
Ridic Slaranack |

Ridic is at 1 after healing. Not sure why you had him so low, I included the -3 for bleeding as well, which put his at -3 then +4 for the healing potion
Ridic does not have any healing ability at this point.

Urgeon Porpentine |

Urgeon sighs, "I would prefer not to head back without Khonnir. Perhaps we should rest here until Ridic can regain some healing spells?"

Kovax Exner |

I don't think Ridic has any healing at this level at all
Tike you ok retconning some more healing potions to keep the story moving? I forgot that I had a bunch on the other toon that went through this part but I didn't but any of Kovax because I am idiot

Razorend |

I have very little extra coin, so I can't help with either of those. Our divine caster can't heal, so it looks like we're camping in place.
It is late in the evening, so a rest isn't entirely unreasonable ... just embarrassing.
Somehow implying its our fault?

Urgeon Porpentine |

I don't think Ridic has any healing at this level at all
CLW is a first level druid spell.

Urgeon Porpentine |

Is anyone opposed to resting here? Ridic should be able to pick up enough healing to allow himself and Kovax to continue on.

DM Fflash |

I'll assume that unless Urgeon is swapping spells, you'll want Ridic to full rest, so I'd say ... Kovax, Razorend, Urgeon for watch cycle ... you can get away with resting for 6 hours, but your spell will be gone regardless, so I'd say do the full 8 ... and I'll add a house rule for rest to be Character level + Con bonus in HPs ... since you all don't have a dedicated healer

Urgeon Porpentine |

Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Urgeon buckles up his gear in his backpack and prepares to move out. "Ridic, we're going to need you to be our healer. We can only go as far as your healing will take us."

DM Fflash |

Fate of the First Expedition
You wade through the shallow creek that runs through the middle of the cavern. To the south a stony bank rises up from the water. Thick carpets of green and gray mold and fungus grow on the bank, particularly around a trio of three-foot-high, foul-smelling mounds.
Inspecting the mounds you find the decomposing bodies of three halflings ... surrounded by several husk of dead fire beetles similar to the ones you fought earlier. Additionally, some strange gooey puddles can be found in the southern area.
The puddles are the remnants of immature slime oozes ... looks like they've recently been destroyed
You find the booted tracks of several full-sized humanoids in the area in addition to the halflings' tracks. Looks like they were in combat.
On a hunch you look through the halflings bodies and gear. Looks like they've already been looted as they carry no weapons or armor, but you find a single agate (worth 55gp) in the vest of the central halfling mound
Crossroads
A collection of crates, boxes, rubble, and scavenged metal lies heaped in the northwest section of this damp cave. Several strange chalk drawings of twisted, spiny plants, a strange three-legged creature, and emaciated four-armed humanoids mark the walls.
Passages lead to the southwest and southeast, the southeast corridor is also partially blocked with trash and leads uphill.
Stealth: 1d20 + 16 ⇒ (14) + 16 = 30

Ridic Slaranack |

Survival
1d20 + 9 ⇒ (7) + 9 = 16
Perception
1d20 + 7 ⇒ (8) + 7 = 15
Ridic gets up and meditates before heading out. Not feeling especially spry he lumbers about.
"This looks like a something bad happened here." Ridic will go over and inspect the pile of junk for anything that may stand out.

Urgeon Porpentine |

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Urgeon shrugs, "One of the expeditions before Khonnir's group."
He will rifle through the metal and will pause to examine the drawings. "These creatures are like none I've seen before."
Urgeon looks down both passages."The trash in the southeast may be a sign that it is less traversed. Shall we head down the southwest corridor?"

DM Fflash |

Southwest Tunnel
The temperature drops noticeably in this passageway, and a rime of white frost lines the walls and floor leading into the cavern beyond. What seems to be a light layer of brown dust carpets the cave floor beyond—a body of some sort sits slumped against the southern wall.
There is a 10-foot dropdown from the ledge you are on. You can make a DC 10 Climb or Acrobatics check to get down, or take 1d6 ⇒ 6 damage from the fall. Alternatively, you can stay up top
EDIT: sorry, Razorend, missed your post while crafting mine ...

Urgeon Porpentine |

Urgeon shakes his head, "I do not. Perhaps we should try the other passage? We may be able to bypass the mold."

Ridic Slaranack |

I have fire magic, but nothing of ice that would harm it. Is it dangerous?"
Should we decide to go that way, here is the roll.
climb
1d20 + 3 ⇒ (8) + 3 = 11
I have a rope that we can use as well to make this check easier

DM Fflash |

Quick flex since I missed some things for Ridic and Urgeon
Crossroads
Ridic and Urgeon search through the rubble and refuse and comes across several ruined bits of technological devices—nothing recognizable or even all that useful, but the presence of strange tangles of wires and unusually crafted fragments is encouraging for finding things deeper in the caverns that would've caught Khonnir's attention. YOu are able to pull together a scattering of 7 silver colored disks about two inches in diameter. You know they are called silverdisks and are sometimes used in barter in place of a platinum coin.
Urgeon looks at the drawings and notes the three-legged creature is a representation of the beserk construct you fought in Khonnir's home.
[spoiler-Knowledge Local DC20] The four armed creature is an unknown and perhaps undiscovered humanoid race[/spoiler]
The Lair
You backtrack and scramble over the trash, following a short corridor that opens into a cave.
The ceiling of this vast chamber rises nearly thirty feet overhead. A five-foot-wide ledge runs along the western wall, sloping down to the cave floor ten feet below. Four ramshackle huts made of what appear to be strips of metal, hides, and some sort of fibrous plant matter sit in the cave, while to the south yawns a dark pit.
A hairless humanoid creature seems to peel away from the floor and stands up, still difficult to see even though it ... or she ... is standing in the open as her skin shifts color and matches her surroundings. Bald and armored in leather, she squints as your light washes over the portion of the room she's in and then speaks, phrasing her words in Common awkwardly.
"You come here like others. You speak to chieftan. Two of you come with me. Two of you stay here."

Urgeon Porpentine |

Knowledge,Engineering: 1d20 + 8 ⇒ (15) + 8 = 23
Urgeon collects the silver disks, "These appear to be discharged batteries."
Knowledge,Local: 1d20 + 8 ⇒ (16) + 8 = 24
Urgeon makes a note in his journal about the four-armed creature depicted in the drawing, "This creature is not of Golarion."
The Lair
Urgeon nods at the creature, "Yes, we come seeking our friend, Khonnir. Perhaps you can assist us. I will come with you to speak to your chief."
Urgeon turns to the others to see who else will come along.

Urgeon Porpentine |

Urgeon shrugs, "Diplomacy is not going to be our strong suit. So, you may as well come along."

Urgeon Porpentine |

Urgeon turns to the creature, "We all come or none of us. You have my word that we mean no harm to you or your people."
Diplomacy: 1d20 ⇒ 16

Urgeon Porpentine |

Urgeon shakes his head, "We will not leave without our friend. Either you let us all speak to your chief, or we will continue our exploration of these caves."

Kovax Exner |

Holding out his hands in a calming way, "Now just wait a second, they don't seem violent, and clearly they live in these tunnels, they may have seen Khonnir or know where he might have gone, I am ok with going with them to find that information out, I will go alone if you three do not want to split up"
Looking at the creature, "How far away is your chief? I do not want to move too far away from my friends in case they may need my help, I am sure you understand"

DMFflash |

The gray skinned humanoid looks at Kovax in confusion, and repeats "Two come, or all leave."
Missed this earlier:
They speak Undercommon as a primary language
-Posted with Wayfinder

Urgeon Porpentine |

Knowledge, Local: 1d20 + 8 ⇒ (16) + 8 = 24
Urgeon takes a closer look at the creature, "You're a skulk! Your kind are a thieving and murderous lot. Why should we trust you? Now, out of our way and do not try to hinder us!"

Kovax Exner |

Knowledge Local - 1d20 + 8 ⇒ (13) + 8 = 21
Kovax puts his hand on Urgeon's shoulder "We have explored everything behind us, there is nothing else to see other then to move through this area, after that Blindhelm, I am willing to give these Skulks the chance to be reasonable, it's better to have them help us then to try and fight them." He shrugs, "Just because the race is known to be evil, doesn't mean that they also can't be helpful, we will of course, keep our guard up"