So, last night you hiked back from the Lunar camp to the salt pools of Cchchsk, the vowel-less nymph of the salt marshes. Undaunted by bug bites and Dorgon's confusion about tracks in the dark, you went there and most of you turned your heads as the voluptuous nymph formed herself out of the salt. Tarranyr oggled her and was blinded by stinging salts for a while. The rest were invited to come pay their respects to her, and could sacrifice for The Scathing Salt Curse of Cchchsk, a 2pt unique Zola Fel (Cleansed One) magic that blessed 5L of seawater to become a handful of salt that is 4d6 acid to chaos-tainted things, and lasts for 1 season. Nice. Caernak was accepted by Cchchsk as a River Servant and there was much rejoicing once you returned to Corflu.
In a private conversation in Reverend Sa'arachmbro's tent, you discussed what to do about the Lunars. Sa'ar invited Caernak to lead you on a private mission to do what you thought was necessary in the future, and you talked about what to do on a local scale in Pavis. Not much of a plan yet, but you're working on it. Sa'ar revealed the stunning fact that the last Lunar army incursion to fight the Wolf Pirates included a regiment of broo mercenaries, explaining the 7-mothers initiated broo that were casting red magics at you in the swamp (p.s. you're lucky you had magic defenses; madness and mindblast are mean!).
Sa'ar also told you of rumors that flying demons had been seen by newtlings southeast of Corflu around a river whose delta the mermen and fish complained was poisoned. You got newtlings to escort you to a small newt village just north of the area, and talked with the locals. It seems that newts and others had been disappearing when fishing/wandering near a great grey stone spire to the south. Also, the "flying demons" were actually big serpents with small flippers that flew thru the water, and seemed magical and/or intelligent. Finally, the village headman, an adult (gill-less) newt named Brubnuxli'kar, told you that he had dreamed of a black pit on an island where nasty slimy chaos things were slithering out. He said that the waters of the southern delta beyond the spire were corrosive and poisonous. Newts took you that way the next day.
You camped on a shore on the way and were attacked by an odd tree that seemed enraged by Tarranyr's presentation of his elf-friend token. It was tough to kill; almost immune to spears and magics but Ssrussut's spirit-draining touch immobilized it and you had firewood to spare. At the spire, you found out the hard way (thru Caernak's mediocre boating skills) that thick webs ran from the 50-meter spire down to the trees and water of the river. A few of you got tangled in the webs, triggering the two responsible giant spiders (SIZ 40, bite 5d6+ POT 25 poison!) to come for Tarranyr and Pachala, webbing them up. Luckily, Pachala and Tarranyr were saved by others' parrying and Pachala's left arm shield. You killed the spiders and burned away enough webs to explore the isle. Not much except some newtling husks and a nest up on the top of the spire. There you found three bodies corresponding to the description of adventurers that had passed this way recently (a short Agimori, a dwarf, and a woman warrior). All that was left was some nice plate and chain armor, and four Mostali spearsticks that seem magical with runes and stuff; about 1ft long miniature javelins.
South of the spire island you had troubles piloting the boat and wasted some time with that, then saw a very small mossy isle ahead. Ssrussut scouted from the air and saw serpents slipping into the waters to come for you. They snuck up from below and lept out of the water, attacking as they passed over the boat. Very tough armor and protective magic; 30 SIZ but 3 DEX. Draconic heads and an appearance similar to wyrms, but with tiny wing-like flippers. You retreated using Caernak's small undine to get to the shallows, and Caernak used his Conch of Friendship, which may have calmed them. They had said something in Seaspeech as they attacked, which Ssrussut translated as "Begone! Leave our breeding pools!" You tried boating past them next, but a huge (SIZ 100!) undine swamped the boat and tried drowning people, bringing Tarranyr and Dorgon dangerously close before it left the boat after taking heavy damage. You retreated, fixed the boat, and went back to the village to recover.
Next day you came back as some folks rested in the village. Srussut translated for Caernak as the conch was blown, and tried (from a safe distance) to broker a deal with the water wyrms. He got a bit excited about his role as negotiator with these interesting things, and annoyed Caernak by making his own deal with the wyrms, promising that the newts would not come this way any more, and you could pass by portaging the boats on land from a good distance. The wyrms said that there was a foul chaos-infested island to the south where they had seen monsters and bad waters. It was just beyond a place where there was a "golden stone" (matching some rumors of a glinting island). Caernak tried to get Srussut to go back and ask them to send an emissary with you to fight chaos, but Srussut was incorrigible. Back at the village, you rested to regain drowning HPs + magics and prepared to return.
Next time we'll deal with that. Also, if your PC has personal business that he wanted to handle back in Pavis, in Corflu, or in the newt town, let's do that soon on e-mail.