A hush settled over the sleeping quarters just after sundown, the only noise the soft rustling of straw mattresses and the distant croak of frogs echoing from the marshy lowlands. Those first hours at Baroldson Farm were calm and strangely comforting for a band of weary wanderers who had only recently crossed paths with the undead. Soon enough, though, the faint crows of roosters and clanging pots broke the silence, ushering in a predawn bustle. Unused to a schedule that began before the sun was properly in the sky, the travelers gathered their belongings with bleary eyes and made their way outside.

They found a communal hall at the heart of the farm, where the smell of hearty porridge welcomed them in. A swirl of conversations rose and fell around long wooden tables. At the largest one, an older man known as Baroldson sat, flanked by a few farmhands who spared suspicious glances at newcomers. Opposite him, a formidable older woman with bright, curious eyes—called Old Gran by everyone else—watched the group with an alertness that defied her many years.

Though Baroldson greeted them with a certain wariness, he made sure there was room at his table. The porridge turned out to be simple but surprisingly satisfying, speckled with smoked meat and flecks of dried fruit. Between spoonfuls, the travelers explained—or tried to explain—their intentions to lend a hand. They’d encountered horrors on the approach to the farm, undead creatures that lumbered and fused together into even greater monstrosities. If that menace had taken root nearby, there was no telling how many might still roam the bog.

Baroldson grunted, insisting that fighting the dead was a losing proposition. Then Old Gran spoke up, calling herself the Wheatspeaker and sharing whispers of her long family lineage tied to these fields. Her voice resonated with the authority of one who knew secrets few others dared to learn. She spoke of the swamp’s “miasma,” a creeping sickness that now spread more boldly than in living memory. By her telling, these lands had always walked a narrow line between prosperity and peril. She mentioned a legendary figure—a so-called Hag or Witch—rumored to dwell deep within the mire, beyond sense or sanity. Some said the woman was ancient, while others claimed she was no more than a phantom story. Either way, Old Gran was certain the farm’s rising troubles came from deeper in the bog than any of them had gone before.

Determined to help, the band took in every word. One of them, draped in spiked armor that glinted menacingly in the morning’s light, rumbled with grim satisfaction at the thought of confronting whatever lurked in the swamp. Another, who bore the patient calm of a newly anointed oath-taker, nodded along, vowing that any evil fueling the undead would find swift justice at the tip of his blade. And yet another, eyes bright as starlight, recalled the strange new revelations she’d experienced under the night sky—wisdom gleaned from constellations that now guided her thoughts.

Just before leaving the bunkhouse to depart for the bog, the small, quick-fingered goblin artificer upended his satchel in search of a misplaced trinket. Out fell five curious shards that looked for all the world like splinters of a crystal orb. Confusion flickered across his face; the shards felt both familiar and alien in his grasp, as if some memory about them had been stolen from his mind. A tall, shapeshifting bard, whose feline form was rarely parted from a playful grin, peered at the shards and recalled their ominous connection to a dark power. Memories of curses and lost recollections hung in the air like an unspoken threat. Still, after a moment, the goblin shrugged and kept the shards tucked away, determined to trust his own resourcefulness if they ever proved necessary.

Old Gran beckoned the group near the gate. “Should you find the Hag,” she said gravely, “may your hearts stay true and your wits remain your own. The swamp has ways of twisting both.” Then, in a gesture almost tender, she rested a hand upon the rough wood of the farm’s fence and whispered a quiet blessing, a momentary hush falling over them all. Despite Baroldson’s dire prediction—“Stay out of the swamp!” he barked more than once—they set off northward, already resigned to plunging into the hazardous wetlands.

The trek led them past endless rows of wheat. Under the morning sun, the fields revealed a curious truth: the grain was not at a uniform stage of growth. In one field, the stalks were tall and golden, ready for harvest; in another, the sprouts were fresh and green. No one could rightly explain such a phenomenon, though they all felt it hinted at deeper energies swirling beneath the farm’s seemingly placid surface.

Eventually, the band came upon a crude ditch bristling with sharpened stakes. Beyond that barrier, the environment changed abruptly: the crisp smell of grain gave way to fetid mud, rotting vegetation, and the tang of standing water. The bog stretched out before them like a hungry maw, heavy mist clinging low along dark pools. Within that mist lurked shapes that rasped and shuffled, issuing low moans that sent a prickle of cold dread through even the bravest hearts.

They slowed their steps and surveyed the lay of the land. The spiked ditch marked the farm’s final defense—a woefully modest bulwark between living fields and the slow, encroaching menace of the undead. Yet the barricade’s meager protection was a far cry from true safety; already, rotting forms lurched near its edges. Some wore tattered farmhand clothing, others bore no clothing at all—just grave dirt and flaking skin. Each one groaned with vacant hunger, a sign that their will was no longer their own.

Quiet but resolute, the travelers exchanged glances. The memory of the previous day’s battle lingered—a reminder of how deadly these monsters could be when they gathered in force. Nevertheless, they had come to confront the source of this evil, or at least learn if the stories of a hidden Hag were more than local legend. Each companion squared their shoulders. They knew the next steps were fraught with peril, yet they also sensed that solving the swamp’s mystery might be the only chance Baroldson Farm had to regain its fragile peace.

They braced themselves as the first of the shambling corpses came into sharper view, a hissing exhalation seeming to greet them from across the bog. Tension hung as thick as the morning fog, and they felt the slow thud of their own pulses in their throats. Ahead lay the deep mire that might hold answers—or more terrors. Grim, spiked armor, bright starlit magic, fervent oaths, sly illusions, and a curious jar of mayonnaise yet unused—all might soon prove crucial. With weapons in hand and hearts resolved, they took that final step over the ditch, prepared to meet whatever horrors the swamp had waiting.


Session Notes
  • Arrival and Rest at the Farm

    • The group is informed they have spent the night at a farm known as Baroldson Farm.
    • Despite it not being extremely late when they arrived, the farm’s community goes to bed early, so the party is instructed to settle in and speak with the residents in the morning.
    • They take a long rest, waking at an early hour due to the farm’s schedule.
  • Memories of the Recent Battle

    • The party recalls that they fought undead creatures on their way to the farm, including several small zombies and a larger amalgam formed from those same corpses.
    • They note that Hat primarily used Fire Bolt cantrips and did not expend many spell slots.
    • Bartholemeow and Hat also remember a humorous plan involving a jar of mayonnaise that did not come to fruition.
  • Hat’s Forgotten Magic Items

    • Hat is reminded by the DM that he is carrying five small, shard-like magic items collected from the Orb Shards (referred to in-game as pieces of the Orban Vitalis).
    • These items each require attunement. Hat has not shared them or officially distributed them, preferring to keep them all.
    • Hat is affected by the items’ memory-related curse, causing him to forget that he carries them.
  • Character Advancements

    • The group confirms they have reached Level 3. They each reveal or reflect on their new abilities:
      • Thalmiir Brukur (Dwarf Barbarian): Takes up spiked armor tied to the Path of the Battle Rager. Completes a personal ritual by drinking a final vial, indicating an irreversible change. He sets out metal plates with spikes on his armor, muttering prayers to a Dwarven war god.
      • Bhakris Edge (Earth Genasi Paladin): Finalizes his Oath (Oath of Vengeance). Experiences a sensation of holy fire that confirms his new calling.
      • Bartholemeow (Shapeshifter Bard): Now focusing on more refined speech via College of Eloquence. Plans to use persuasive and intimidating abilities that have a minimum roll threshold.
      • Hat (Goblin Artificer): Reaffirms his whimsical inventions. Constructs an Eldritch Cannon in the shape of a tiny ox; it accidentally dislodges farm tools during Thalmiir’s serious ritual moment.
  • Nightly Scenes and Minor Interactions

    • Thalmiir’s ritual is briefly interrupted by Hat’s Eldritch Cannon test. A metal shelf is rattled, causing milk cans to fall near Thalmiir’s new armor.
    • Bhakris speaks of his divine revelations while aligning fully with his Paladin oath.
    • Pebblesong stays up late, studying the stars and her star map—though no deeper changes are detailed yet beyond her Circle of Stars druidic abilities.
  • Morning at Baroldson Farm

    • The group is awakened by clanging pots and early morning hustle.
    • They gather for breakfast in a communal dining area, receiving bowls of porridge that contain grains, dried fruit, and bits of smoked meat.
    • At the breakfast table, they meet:
      • Baroldson, the older farmer in charge.
      • Old Gran, an older woman who identifies herself as the “Wheatspeaker” and mentions having a long family lineage tied to the farm.
    • Baroldson seems cautious, though he allows the group to eat and talk. He frequently emphasizes that heading into the swamp is foolish.
    • Old Gran conveys the history and folklore about the swamp and the strange occurrences of undead. She references local myths of a “Hag” or “Witch” with a cottage somewhere deep in the bog.
    • The farm has experienced months of trouble with undead rising from the swamp, making the harvest difficult.
  • Old Gran’s Stories and the Hag

    • Old Gran insists that the farm has always dealt with the swamp, which has a “miasma” that can twist things. However, recent months have seen a marked increase in undead.
    • She references old tales about a mysterious woman in the swamp who might be ageless, possibly having some link to earlier “Wheatspeakers” but never confirmed.
    • Some farmhands claim to have seen a cart entering the swamp, though others dismiss this as fanciful rumors.
  • Debate Over Helping and Payment

    • The party discusses the pros and cons of demanding payment or reward.
    • Thalmiir, Bhakris, and the others generally agree they should help because the farmers are in need and might not have much to spare.
    • Bartholemeow is content with receiving stories as part of any reward; Hat jokes about possibly selling the magic shards later for profit.
  • Leaving the Farm

    • The group finishes their breakfast. Old Gran says her goodbyes and offers a blessing. Baroldson grudgingly wishes them well if they truly insist on investigating the swamp.
    • Hat briefly returns a spoon to Old Gran, claiming it had been stolen (while humorously blaming “the stone friend,” referencing Thalmiir). Old Gran seems confused but accepts it.
  • Hat’s Shards Rediscovered

    • As they gather gear, Hat accidentally drops the five magic shards from his bag.
    • Bartholemeow questions him about them, recalling they are from the Orb Shards.
    • Hat remains unsure why he has them or what they do, continuing to display memory gaps about their properties.
    • Bhakris warns again that these items can cause lost memories, yet Hat keeps them anyway.
  • Observations on the Wheat Fields

    • As the group departs, Pebblesong notices the wheat fields around Baroldson Farm are in various stages of growth rather than one uniform stage. This suggests something unusual affecting the crops—possibly linked to the region’s magical or cursed nature.
    • The farmland extends a significant distance before the terrain begins to turn into marshier ground, thick with swamp smells.
  • Approach to the Swamp

    • The party moves north and notices the smell of decay and bog water growing stronger.
    • They spot a ditch, lined with rough spikes, forming a border between the farmland and the swamp’s edge.
    • Groaning sounds indicate zombies are nearby. The group identifies multiple undead forms up ahead.
    • The session ends as the party prepares to face more undead at the swamp’s threshold.