Session 1 · Monday, Jul 20, 2026
The Witch and the Thirsty Cluricaun
GM: Andrew Szilvasy
Players: Nicholas Vlamis, Tim Jones
Characters: Cassius, Siobhan, Erkan, Aurelian, and others (a smaller group this week)
Summary
The party (a smaller group) traveled to a witch’s hut in the woods to ask for help against the dragon tormenting their town. To get there, they had to satisfy a toll demanded by mischievous water spirits (Nixies) — throwing their weapons into a pond as “tribute.” The witch revealed a possible solution: magical wine-sap trees to the west, guarded by fauns/satyrs, whose wine can knock any mortal unconscious with a single sip — potentially useful against the dragon. She also mentioned a giant, a dangerous mystery, and two missing dwarven friends of hers.
After the meeting, the alchemist dove into the pond and recovered the party’s discarded weapons (and found some unexpected loot). Back in town, they attended a small celebration at their friend Quinn’s struggling tavern — business had picked up thanks to the party’s help, but Quinn’s beer kept mysteriously vanishing. The party rigged a net trap and a readied sleep spell in his basement to catch the culprit.
They caught a small Cluricaun (an Irish leprechaun-type fae that haunts taverns) named Naganin, who’d been sneaking in through a fae portal. After negotiating, Naganin admitted he’d been driven from his old home — a ruined temple to the north — by goblins (led by a Goblin King now expanding territory amid the chaos of the dragon). He offered to lead the party to his hidden gold if they freed him, and also to guide them to the wine-tree grove since he’s on good terms with the fauns there. The session ended with the party agreeing to free him, visit the wine trees on the way, and then confront the goblins to reclaim Naganin’s treasure (and his home).
Important Details Discovered
- The witch’s info: Wine-sap trees to the west (across the river, guarded by fauns/satyrs) can knock out even mortal creatures with one sip — a possible weapon vs. the dragon.
- The Nixies’ toll: Weapons must be sacrificed/destroyed to pass into the witch’s domain (in her name).
- Missing dwarves: The witch’s old friends “Jimny” and his brother, who found “a vast amount of gold” up north, haven’t been seen in a long time — possible future lead.
- Giant: Confirmed to be nearby, dangerous, eats human flesh, but has an “understanding” not to transgress against the witch.
- Naganin (the Cluricaun): Was living in an old ruined temple to the north until goblins (led by a Goblin King) forced him out; he can turn invisible and cast illusions, but loses those powers while imprisoned. He’s been sneaking into Quinn’s basement via a fae portal to drink the beer.
- Goblins: More militant “fey goblins” (distinct from goblins the party met years ago), currently expanding territory to exploit the town’s dragon crisis.
- Mystery letters: An unsigned, emotionally hesitant admirer letter continues to arrive for the smith Warwick — still unresolved, alchemist is investigating.
- Town politics: Quinn (halfling tavern owner) is doing much better business-wise thanks to the party; his rival Bentley seemed put out by Quinn’s resurgence.
Treasure Found
- 8 gold pieces (rolled from a pile in the pond)
- Silver bangle set with turquoise stones — appraised around 200 GP
- Gilded scabbard with carnelian gems arranged like flowers — appraised around 400 GP (no sword included)
- Party’s own weapons, recovered from the pond after being sacrificed to the Nixies
- Naganin’s promised pot of gold — 500 GP (not yet in hand; guarded by goblins at the ruined temple, to be pursued next session)
Next Session Plans
- Free Naganin and travel with him
- Visit the wine-tree grove (fauns/satyrs) on the way to the Goblin King’s territory
- Confront the goblins to reclaim Naganin’s gold and restore his home