DM Random Number God |
Jhadar is in I12. Splug is standing on the rocks in J12, squinting into the darkness to the east. Line of sight ends at K11–K13.
DM Random Number God |
Bright light shines from the end of your staff, bathing the damp cavern in a warm glow. Splug goes over to a particularly large specimen…
Nature 1d20 + 1 ⇒ (16) + 1 = 17
…and snaps the stem off, revealing a distinctive colouration under the cap that you recognize as belonging to a species with curative properties. Splug finishes the mushroom in several bites Perception: He is very hungry :) and gathers several more to eat.
DM Random Number God |
Splug follows you east towards the darkness. The illumination from your staff struggles to shine more than five feet away as you are swallowed by the chilling, supernatural darkness.
When you reach M10 light falls on the end of the cavern, and you notice four humanoid figures chained to the walls. These people are clearly alive but in some sort of magical stupor. They wear only tattered mundane clothing. You suddenly realize that these people are your traveling companions! Perhaps you can find something to rouse them, but nothing here does the trick.
Here's where I hand narrative control to you to fill in the description of your companions…
DM Random Number God |
Just hope I make it back across that stream okay!
Jhadar and Splug clear the rubble from F10 and F12 and carry their companions into the room to the north. As the rocks are tossed into the hole, Jhadar hears [Perception] a loud clang. He casts light onto another rock and drops it into the hole. The illumination from the rock shows a water pipe exactly like the one he saw in the cavern with oozes.
Consulting his captured notes and using Voyvod's alchemical equipment, Jhadar uses Arcana and Nature to combine the gravespawn potion and the rejuvenating mushrooms into an antidote to revive his companions. With the climbing kit and rope Jhadar saved earlier, the party climbs down the shaft [Athletics], out of the frog-shaped pipe. Carefully avoiding the rushing stream, the party climbs up the hanging vine, out of the rift and back to the safety of the campsite.
You have thwarted Voyvod's dark plans and rescued your adventuring companions. Congratulations! This ends the adventure.
No 4th Edition experience would be complete without the obligatory Skill Challenge so I tacked on the last encounter as a skill challenge to find and revive your companions. It was a complexity three challenge with eight successes needed to gain 300 XP (equivalent to defeating three standard monsters).
You also get 200 XP for surviving the adventure. Enough XP to hit level two!