, Lucrecia the Puppet Master recuperates from torture at the hands of the nameless naga, dealing with the trauma on her own. She may indeed have some desperate plan for healing her mind, but will the party help?
More importantly, CAN the party help? They’ve rescued one of Mammy Graul’s children, a physically and mentally stunted ogre mage, and it’s not like he can just waltz right into town.
Or can he?