
![]() |

"I don't know about you people, but I prefer not to walk into a swamp in the middle of the night." Kandor protests. "Maybe we should all get back to town, spend the night, and visit mister Proudstump in the morning. We can also pick up some vermin repellent in Sandpoint.
Does anyone have weapons to fight against swarms, like acid, alchemist fire and/or area of effect spells?

GM Wicked |

It is quite late when you reach the southron gate leading into Sandpoint. It has been a long, slow trek back, what with the wounded and the added burden of hauling supplies. Sandru was able to jury-rig one of the wagons with an existing horse, and that is now in tow as well, although a cracked wheel has rendered it unusable for the foreseeable future.
Sandru tends to the horses, then accompanies Shalelu on a nighttime patrol.
Koya has woken the priests of the cathedral, and Father Zantus as well as acolytes of Sarenrae, Erastil, Abadar, Gozreh, and Shelyn welcome the wounded into its massive stone walls. The old cleric buzzes around with the others as Ameiko hurries about, her arms full of bandages and tonics. "Bethana is tending the Dragon. She's expecting you. If you need anything at all tonight, don't hesitate to let her know."
You have downtime until the morrow. What would you like to purchase, specifically? Check out the "Sandpoint" spoiler under the Campaign tab for ideas on where to shop.

Gôlgast |

Gôlgast notices Lurgert's shopping run.
"Good idea, that! I'll buy some myself!"
"Oh, yes, and something to carry that lot around!"
Gôlgast will buy four new acid flasks to add to the one he already has,
also three flasks of alchemical fire as well (which costs a lot more),
… and a stylish bandolier to carry those 8 flasks around for easy throwing.
@ GM Wicked
Hope I can get those goodies at Bottled Solutions (for the flasks) and the Rovanky Tannery (for the bandolier).
The normal cost of all those would be 100 gp for the flasks and 5 sp for the bandolier. Let me know if Gôlgast has to cough up more than that for banging on merchants' doors at night for this emergency supply run.
⋮
"Sorry to bother you at this hour.
But me and my mates need to go goblin hunting first thing tomorrow.
Could you do us a favour and sell us what we need?"
diplomacy, for buying flasks: 1d20 + 3 ⇒ (12) + 3 = 15
diplomacy, for buying a bandolier: 1d20 + 3 ⇒ (13) + 3 = 16
Just in case that's needed for the shopping.

![]() |

Kandor joins Gôlgast and Samiya in their shopping trip and buys 5 Vermin Repellent, 2 anti plague, 2 anti toxin, smelling salts, and a bandolier to carry his holy water in.
Afterwards he heads back to the inn to cleanse himself and to have a good night's sleep.

GM Wicked |

Luckily the whole town is awake, including almost every merchant in town. While they might normally be reluctant to open up shop in the middle of the night, you have acquired reputations as the slayers of Black Fang, and the townsfolk feel they owe you a debt. Thus, it isn't a problem to procure what you need, even at this late hour.
__________
The next morning Bethana greets you downstairs in the common room with a spread of smoked salmon, curry goat cheese, butter scones, and tea. She's also packed extra for lunch, "Because I wasn't sure how long you'd be gone goblin-hunting in the forest. It's hungry work!" she explains.
She also tells you that Ameiko has slept in this morning, having stayed up all night to assist at the Cathedral. Koya is still there, in fact. Shalelu has been consulting with Sheriff Hemlock and the town guard, while Sandru has taken it on himself to make repairs to the wagon that was hauled back last night.
As you are finishing your salmon, Sandru himself appears at the inn, along with a couple of town guards. "We'll ride out with you as far as the ambush site, then try to figure out a way to haul the remains of the wagons and supplies back into town, salvage them in whatever way we can. Are you ready to get started?"

GM Wicked |

The marsh itself is bounded on its southern edge by a cliff that rises an average of 40 feet from the wetlands below to the moors above. It extends just over 2 miles at its widest point (measuring from the southwest to the northeast. The wetland is a tangle of nettles, reeds, and other swamp plants often supplemented by larger vegetation--cypress, eucalyptus, oak, and willows. The aply named Soggy Rive is the primary waterway that flows through Brinestump.

![]() |

"I am almost ready" says Kandor as he finishes his delicious breakfast. "I just need a moment to grab my equipment and then I will be ready."
Kandor rushes upstairs and within 30 seconds he is downstairs again, properly armed and equipped.
Spells prepared for today: Purify food and drink, detect poison, and detect magic as level 0 spells. Level 1 is bless, protection from evil, and longstrider as domain spell.

![]() |

The cleric has a knowledge skill he can roll on, hurray
knowledge geography: 1d20 - 1 ⇒ (18) - 1 = 17
And he knows something, hurray again
Just assume that what GM Wicked posted is what Kandor tells the rest of the group

Lugert, Half-orc Ranger |

Knowledge Geography: 1d20 + 5 ⇒ (1) + 5 = 6
Rolled but can I take 20? I wasn't sure.
Lugert comes down the stairs looking refreshed and already in his full kit. He grabs his rations and heads for the door to greet Sandru.
"Thank you much Bethana!"

Gôlgast |

Gôlgast joins the others first thing in the morning.
Also decked out in his kit.
Including the new bandoleer with eight alchemical flasks.
"Thanks for this fine feast, Bethana!"
knowledge (local): 1d20 + 4 ⇒ (16) + 4 = 20
Don't have know geography
"As I recall, the Brinestone swamp is a foetid place and frequently foggy.
Especially at dawn and dusk."
"I went around it when I walked here from Magnimar.
"There's also something called the Soggy River Monster that likes to ambush the unwary."
"It's capable of ambushing from trees above or water below."
"I would say we definitely need that halfling, Proudstump, to guide us in and out of there!"

GM Wicked |

Along with Sandru and a few town guards, you press out on the trade road to the south. It doesn't take long to find your way back to the ambush sight. A couple of foxes are busy fighting over scraps of foodstuffs that have spilled onto the road, but they scamper away at the horse's approach. Aside from the foodstuffs, it is difficult to tell if the wreckage has been tampered with since you only observed it at night.
"Best of luck to you in that swamp," says Sandru. "If you're good enough to scare off a dragon, I'm sure you won't have any trouble with a few goblins."
"Just watch out for will'o'wisps, banshees, and ghosts," jokes one of the guards, drawing a fierce look from Sandru. "Well," Sandru continues, "We'll see if we can't preserve some of this and return it to Golvitis and his crew. It looks like it won't be a total wash. Be safe, and we look forward to your triumphant return. Again!"
Tag PCs
___________
You kick off on your own. With the aid of the horses, you make steady progress. The road continues south and bends around to the west to hug the coast, circling a rough patch of hillocks to your east. About a mile further, it opens along the Ashen Moor, a wide swath of hard, stony land that slopes gradually down to the south. After you cross the stone bridge at Cougar Creek (a familiar area, as you are near Black Fang's former dwelling), the road cuts through the moor before bending west around the Brinestump Marsh. A couple miles from the bridge, you see a clearly marked trail forking from the road and following the steepening slope into the marsh.
After a steep decline at the edge of the marsh, the land evens out into low, muddy patches of earth criss-crossed by open water and numerous streams. The vegetation closes in uncomfortably. The screech of cicadas and other insects begins to grow quite loud, and the occasional (animal?) scream pierces the humid air.
Golgast Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Kandor Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Lugert Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Samiya Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Lugert, Half-orc Ranger |

"This appears to be the fishing trail. I can't say I feel too good about leaving our horses out here on the road, but I don't think they'll fair better in the marsh."

Gôlgast |

Gôlgast stops when he spots an odd lump of red and white fur on the ground …
"Hang on everyone!"
"Look at this mangled fox!"
"At least I think it was a fox."
(Gôlgast wrinkles his nose at the smell)
"Lugert, what do you make of it?"
"Any idea what would kill an animal and only take the eyes and organs?"

GM Wicked |

You press on into the marsh along the fishing trail. It is probably a good idea that you left the horses becuase the damp ground sucks at your feet, and brown water quickly fills your prints, leaving no trace of your passage within moments. It is likely they would have found this terrain impossible to maneuver.
A heavey fog begins to seep in from the western ocean, clinging to your skin and hair. the air smells of salt and something rotten. The heat of the day begins to settle in, and the heavy humidity in the air renders the atmosphere stifling.
As you cross an old, rotten, wooden bridge, Golgast suddenly halts and snaps his head around to look behind you. Kandor suddenly lets out a gasp.
Golgast Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Kandor Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Lugert Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Samiya Perception: 1d20 + 4 ⇒ (6) + 4 = 10

![]() |

"Watch out! I think something is behind us" shouts Kandor as he casts detect magic aimed at the foot print. Lugert, can you identify that footprint? Kandor points at the slowly disappearing footprint.
If we have the time Kandor grabs a javelin while scanning his surroundings, turning 90 degrees every 6 seconds

GM Wicked |

Vegetation is quite dense, with trees growing right up out of the swamp water. You're on the old fishing trail, which is about as developed as it sounds like. You can make out patches of sky above, between a dense canopy of tropical-type tree leaves.

Lugert, Half-orc Ranger |

"I've never encountered anything like it out in the wilds. Everyone watch your bearing and keep moving forward."
Lugert continues to move up the trail with his longbow drawn.

![]() |

Kandor stays in the rear of the group, often holding still for a moment to cast detect magic and scan the area around them.

GM Wicked |

Nothing. Only silence. Indeed, even the insects seem to have ceased their incessant cry. There is no wind, no rustle of tree leaves or pine needles. The only noise is your own breathing.
_______________
You travel a little less than a mile before you reach the shack, though time and distance seem to lose meaning in the claustrophobic wetland. The muddy trail leads up to the edge of a swampy lagoon, and the low-hanging moon reflects off the open ocean, visible just beyond these shallow waters. An old, two-story building, its walls soggy with moss and its roof sagging with age, sits on the lagoon's eastern shore.
Roll20 Map updated, tokens placed. Please move your tokens according to your stated actions. Let me know if you have any technical issues, e.g. can't move your own token, can't see the other three PC tokens, etc.

Lugert, Half-orc Ranger |

Now that the group has made it to the hermit's shack Lugert begins to survey the surrounding area. He turns to his group and puts a finger to his mouth Shhh. He will walk slowly towards the water to get a look at the other side of the building but will not get out of eyesight of his companions.
Stealth: 1d20 + 3 ⇒ (19) + 3 = 22

Samiya Takajitsu |

Samiya nods to Lugert, and moves a bit closer to the house, checking it's windows.
stealth: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 4 ⇒ (5) + 4 = 9
@GM Wicked - My internet is cranky today, it won't load roll20. I'll check in a couple of hours, but in case you'll post sooner, Samiya stays in 40-50 feet of the house.

GM Wicked |

As you circle around the back of the halfling's shack, you find a open-air garden area attached to the shack, surrounded by a ten foot high wall. As you walk by, a displacement in the thick moss covering the wall catches your eye. Upon closer inspection, it looks like a few foot scrapes where someone scaled the wall, fairly recently.
Mere moments after Golgast knocks, there is a small crash and a cry, as though someone is startled. You hear the sound of a chair scraping along the floor, a cough, and a soft voice calls from inside, "Who... who is it?"

Lugert, Half-orc Ranger |

Seeing nothing of much interest Lugert walks back to the group. Seeing Gôlgast at the door Lugert moves in closer, eyeing the surroundings.
Moved token.

Gôlgast |

Gôlgast addresses the voice:
"Hello? Is that Walthus Proudstump?"
"My name is Gôlgast."
"My friends Lugert, Kandor and Samiya are hear to clear out some goblins."
"Licktoad goblins who attacked a caravan in Sandpoint recently."
"Our friend, Sandru, back in Sandpoint told us to seek your help."
"He told us you were the best guide in these parts."
"We'd be ever so grateful for you help."

GM Wicked |

The door remains closed. "Umm, ahh... my home is a mess right now, I'm afraid. Certainly not in any condition to, ah, receive visitors! You should go find those goblins, then!"

Lugert, Half-orc Ranger |

"Walthus, I'm a survivor of the wilds but I can tell you are much more gifted in the craft. I have already seen several things on our way through this marsh that I cannot explain. To have lived out here for so long, you must have a plethora of valuable information, perhaps even a map. We ask only a few minutes of your time, there'd be some silver in it for you. You could probably use new tools and supplies out here.
Lugert tries to empathize as a fellow survivalist, using a bit of lingo from the woodlands instead of charistmatic words.
Survival: 1d20 + 8 ⇒ (10) + 8 = 18

GM Wicked |

Clever use of a skill. I like it!
You hear a loud sigh, and a resigned "Give me a minute to... straighten things." A minute of shifting and shuffling precedes the door creaking open a few inches. A scruffy halfling peers out and looks you up and down. He has a fresh cut along his scalp, and he looks exceptionally tired.
"Ri...right. I was attacked today... in my garden... by a giant snake. We wrestled and fought, but I was able to escape and hide indoors. It must have crawled away by now. Come in. State your business. But if you're after goblins you'd better make haste. They move quickly through the swamp."
Walthus turns and hobbles, one leg apparently quite weak, back into the home, leaving the door open for you to follow. In the main room there's a kettle and several somewhat damaged potted plants. In the dining area, a wooden table with a single chair sits near a simple wood-burning stove. Map updated.
"Let's see. I think I have some bread and onions still fresh yet. Would you like some?"
W Bluff: 1d20 + 10 ⇒ (11) + 10 = 21
Golgast SM: 1d20 - 1 ⇒ (8) - 1 = 7
Lugert SM: 1d20 + 2 ⇒ (14) + 2 = 16
Samiya SM: 1d20 + 0 ⇒ (8) + 0 = 8
Kandor SM: 1d20 + 7 ⇒ (9) + 7 = 16

Gôlgast |

"Don't mind if I do!"
Gôlgast leaves his backpack and bandolier in the Halfling's entry
put text box on map for that
"Just today we found a dead fox, guts and organs removed."
"Just left to rot otherwise."
"Then some THING with three toes followed us."
"We weren't able to see it, though."
"Any idea what might have been happening there?"
diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17
If Walthus seems nervous about a chatty half-orc in his kitchen, Gôlgast is completely oblivious.
He obviously thinks the halfling is totally on the up and up.

![]() |

Kandor stays outside next to the door, keeping watch for any giant snakes, strange monsters and other possible dangerous encounters.

GM Wicked |

Walthus gathers plates with his back to you. "Good. Good! Good to eat and gather strength to hunt these goblins, eh?"
"Just today we found a dead fox, guts and organs removed. Just left to rot otherwise. Then some THING with three toes followed us. We weren't able to see it, though. Any idea what might have been happening there?"
The old halfing lets out a wheezing chuckle. "Oh, this old swamp is full of dangers, seen and unseen. One never knows what they're up against here. That's why you shouldn't waste any time in finding those goblins and getting back to Sandpoint. The longer you remain, the greater danger you place yourselves in."
"Giant snake in your own garden? That's scary."
"You have no idea." Walthus says with a smile.
He hobbles over to the table, placing a sliced, stale loaf of bread, a scattering of vivid green onions, and a plate of hard cheese. Then he stands back, holding out his hands. "Please, help yourselves."

Lugert, Half-orc Ranger |

, it looks like a few foot scrapes where someone scaled the wall, fairly recently.
"So the snake attacked you in your own garden and ran you back inside. Sounds like a poor way to spend the morning. Oh, and none for me, thank you Walthus."
Survival to know how long the blood has been there.: 1d20 + 8 ⇒ (6) + 8 = 14