Swamp Thing

The heroes venture deep into the Lizard Swamp, but not before picking up an insistent ally from the party hailing from Thurley. The swamp is murky and unforgiving, but introduces yet another unlikely ally. Throughout, the party pushes west... to what? They are unsure.

Summary
The PCs wake up in Cromm's Hold and are immediately charged by Sir Isteval with investigating the Lizard Swamp. He mentions a suspicion that the theft of an altar from Lord Floshin's estate coupled with Thoss Fyurnen's taking an altar from Baroness Wynne seems suspicious, and hardly coincidental. However, he warns these PCs that taking on a black dragon is almost certainly suicidal.

As the PCs head east toward the swamp, a female warrior runs up to them and asks to join their party. The warrior--Maechen--seems legitimate, if a bit excited to head into the noxious swamp. The group of five begins to trek into the swamp, wading through mud and thick mossy waters, as well as a pouring persistent rain. They are attacked by and overcome a group of bullywugs and then a small party of lizardmen. They also discover a strange goblin, Glub Glub, trapped in a deep pit. They pull up Glub Glub, and are deciding what to do with him just as he announces that he is trying to get "back to Shadowfell Keep."

What other secrets are to be found in the Lizard Swamp? What intuitive path has Maechen stumbled upon? And how has Glub Glub managed to appear in eastern Agrarnon, thousands of miles from Shadowfell Keep?