#14 The Weasel King's Tooth Bargain
🗺 Wickermoor Village
Summary
D&D Session Report
The session begins with Djeera approaching the estate. Along the way, she observes several weasels moving toward the building. These creatures are notable for having human teeth, indicating an unnatural origin.
Upon arrival, the exterior of the estate is found to be damaged by fire. The flames appear blue, suggesting a magical cause. Despite the burn damage, the wood is wet
At the entrance, Djeera meets some other Grubfoot (riding the dog Shaq) and Amergin, who is in rat form via wildshape. Amergin warns the group about the dangers inside the house. He explains that the paintings are dangerous and can trap people, mentions being chased by an elemental, confirms the presence of the Weasel King, and warns that a cat inside the house is not what it seems.
The group enters the main hall, which is heavily damaged. The walls are lined with portraits of the Lockwood family, including Petunia, Sallie, and Arthur Lockwood, shown in various compositions.
A blank white painting is also present. It reflects light despite there being no visible light source. Multiple empty paintings are found throughout the hall, suggesting a recurring magical mechanic. grubfoot takes a blanc paintin in his bag.
Amergin explains that a barrier exists somewhere in the estate, which can only be broken using six specific items: GEM, KEY, CUP, DOLL, BEAR, PIN. Meanwhile, Grimm, Liora, and Claus are in the kitchen, where Grimm was attacked by a living rug that attempted to strangle him. Grimm nearly lost consciousness but survives and lights a lantern. The group then regroups in the hall.
They proceed to the first floor, where they encounter a large clock. A ghost briefly appears from the clock and disappears. Fey weasels then emerge and consume the ghost.
Combat begins. Grimm is taken down in a single attack. The group ultimately defeats the weasels.
Inside the clock, the group finds a golden pocket watch with the inscription: “Remember the third.”
The group continues down a hallway and finds paintings of the Patrini family: Joseph, Gail, and their son Francis Patrini. Francis strongly resembles Old Rusty,
Empty paintings are also present here.
The group enters a child’s bedroom, where they find Xalli and Luther in a deep, unresponsive sleep. Djeera takes a DOLL, and Claus takes a CUP from Xalli.
Claus casts Identify on the doll. During the ritual, noises are heard under Luther’s bed, but nothing is found. The doll is identified as a magical item required to break the barrier and contains a calm, chaotic good spirit.
Liora communicates with the doll The doll explains that Xalli and Luther drove away a monster that had been hiding under the bed.
Claus tests a blank painting by pressing a toy against it. The toy disappears and appears within the painting, confirming that paintings can absorb objects.
Claus searches a closet and finds a bag covered in eyes. The doll indicates that the monster is inside the bag. Claus touches it and becomes attuned to it. The item is identified as a Bag of Holding.
Claus leaves a note for Luther explaining the group’s plans and informing him that they took the DOLL, CUP, and bag. Amergin speaks with Shaq, who provides important information:
The group must kill the hag The cat is not trustworthy The Druskenvalds have been taken to the attic
The group then enters another room where they encounter the Weasel King, Filthy Jasper.
Several weasels are lying on a bed, covering a human figure that appears to be experiencing a nightmare. A journal labeled “PD” is found on a desk.
Instead of fighting, the group offers teeth to the Weasel King. The offering is accepted, and a conversation begins. The Weasel King references a barbershop and implies that the weasels have ambitions of world domination.
A spirit is also present under a blanket in the room.
Grubfoot opens the journal, and the initials PD are identified as Philip Druskenvald. Claus stores the journal in his Bag of Holding.
After leaving the room, Grimm exits last. Liora and Claus briefly check a bathroom but leave quickly due to a strong odor.
Shortly after, Djeera’s tarot card begins to glow. She hears the words: “Blood, the blood rises.”
Djeera, Grubfoot, and Shaq enter the bathroom. The door shuts behind them.
Grubfoot hides.
The bathtub begins filling with blood. Djeera attempts to turn off the faucet, but it has no effect.
A living yellow duck appears in the tub. Djeera picks it up and gains access to the spell Animal Messenger. The duck is named Goopy.
Grubfoot eventually manages to open the door, and blood floods out of the room in waves. The group cleans themselves afterward.
They proceed to the next floor and enter a new room, which appears to be a library.
Inside lies a cat.
The cat speaks with a man’s voice and says: “Tell me a tale!”
Dungeon Master
Loot & Rewards
| Item | Type | Qty | Recipient |
|---|---|---|---|
| The Bag | Magic item | 1 | Claus |
| The Duck | Magic item | 1 | Djeera |
Session Details
| # Session | #14 |
| 📅 Date | May 3, 2026 |
| 🗺 Location | Wickermoor Village |
| ⚔️ Characters | 6 |