Session Narrative
Brother Ansel’s bill is settled, the curse is lifted, and the crew of the Lazy Current are restored to full nautical competence. The party returns to the ship in good spirits. Then they find the river frozen.
Not the light skim-of-ice frozen that a hard night produces. Frozen hard and deep and unnaturally, the ice blue-white and perfectly smooth, the ship locked solid from hull to shore. In the middle of the frozen river, standing on the ice as though it were a drawing room floor, is Jadis the White Witch of Narnia.
She is exactly as terrible as her reputation suggests. Cold, brilliant, ancient in a way that makes Corster look youthful, she has been searching for the party since they killed her great-grandson Ominis back in Goosefeather. She has come to settle the account personally. The fight that follows is desperate — Jadis is vastly more powerful than anything they have faced, the ice providing treacherous footing, her spells coming in waves of cold and paralysis.
They are losing when the shadow falls across the ice. Puff the Magic Dragon — grown somewhat since Goosefeather, still fundamentally enthusiastic, apparently having followed the party’s general direction for several weeks — descends from a cloudbank with the expression of a dog who has found his people at a very convenient moment. He cannot fight Jadis directly. He can, however, grab the party in both claws and fly.
He drops them in Queensport, a Germonian fortress city at the eastern border, with the precision of someone who has never actually aimed for anything in his life and somehow hit it anyway. He departs before anyone can thank him, trailing rainbow fire.
Queensport’s eastern gate requires documentation the party does not have. A seedy shantytown of canvas and crooked timber has grown outside the walls, servicing those who cannot enter, and the party finds a tavern within it where the barkeep has useful contacts and expensive ale. A bar fight erupts almost immediately — standard procedure for this party — and is interrupted by a dwarf who recognises Princess Sable and is sufficiently alarmed to interpose himself between the combatants.
Key NPCs
- Jadis the White Witch — Centuries-old queen of Narnia, wielder of permanent winter, grandmother of the defeated Ominis. Does not forgive. CR 15+ encounter; this fight cannot be won conventionally.
- Puff — Back! Larger. Still enthusiastic. Has been following them for weeks. Does not entirely understand what he did but enjoyed doing it.
- Grumpy the Dwarf — Short, stocky, bearded, immediately recognises Sable and reacts with focused alarm. Not hostile — protective. More information follows.
Encounters & Mechanics
Jadis on the Ice
Jadis uses Lair Action: the ice is difficult terrain. Her spells (Cone of Cold, Hold Person, Ice Storm) are cast at 7th level. This encounter has no winnable combat resolution — escape is the goal. Puff arrives at round 4 regardless of outcome.
Queensport Bar Fight
6 local toughs. CR 1/4. Non-lethal brawl. Grumpy ends it at round 2 by bellowing Sable’s name and producing a specific reaction in the crowd.
Loot & Rewards
| Item | Notes / Value |
| Escape from Jadis | Lives. That’s the loot. |
| Puff’s Favour | A fire-dragon owes them one. This will not be the last time. |
DM Notes
The Jadis fight should feel terrifying and inevitable — they cannot win it, and they need to not win it in a way that feels earned rather than railroaded. Puff’s arrival is a genuine deus ex machina and should be played as such: absurd, joyful, and perfectly timed. Grumpy’s alarm at recognising Sable is the hook for Session 15.