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Smiling Verathis says, Thank you once more for you gracious hospitality."and gives Gareni and his wife friendly parting handshakes(or the local equivalent). Then he crouches to look Carlo in the eyes and tells him"Keep your folks safe out there." then musses his hair as he stands up to leave.

GM Elberion |

After an hour-or-so you arrive at the dell which the shepherd described.
All seems calm and peaceful: a warm breeze plays through the air and the stream babbles gently nearby.

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survival: 1d20 + 7 ⇒ (1) + 7 = 8
GARBAGE
Grel passes through the dell consumed by hate for goblins and oblivious to his surroundings.

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I second that there Carson

GM Elberion |

The tracks are consistent and direct, with signs of goblin movement heading North.
After four hours following the tracks you are deep within the forest when the tracks veer off slightly toward some cliffs.
A small stream passes along the base of a thirty-foot-tall black stone scarp. Strange, horse-sized cavities pock the face of the cliff, their edges smooth and warped as though etched or melted into the stone rather than carved. The air is thick with the stench of decay and rot, beneath which there is a faint tinge of an acrid, chemical odor. Despite the smell, things here are eerily peaceful.

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perc: 1d20 + 8 ⇒ (20) + 8 = 28
Shh, there in the rocks. Could be a weapon. Stay alert. Grel points and raises his shield in case of attack.

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perception: 1d20 + 2 ⇒ (20) + 2 = 22
A tattoo of the bones in Verathis's left hand appear as he raises it and says a few arcane words.
Verathis looks at the glint and closes his hand as if around an object and pulls upward.

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percp: 6 + 1d20 ⇒ 6 + (16) = 22 He whispers Yeah I see it, but there isn't a body holding that weapon.

GM Elberion |

Verathis works his magic and a gold coin comes down from the perch, two more coins, one gold and one silver, also fall down from the cavity.
There is a distinct sound of more sliding coins.

GM Elberion |

You wait, and then realise that the rest of the coins slid back into the cave.

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A target Let's move up there. Grel casts Heightened Sense on himself using Place Magic to up the CL by 1. 30min duration.

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Fallowing beside Carson Verathis answers. "If it was an ambush we wouldn't be in the middle of it. If it was a trap it would trigger harmlessly. I failed to consider that it might be an alarm. Sorry."

GM Elberion |

There are three larger cave entrances at ground level and several more which are either shallow or small. More fissures pick the face as it climbs.
Would you like to climb for the coins, enter one of the caves?
The sun slants into the first 5ft of the caves but beyond 10ft it is black as the grave.

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Let's start clearing these caves out. They're probably all full of goblins. I'll lead.
Vote to enter the nearest cave. Darkvision 60ft. Perception at +10 with Heightened Senses.

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Split the Party and go to one of the other cave openings! I mean uh, follow Grel, for real.

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Ink writes something in the dirt.

GM Elberion |

Stepping into the cave, you find it hushed and abandoned. A few small signs of animal activity are the only things which break the sense of abandonment.
Searching the others, the left-hand cave is a little deeper and is the source of the stench of chemicals and decay. You find an old cook-fire, some rotting rat carcasses and splashes of Demon's Bile: the gooey, purple ichor that infested creatures in Saringallow and sent the apprentice alchemist insane.
One wall is of particularly dark stone and has been decorated with crude, white chalk drawings. You can make out a scarred goblin figure, a larger figure, slightly lop-sided, standing before something blocky, topped with a symbol of Lamashtu.
The caves are perhaps 30ft deep at their largest and you cannot find any passages up to the higher caverns. If you wish to reach them, you must climb, float, fly, build a ramp or find some other way up.

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Grel's warhammer is cold iron and he uses it to dissolve any Demon's Bile we see.
kn local: 1d20 + 1 ⇒ (19) + 1 = 20
Looks like goblins and a bugbear. There must be some sort of altar to Lamashtu here. Unless we have other options, we climb from here.

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Harada shrugs "I can probably climb up and drop a rope although Carson I think iss a better choice."
Harada will kneel with hands locked above his knee, ready to give Carson a boost up.
aiding climb: 1d20 + 4 ⇒ (19) + 4 = 23

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Climb: 1d20 + 6 ⇒ (14) + 6 = 20
"I should be able to get up there."
With a boost from Harada, Carson climbs up the rock wall and looks inside the cave opening.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

GM Elberion |

Within you find shed scales and claws, as big as your hand, all seem old and those nearer the entrance are beginning to decay.
Amongst these remains you also find a metal shield, lying face down like a dish, and within is a bed of gold coins, some of which are strewn across the floor instead. on the bed of coins rests a small, dark metal dagger and a rusty metal case (rusted shut), stamped with a sign of the Isgeri army.
A cold iron dagger, masterwork light steel shield and 73gp.
Skill check spoilers only for those Carson shows or asks to help with relevant stuff.

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Carson picks up one of the scales and a claw and tosses down to Grel.
"What do you make of those?"
Not trained in Knowledge Nature. Do the scales and claws allow the others to make the check?
There is an nice shield up here that looks like it was used as a food dish.
He tosses the shield down to Harada. Masterwork Light Shield
Cason lowers a rope down to the others to help them climb up.

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Grel catches the scale and has a quick look over.
kn nature: 1d20 + 5 ⇒ (7) + 5 = 12
Looks to me like forest drake. Formidable should we run into one.

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Grel will also reach into the ether ahead of him to detect any creatures not of this world. Aimed at the cave mouth they are heading to.
Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind.

GM Elberion |

You've been through the caves now. Nothing for Grel to pick a fight with :D
Survival check, please, to stay on the goblins' trail for the rest of the day.

GM Elberion |

As the light begins to dim, you find that a steep-sided ravine runs east to west here, opening at the far western end into a wide grassy depression. The scene would be idyllic if it weren’t for the scattered rusting weapons and pieces of armor, a few of which still contain moldering bones, strewn about the area. Pungent moss and a few patches of mushrooms dot the field; this place looks like it is the final
resting place for many unfortunate souls.
1d5 ⇒ 3
1 Verathis
2 Carson
3 Johnny
4 Grel
5 Harada
As you follow the track, a sudden spray of yellow pollen splashes across the forest toward Johnny.
ranged touch attack: 1d20 + 4 ⇒ (11) + 4 = 15
Johnny, that's a DC14 Will Save,

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kn nature: 1d20 + 7 ⇒ (14) + 7 = 21
Pollen spray? It's a damn Yellow Musk Creeper. We gotta kill it fast before it paralyzes all of us.
Grel looks for the source of the spray.

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will: 2 + 1d20 ⇒ 2 + (8) = 10

GM Elberion |

Creeper: 1d20 + 2 ⇒ (11) + 2 = 13
Verathis: 1d20 + 3 ⇒ (1) + 3 = 4
Johnny: 1d20 + 5 ⇒ (9) + 5 = 14
Grel: 1d20 + 2 ⇒ (7) + 2 = 9
Carson: 1d20 + 3 ⇒ (13) + 3 = 16
Harada: 1d20 + 3 ⇒ (6) + 3 = 9

GM Elberion |

Block A - Carson
Block B - Johnny
Block C - Creeper
Block D - Harada, Grel, Verathis
Johnny's eyes mist over...
Carson is up!

GM Elberion |

Johnny’s will is not his own, his mind a daze, he wanders toward the plant and stands before it, staring wide-eyed at the flowers.

GM Elberion |

The damage from Carson’s arrow does not prevent tendrils of the plant reaching out and entering Johnny’s nose and mouth.
Johnny makes no response.
Johnny intelligence damage: 1d6 ⇒ 6