After spending part of the morning in Ardmore trading some of your valuables for gold pieces, you return to Blithewood and set up camp a few miles northeast of Mother Gerd’s cottage. Wolvar and Rook build a small plank bridge. The next morning you return to the cottage, where a red rooster perched on the weather-vane tells you to leave 300 GP on the bridge. You attack the rooster and engage in another battle outside the cottage. The rooster is joined by a snowy white owl, a dark shadowy figure throwing daggers from behind the curtains, several tainted roots, and several enchanted snapjaw plants. Two of the snapjaw plants grab Balasar and knock him unconscious. You overcome the enemies and enter the cottage. You find a corridor lined with cages containing rats, dire rats, giant bats, stirges, a spider monkey, needlefang drakes, a pair of Harefolk, a wolf, and a badger.
After a short rest, you enter an alchemical laboratory with Bunsen burners, flasks, and other equipment. Two dead bodies lay in a state of partial dissection. One of them is a young man with a beard. The other is a drake that Balasar recognizes as the same one that you had freed at Glyph’s Tower. Three slimy white slugs with bulging purple veins emerge from the corpses and attack using tentacles and emitting a greasy, gray mist. Balasar peers through the window into the parlor room and sees an old crone rocking in a chair, Mother Gerd, who attacks with a loud, painful shriek.
The snowy white owl rejoins the attack, as well as a female Were Boar, who comes crashing through a room of potted black tulips, squeezing herself into a narrow corridor to engage you. The smell of the black tulips is familiar to both Agapanthus and Hypatia; they recall that they were the cause of their drowsiness and amnesia when they were taken captive several weeks ago by Mother Gerd and her accomplices.
With the battle going against her, Mother Gerd attempts to teleport away, but the hag is taken down by attacks from Agapanthus and Wolvar before she can complete her escape. Before long, her remaining allies are also defeated.
You find hordes of alchemical treasures and ritual components, including Mother Gerd’s Book of Alchemical Formulae, as well as a book of rituals that once belonged to Mother Denebola (Hypatia’s previous incarnation). You free the two Harefolk and the natural animals from their cages and allow them to escape from the cottage. You torch Mother Gerd’s cottage and watch it burn to the ground. You spend the remainder of the day traveling back to Ardmore.