### Conditions
- **The Ribbon** - 1 use (-2 penalty to death saves)
- **The Fiddle** - 1 use
# Session Start
> Decay. The smell of rotting roots and muck permeate the marshy walls of this strange passage. Two paths lie ahead: one through the hatch above, and one through the roots below.
# Session Summary
### Louis talks to the plants
- Session begins with the posse gathered in a secret chamber that Seraphine revealed using her wand of secrets. They are faced with two paths, one above into the croc pit, and one forward through the creeping and prickly roots.
- Louis slips on his ring of plant speech, and the plants seem to come to life, speaking to him psychically. He learns the following:
- Roots love to be touched. A lot. It's like massaging a limb that's been asleep for decades.
- They seem to expect that the posse knows where they are (they don't).
- The plants are willing to ease their passage forward through the root tunnel.
- Louis talks shit about Morty to the plants. The plants expect Louis to be happy when they stiffen and scratch him when he enters into the root system.
### Bimbap Investigates the Sigils.
- In a crazy coincidence, Bimbap presents the sigil to Eleanor, and asks if she knows anything about them.
- She believes this to be sigil magic, and explains that such magic can manifest in many ways.
- Bimbap tears up the sigil in rage, and it seems to effect the crocodiles in some minor way.
### Seraphine bullies Sweet Eleanor
- Seraphine shoves Eleanor to the ground when she is unsatisfied with her hasty explanation of her reasoning.
- Mrs. Okum gets in front of Eleanor and defends her, claiming that Eleanor has good reason for her actions.
- We learn that Eleanor abandoned her children in Wickermoor and has complicated feelings about it.
- Eleanor emphasizes that the posse is no longer the target of dangers beyond their understanding.
### The Posse Meet a Sigil Witch
- The group eventually proceeds into the tunnel where they find what appears to be some sort of a witch mercantile. The sigil witch appears, and explains sigil magic.
- Each of the posse creates a sigil that holds a certain power that they attempt to imbue into it.
- To power the sigil, something must be given in return.
- Ember almost kills herself but its fine because her nails are dull AF.
- The party then takes a long rest, each of them finding a suitable place to sleep.
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