
Nazard |

They can't see invisibility. Pupa will fly over the water, spamming its surface with sleep spells, to no obvious effect.
Quist, in the meantime, has landed on the hag's body. Biter sees him attempting to lift some sort of medallion from around her neck, but with the strength of a butterfly, he doesn't make much progress.

Nazard |

Heh, sorry this took so long. I was searching my files for information on what goodies the Hag carried, only to find that she didn't have anything besides the medallion!
Pete searches diligently for valuables on the hag's body and is rewarded with nothing but an up close and personal feel for her slimy feminine wiles.
With the hag disposed of, the group makes their way forwards towards the hag's hut. She has a boxy stone hut alongside the Three Thunders River, surrounded by tall oak and maple trees. As you get closer to her hut, the roots and branches of the surrounding trees begin taking on a curled and twisted look – the branches sway in the wind and seem to grab at you as you pass. The hut is crudely constructed and looks draughty from the outside. Three small chimneys rise from the northeast corner of the hut and there are no windows that you can see. The front door stands slightly ajar – no light emanates from inside the building.

Nazard |

Alexis detects seven auras from that back room. She can't identify them until she has their sources in hand, but she can use Knowledge arcana to identify the auras.
7d20 ⇒ (14, 13, 19, 11, 4, 15, 1) = 77
She identifies: faint divination, strong enchantment, faint abjuration, faint abjuration, can't tell, faint conjuration, and can't tell.
Pete does not find any traps on the front door. While it may have looked imposing to see the slightly ajar door from a distance, up close Pete realizes that it's just a badly hung door and probably can't actually stay closed.

Nazard |

Okay, so when I was backing up files before sending my laptop in, I missed one crucial file - the MapTool campaign file with all the maps I'd made. I had a copy on my flash drive with my other files and one on my hard drive, thought I was editing the flash drive version all this time, and it turns out it was the other one. I'm hoping Navior Michael had happened to save a copy of it during one of our Skype Arcadia sessions, but if not, I'm out all those maps...
Trying to hold it together here...
In the meantime, I'll just describe what you see as best I can remember, and if we need a map for an encounter, I'll make it up quickly.
Pete looks in, seeing a 10 wide by 15 foot long, sparsely-furnished room. The door on the north wall is closed, though flickering light penetrates from beneath its rough edges. The door on the west wall stands open to reveal a small hallway. In the southern corners are two rickety wooden chairs. While not openly filthy, the room has a sense of damp mould about it, like no joy ever found its way within its walls.

Nazard |

Pete flings the door open and dives into the room, seeing a crude and filthy kitchen. Three cauldrons bubble away with all manner of nasty liquids inside: one looks like a potion of some sort, the other two uncomfortably like food.
Resting on a crude wooden table in the middle of the room are five bloody faerie dragon wings, ending in bloody stumps.

Gregor Trevian |

Curiosity gets the best of the old druid, wondering what could be so awful, that even Pete couldn't handle the smell, so he enters the cabin.
"Gods what a stench!" seeing the grisly display, "I'm not sure Alexis will want to see that, or least not without being warned first."
Gregor walks over to Alexis... "It is a awful mess in there, you sure you want to see it?"

Nazard |

There's still another door from the front room, and there's a door leading from this kitchen (forgot to mention that, sorry, my read aloud text assumes that people are looking at a map!).
Quist, who has reverted to a butterfly again bobs sadly in place. Pupa, too, looks sad. "They cut off their wings. Now how they fly?"

Alexis Kirmoon |

"It is a awful mess in there, you sure you want to see it?"
Alexis manages a faint smile at the fatherly druid's concern. "Thank you Gregor, but my twin sister's specialty is making awful messes. I suspect that I shall be fine, how much worse can it be than a 60-foot tall construct made of zombies?"
However, when the demure princess enters, it is not the smell, but the sight of the severed wings that hits her the hardest.
"They cut off their wings. Now how they fly?"
It is difficult for Alexis to hold back the sadness welling up in her eyes when she sees the carnage. She closes her eyes and looks away from the rest of you for a moment upon hearing Quist's innocent sadness. Taking a deep breath and willing herself not to cry in front of the men, she replies, "Perhaps they will learn to fly again with magic, just as I have. Come, let's go find your friends..."
Before moving on, Alexis will once again sweep the chamber for magical auras and attempt to determine their purpose with Gregor's aid. Simply assume that she will do this in every room unless there's immediate danger.
As she scans the room, Alexis wonders what magical rite could possibly require the wings and/or souls of faerie dragons.
K: Arcana 1d20 + 10 ⇒ (1) + 10 = 11
Spellcraft 1d20 + 11 ⇒ (19) + 11 = 30

'Stinky' Pete Darknugget |

Pete's face is a mask of stoicism, although Alexis has the impression the scene of carnage has affected the dwarf more keenly that he is showing. In a gruff voice, he says, "Let's keep movin".
He moves to the door in the kitchen and listens for any signs of life on the other side.
Perception 1d20 + 8 ⇒ (13) + 8 = 21

Elorin |

With a heavy heart for the dead little dragons, Elorin wanders back outside to keep an eye on the surrounding area...
perception 1d20+7
Sorry, thought there was only the two rooms, Elorin is still in the room waiting for the rest of this place to be searched!

Nazard |

Pete hears no sounds coming from behind the door. He opens it a crack and peers in to a 10 by 10 room with a wooden trap door with rope handles set in the centre of the floor. An unlit gourd lantern lies in one corner, and there is a door in the centre of the south wall (you're coming through an east door).

Nazard |

Pete nods in satisfaction, and gives Biter and Elorin a thumbs up signal. He moves to the trapdoor, and quickly examines it for any surprises.
Perception 1d20+8+1 trapfinding
Pete is about to give the all clear signal when he notices a suspicious patch of floor at the edge of the trap door. A tiny mechanism ready to fire a dart with a sickly green oil of the tip lies ready to fire at anybody opening the trap door.

'Stinky' Pete Darknugget |

Naz, is this a trap that could be triggered from a distance, or is the trapdoor locked?
"Heh, hold up a sec, 'ere..."
If it is not locked, he will trigger it remotely, by either standing out of the arc of fire, or rigging a tool. If all else fails, then he will ask Alexis to open it via Mage Hand. If it is locked, then he will try to disable it.
Disable Device 1d20 + 10 ⇒ (2) + 10 = 12

Nazard |

Pete stands behind the trapdoor, and pulls it up using the rope thoughtfully provided for him.
As Pete grasps the ropes to pull up, he has a brief moment to register the damp paste on the underside of one of them, before he feels a burning on his skin.
Fort save, please.
Oh, and the dart trap discharges harmlessly.