The party crosses the island to the north side to find the cave. As they approach the island's center, they enter a debris field composed mostly of white marble. They soon find its source, the remains of a roughly 50 foot circular tower. All that is left is a small section of its outer wall. There are carefully placed circular holes from the base to the top and there is something glistening at its very peak, though they can’t make out what it is. This is the fabled Witch’s Needle. The party stops briefly to speculate about it. Through his arcane knowledge, Liam notes that the ancient race known as the Fomorian’s were known to have lived in white marble towers close to the eastern coast before they mysteriously vanished into the sea. He is intrigued and wishes to attempt a climb to the peak to investigate, but the party prefers to move on.

The walk follows a steady incline ever since the party began their trek from the south side of the small island. Upon reaching the north side, they find themselves facing a cliff face with a 30 foot drop to a small sandy beach below. Bebe makes the climb without a problem and confirms the existence of a small cave. Most of the party are inexperienced climbers so they decide to head back to the south beach and get the boat. Cian will then carefully navigate them along the rocky shore back around to the southern beach and anchor by the cave.

While Cian, Liam, Ciara, Cinn Oir, and Dierdre head back to the south beach, Bebe investigates the cave. The cave reeks of the stench of ogres and is littered with the remains of small animals and sea birds. Aside from that, she finds it is empty with the exception of a map Ceridwen had promised them. Leaving it under a rock in the cave’s center, Bebe heads out to the beach to wait. Navigating the rocky waters is difficult and it takes Cian and the rest of the party most of the afternoon to do so. When they reach the small north beach, Cian takes a look at the map that Ceridwen has left for them.

He determines that the map points them to a village in High Clan Steairn’s territory, just south of their current location. To the northeast of the village there is a farmhouse circled on the map; apparently this is where they are to look. They discuss preparations and decide to leave first thing in the morning. The rest of the day is spent cleaning out the cave and trying to remove the stench of its former occupants.

The set off the next morning. The journey takes the better part of a day. Cian misreads the map and they reach the outskirts of the town first, instead of the farmhouse. It is a small village surrounded by a stockade wall with a single gate protected by a wooden gate house. They decide to press on to the farmhouse and stay clear of the town for now. When they finally reach the farmhouse it is well after dark. They cautiously approach and while the rest of the party waits at a distance, Liam walks up to the door to knock. It is a simple structure; a long sod house which looks to have had a thatched roof at one time. As Liam approaches he notes there is a fair amount of fire damage and the door hangs awkwardly on its hinges. He carefully knocks and the door slowly swings open. The interior has been gutted by flame and from the doorway he notes in the house’s center, two figures. Moving in to investigate, he can see the figures are two human corpses, apparently killed in the fire.

Seeing Liam enter, the group approaches the house. After a thorough search of the grounds, they discover little of interest with the exception that Cinn Oir notes the tracks of a large number of horses just out front of the house. They speculate that these tracks must belong to the same people that set fire to the house. Dierdre also points out that the two bodies are laying outstretched in the center of the house; a strange position if they had been burned alive. Dierdre, still suspect of the mission, voices that they are most likely too late. These two corpses were probably the people they were to save and she is ready to return to the island. Ciara is unconvinced and wishes to head to the city to investigate what may have happened. The rest of the party is also somewhat intrigued by the circumstances and they all set off once again for the village.

When they reach the village gate they are met by a quite suspicious watch. It seems they don’t get many visitors in the dead of night; especially visitors who, identified by their tartans, belong to different High Clans. Cinn Oir steps forward and explains that she is a druid and the party her traveling companions. Some are along to protect her and some are pupils of the druidic talents. She convinces the guard that she and her troop simply need a place to stay for the night. The sentry, unwilling to deny hospitality to a druid, orders the gates opened and welcomes them in. He shows them to the village pub and goes to wake the pub’s owner. The pub is directly across the street from a rather intriguing building constructed wholly of stone. It is square in shape with a pitched roof and its only entrance is a set of large wooden double doors. An alcove rests directly above the door and in it burns an eerie flame.

The pub is a small one room building with a hearth at one end and what might be called a bar at the other. After a short while, the pub owner appears; a little ruffled but quite friendly. He says they are welcome to sleep under his roof and sets to making them an evening meal. Confused, the party inquires about the nearest inn. The pub owner explains that they rarely receive visitors in their small town and this common room is the best they have to offer. Satisfied, they make themselves at home-Bebe heading for the bar while the rest warm themselves by the hearth. Cinn Oir speaks with the pub owner who is more than happy to relate his life story to her. Yet, even when prompted, he never says much regarding any "strange events". After dinner, the pub owner retires and the party makes themselves comfortable.

They are awakened early in the morning by a knock on the door. The pub owner enters and tells them to get ready for visitors, the chieftain wishes to see them. A few minutes later, the door opens and they are met by a powerfully built man who wears a cloak off of his right shoulder, clasped by an ornate gold and coral brooch. His breeches are of fine leather and he displays a number of pieces of fine jewelry. He is accompanied by a smaller man clad in crimson robes. He has dark hair and narrow features and eyes that scour the party suspiciously. A small contingent of warriors armed with spears, take position just outside the door as the chieftain and the crimson robed stranger enter.

The chieftain is amiable though his companion is highly suspicious. The chieftain cordially welcomes them to the land of his clan, clan Mac Bruil. The crimson robed stranger, takes a very cautious tone and grills Cinn Oir for several minutes regarding her business there and where she came from. When she lets slip that the party met in Lynn at the festival, the stranger narrows his eyes in further suspicion and ends his questioning. The chieftain is decidedly less suspicious and diplomatically intervenes in the awkward moment, inquiring more politely as to why the druid and her entourage have honored his village with their presence. Cinn Oir convinces the chieftain that she is in the area looking for a place to live. The crimson robed stranger leaves. The chieftain, a little disturbed at his companion’s exit remains. He seems eager at the prospect of having a druid living among his people and offers to have one of his best men show her the area. He also mentions that he has some cattle which are looking a bit ill and wonders if she would be so kind as to give them a blessing. Cinn Oir agrees and she and Dierdre follow the chieftain to a large cattle pen within the village walls.

The rest of the party remains at the pub, except Cian, who leaves to take a look around. An aspiring blacksmith, he roughly inquires whether the town smith could use an extra pair of hands. The smith shortly refuses his offer and Cian wanders back out onto the street to explore the village. He notes that the entire populace seems very suspicious; constantly throwing sideways glances toward him. He also realizes that the village is quite small. Roughly fifteen huts fill the southern side while pens for horses and cattle fill the back and north section. The only buildings of note are the pub, the stone building across from it and what is apparently the chieftain’s hall: a large circular stone structure situated on a small hill in the center of the village. (As is custom for most clans, the majority of the populace most likely lives in rural areas with the chieftain and warriors occupying a central "village".)

Cinn Oir tends to the chieftain’s cattle to his great satisfaction. The chieftain then excuses himself and walks over to a warrior who is standing nearby. He whispers something to him, pats him on the back roughly and points toward Cinn Oir and Dierdre. He then accompanies the warrior back over to Cinn Oir and explains that he is to be their guide. With a broad smile the chieftain turns to the warrior and tells him he is to give their honored guests a tour of their best lands. With that, the chieftain bows and takes his leave. Cinn Oir and Dierdre return to the pub before setting out. Bebe agrees to go with them, while Liam and Ciara decide to stay in the village. Cian is still out and about so they leave without him as well.

Cinn Oir takes the lead, claiming to be letting her skill with nature lead her to an appropriate spot. At first the warrior is fine with this and speaks well of the clan and its holdings, trying to bolster its image for her. However, he starts growing uneasy as Cinn Oir’s path starts to head directly toward the burned out farmhouse. As they get closer the warrior tries to explain they are leaving the best lands behind, and even begins to claim they will soon be entering a different clans territory. Cinn Oir and Dierdre stop and confront his unease, trying to see if he will inadvertently reveal any new information. The warrior continues to try to make excuses and grows more and more concerned as Bebe, with an impatient growl, heads off towards the farmhouse again. Reluctantly, the warrior follows, all the while trying to persuade them to turn around.

Bebe, who is ahead of the party, reaches the house first. The frazzled warrior doesn't even catch the blatantly obvious hint of mock surprise as Bebe marches right up to the door, kicks it open, and gasps in feigned shock. The warrior rushes forward trying to hold her back as she attempts to enter the house, all the while exclaiming her "shock" at what she has "just found". Eventually he gives in to Bebe’s relentless comments and Cinn Oir demands to know what has happened. He explains that witches used to live here and that for the safety of the clan they were purified with fire as was the order of their most holy founder, Steairn. He begs them to return to the village with him and speak to the Servant of the Flame as he could explain all of this. Cinn Oir agrees and they set off back to town.

Meanwhile, in town Cian has given up his exploration of the city and sits down across from the intriguing stone building. Pretending to be preoccupied with a block of wood and some whittling, he soon sees the building’s doors open. A person, by all appearances a farmer, steps out accompanied by the crimson robed man they had met in the pub. The crimson robed man smiles, places a hand on the farmer’s shoulder and apparently gives a casual "goodbye" as the farmer heads out the front gate. The robed man then disappears back into the building.

Not long after, Cian sees Dierdre, Cinn Oir and Bebe returning. Their escort excitedly points at the stone building and then rushes off toward the center of town; toward the chieftain’s hall. Cian puts away his whittling and walks toward the stone building, stepping around the side of it as Cinn Oir and her group walk up to the door. Cinn Oir knocks heavily on the door. It is quickly answered by the robed stranger. He smiles in a nearly derisive fashion and asks what he can do for them. Soon he is embroiled in debate with Cinn Oir about what occurred at the farmhouse with Bebe chiming in with snide remarks whenever the chance is given. 

The stranger informs him that he is a Servant of the Flame, keeper of the wisdom of their High Clan’s founder, and that he does only the will of Steairn. The witches were plaguing their cattle. Steairn’s wisdom led him to them and topped their terror. The debate rages on until Cian notices the chieftain rapidly approaching. He also sees that the once suspicious populace is now fearfully avoiding the debate and its participants instead of gawking at the newcomers as always.

The chieftain diplomatically intervenes as the Servant of the Flame, Aldir, loses his patience and returns to the stone building in a huff. Cian slips around the side of the building peering in windows to watch. It appears to be, for all intents and purposes a chapel with a sort of altar at one end and pews lining the rest of the room. Aldir strides across the room to a back door and slams it violently shut behind him. There are no windows to the room he has entered, so Cian sees no more of him.

Chieftain Mac Bruil leads Cinn Oir away, trying to clam her down and smooth over the incident. He warns her not to question the Servant of the Flame, but otherwise tries to appear jovial. He then turns to face the town and calls out to the villagers who are still on the streets (and the many that are watching fearfully through partially shuttered windows). He exclaims they will have a feast tonight to honor their guests and wishes everyone to attend. He then accompanies the party to the pub where slowly, the crowds grow and a festive spirit begins to overcome any concerns. Bebe, feeling uneasy, refuses to enter the pub, crammed with clan Mac Bruil warriors, and Cian stays outside as well, sitting where he can see the gate and the stone chapel.

Not soon after the festivities begin, Aldir, the servant of the flame, leaves the chapel and calls for a horse. He mounts and rides off through the gate, still visibly perturbed. Cian waits a few minutes, then he and Bebe follow. Once out of eyesight of the gate, he summons a mount and they follow the path Aldir appeared to have taken. After a short distance through sparsely populated pasture land, they gain a little on Aldir. Trying to keep him in sight while riding through cover off the road, they see him stop at a small farmhouse. It is similar in construction to most; of sod with a thatched roof and there is a rough stone barn just to its east. Bebe and Cian dismount and move in on foot so not to be seen. Once in sight, Aldir has already entered the farmhouse. Cian agrees to stay back while Bebe tries to get a closer look. She sneaks up to the house and listens at one of its shuttered windows. She gets there just in time to hear the last of a conversation and a door open. The voices and footfalls then fade away. During the conversation, Aldir mentions something about "more of them from the disturbance in Lynn…"

Bebe, her curiosity aroused, sneaks over to a dark corner at the back of the house. She drops some of her gear and climbs to the roof, clearing a small peephole in the thatch, and waits. Cian, begins waving frantically at her for her to come down. He is convinced they should at least tell the rest of the party where they are and not at all confident in the reckless barbarian’s "stealth" skills. She ignores him, waiting atop the roof. Cian soon gives up and sets to studying his spells in a ravine near the house.

Back at the Clan Mac Bruil village, the party is in full swing. The chieftain has sent out runners to the outlying farms to tell them of the feast and more and more people are starting to arrive. The tiny pub is overflowing with patrons. Soon, music accompanies the honey mead and meat and dancing erupts. Dierdre joins in the gaiety, charming many a clansman. Liam and Ciara manage to avoid conversation in a corner of the pub. Cinn Oir however, is practically assaulted by farmers who are more than eager to speak with the druid whom the chieftain is "sure will move into our lands". They eagerly discuss crop growth and the health of their animals. The chieftain introduces Cinn Oir gleefully and pulls out all the stops as meats and mead are set out at a constant pace. The party continues well into the night.

Bebe waits stubbornly on the roof of the small house for hours, well after the sun has set. Cian begins to grow impatient and is about to leave when he sees Bebe cautiously slide off the roof. Through her peephole she had seen the farmer and Aldir clambering up through a cleverly disguised trapdoor. Just as the farmer was leading Aldir to the door, he appeared to notice something awry and nearly looked up where she sat peeking through the small whole in the roof. The farmer said nothing, however, and escorted the crimson robed Aldir to the door. Cian, from his position outside, watched as Aldir mounted his horse and left. He started to motion to Bebe but froze. Out of the corner of his eye he barely saw the farmer slip out of the front door and disappear into the shadows. That was no farmer….

Bebe, sure she had been spotted, stood with her back to the corner of the house axe in hand, waiting, listening. She heard the whisper of a foot barely sliding across the grass to her right. Turning she saw nothing but deep shadows on a moonless night. Calling out, "I know you're there!" she readied her axe. The farmer, a well trained rogue, saw he didn't have her at the disadvantage he would prefer and stepped out of the shadows. It took seconds for a heated conversation to turn into a pitched battle. The thief was first to strike, seriously wounding Bebe. Even as she stumbled, she flew into a rage, landing a solid blow with her axe. Cian, knowing he was unobserved by their opponent, Dazzles him before he is spotted and moves in. Soon surrounded and badly wounded, the "farmer" makes a graceful roll in an attempt to flee the battle. Bebe, unimpressed, plants her axe in his back, sending him to the ground for good.

Cian drags the corpse off into the bushes all the while arguing with Bebe whether they should return to get the rest of the party. Bebe, sick of waiting, refuses to listen and bursts into the small house, heading for the trap door. Cian reluctantly follows. She opens the door and a rough staircase is revealed leading down to a basement of some kind. Bebe lights a torch and takes the lead down the stairs. At the bottom she notes a passageway which continues ahead with doors on either side. There is also a large opening to her immediate right. She steps forward to investigate and hears a "twang" as her foot catches a tripwire. Instantly, several crude spike spring up from the ground piercing her foot. She is severely injured and finally agrees to head back up the stairs. Unable to walk, Cian places her in the small house's only bed and leaves to try and get Liam, the healer.

When Cian returns to town he finds Liam and Ciara talking near the gate, away from the still running party at the pub. He and Liam then return to the pub to tell the Dierdre and Cinn Oir where they are headed. Cinn Oir and Dierdre, admist overwhelming protest, excuse themselves from the party. Cinn Oir tries to explain to the chieftain that she must attend to some midnight rituals among the wilds and that she will return shortly. The chieftain, mostly drunk, buys the ruse and lets her and the party go. Dierdre barely escapes the clutches of several interested young men, explaining she must attend as well, as she is a druid in training. The group then leaves, following Cian quickly back to the farmhouse.

They reach the farmhouse without further incident and Liam tends to Bebe’s wounds. As a party, they then decide to search the basement. Bebe is the first one down again; looking cautiously to the ground this time. The opening to the right leads into a small room. Painted on the wall opposite the passageway is a large red fist. In the far corner are stacked several large rocks, spattered with blood. Opposite that is some strange contraption, which closely resembles a crudely made rack. 

Finding nothing else of interest, the party continues up the hall. The first door they reach is on the left. Bebe hacks it to pieces with her axe and they find an empty room with matted straw strewn about the floor. The move further up the hall. They can see two more doors, one on the left the other on the right and another crude staircase leading up at the far end. Bebe starts to take her axe to the door on the right when it shudders violently. They hear an inhuman howl from the other side and decide it best not open the door. As they start to continue down the hall, the door shakes again. Bebe drops to the rear of the party, covering the door with her axe and letting everyone else by.

The final door on the left opens to reveal a small figure huddled in the far corner. Liam notes the humanoid appears to have been severely beaten, and he moves forward slowly to tend the wounds. The figure cowers from him at first, but soon gives in and allows Liam to approach though remains huddled closely to the corner. Not long after, Bebe sees the door she is facing start to split. A gnarled, taloned hand bursts out. It claws at her and she jumps back, readying her axe. Bebe screams for the party to leave and starts to back a little down the hallway between the beast and the party. Cian enters the cell Liam is in with the boy and notices something odd; the boy has pointed ears. Not taking time to dwell on it, he helps Liam and the boy leave the room. Taking the lead Cian starts to rush up the stairs only to find it is trapped at just about the same point as the opposite end of the hall. Spikes pierce his feet and he falls back against the wall motioning Liam to go on around him.

As Liam heads up the stairs, the final door gives way, exploding from its hinges. A Ghoul bursts forth and claws wildly at Bebe who sidesteps it and plants an axe into it. Liam continues up the stairs and throws open the trapdoor, finding himself in the barn just opposite the house. He helps the boy into the room amid the fearful bleating of a barn full of sheep. Ciara and Dierdre both fire Magic Missiles into the ghoul and head up the stairs on Liam’s heels. Cinn Oir steps forward, blasting the ghoul with a Flare but with seemingly no effect. Bebe, locked in close combat with the abomination fights wildly with her axe, making several strikes and managing to barely avoid the Ghoul’s blows. Cian limps forward and casts Mage Armor on Bebe. This helps to seal the Ghoul’s fate. His claws rend uselessly on her magical protection and its bites fail to penetrate. A few axe swings later and the Ghoul lies unmoving on the passageway floor.

The session ends with Liam watching nervously out a window in the barn, with Cian, Ciara, and Cinn Oir alongside him while Bebe and Dierdre return to the house to search it. They find little of value save for a highly polished dagger and a note apparently written in a different language. The dagger they guess is possibly silver…or something else…..