
Pire Spipden |

Knowledge Local: 1d20 + 6 ⇒ (17) + 6 = 23
Right shame. Stay on your toes, everybody. Pire draws out his longsword, keeping very close to the front - if something jumps out at the group, he want to be right there to protect them.

Cheshire Silvanshee |

Cheshire puts a reassuring hand on Fuzzles and starts following the others. "Common guys lets start down the creepy fang tunnel."

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The corridor splits, going westward into a chamber and south around a bend. A dark cavern opens up here, its twenty-foot-high ceiling thick with stalactites. A rocky shore overlooks a placid pool and stream, fed by a trickle of water leaking from a narrow fissure to the north. A small garden of toadstools and dark mold grows along the banks.

Druneor Hammerstriker |

Well, it looks like south is the way to go Druneor comments
Lead on

Cheshire Silvanshee |

"Should we check this chamber? Maybe on the way out I guess?" Cheshire shrugs following the others to the south.

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The group follows the corridor to the south for a long ways, eventually emerging into a large passageway filled with debris. 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.

Druneor Hammerstriker |

Shall we see what we can find in that mess indicates Druneor to the mess to the north.

Cheshire Silvanshee |

Cheshire approaches the mess and looks it over.
Knowledge Engineering: 1d20 + 8 ⇒ (3) + 8 = 11
craft weapons assuming some metallurgy skill: 1d20 + 5 ⇒ (10) + 5 = 15

Druneor Hammerstriker |

Well, I guess I will see what I can make of these. Says Druneor
He approaches the writing on the wall. Then casts Detect magic, and looks around.
perception: 1d20 + 4 ⇒ (12) + 4 = 16
if it is androffin, I should be able to read it.

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Cheshire Silvanshee |

Cheshire continues around the corner to the north and looks at the pile.
Said earlier but did not move my token.
perception: 1d20 + 1 ⇒ (18) + 1 = 19
NOOOOOOO
"Looks like just junk. Mabe some useful metal but not in large supply."

Druneor Hammerstriker |

Nothing magical, and the writing just shows those creatures from the shop. Druneor comments. Anyone else make anything of this area ?

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A thorough search of the chamber reveals nothing else of interest.
Which way?

Druneor Hammerstriker |

Don't know about you, but I think that is the way to go. Druneor points off to the south west.

Cheshire Silvanshee |

Cheshire looks up from the junk and moves to follow.

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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 eastern wall.

Kit'Arr |

well then...
"Brrrrr.... it's cold. Why suddenly... oh... uhm. Peoples? Stay away from the moss! It will kill yah... probably like that poor sod over there!" she points. Still shivering
"Anyone have some heat? A flame or something?"
-Posted with Wayfinder

Druneor Hammerstriker |

survival: 1d20 + 3 ⇒ (12) + 3 = 15
Druneor pulls out his handy rope, and ties a grappling hook to it.
Kit, would you give me a hand roping that unfortunate, and pulling them back to us?
As for that moss, staying away from it, seems prudent.

Druneor Hammerstriker |

I figure you throw the grapple hook, to hook him, then we both pull him back here, meaning we don't touch that moss.
I really don't have a good dex for throwing. :)

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The hook connects with the body the second time, and you can reel in the unfortunate. Also, you would realize that heat causes the mold to grow in size.

Cheshire Silvanshee |

survival: 1d20 + 3 ⇒ (17) + 3 = 20
"NO do not bring the torch close. It will have very bad reaction. Deadly."

Druneor Hammerstriker |

or use acid comments Druneor as he heaves on the rope to bring the unfortunate closer.

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You reel in the body, not unlike bringing in a fish on a hook. The remains are that of a human male in his mid 30s. He does not appear to be frozen, merely pale, though he is most certainly dead.
The body wears a chain shirt of excellent make, a hand crossbow of similar quality, a case with 5 bolts remaining, a set of thieves tools, several empty vials, and a leather belt pouch.

Kit'Arr |

Perception: 1d20 + 4 ⇒ (12) + 4 = 16
K.Local: 1d20 + 6 ⇒ (12) + 6 = 18
"Poor poor old Gerral... he was going to get married soon... oh well. Hope his gal gets someone new... Mind if i take his armor?"

Druneor Hammerstriker |

perception: 1d20 + 3 ⇒ (11) + 3 = 14
cannot make the others, as I am untrained.
heal: 1d20 + 7 ⇒ (20) + 7 = 27
to determine cause of death
Druneor carefully cuts the belt pouch away, and opens the top, facing away from everyone.
Kit, I have no qualm about you taking the armour, but it might be a challenge to get it off of him, without disturbing those things
Anvil, how do you propose we destroy the body, or can we destroy those filiments?

Cheshire Silvanshee |

perception: 1d20 + 1 ⇒ (7) + 1 = 8
"Filiments?"

Druneor Hammerstriker |

Just don't touch the body more than you have to. See these pointing out the filiments I have no idea what they do

Kit'Arr |

"yah. Dont want to get infected with the same filth this poor guy had... anyway. Someone here can maybe just freeze the rest down? And as our mechanical friend stated... dispose of the body some way that he doesnt sneak up on us... or worse... sneak back to his lady friend in town..."
-Posted with Wayfinder

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"I did not prepare magics for freezing. My gift is electricity."
-Posted with Wayfinder

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Those who made Heal checks (DC 15) can determine that it was definitely the infestation of spores that killed him. Since the matter has been pointed out...
You notice strange ribbons and filaments of rust-colored fibers growing along his spine, throat, and chest.
Anyone who has not done so, can attempt the Dungeoneering check (if trained).
The belt pouch holds a total of 75 gp.

Druneor Hammerstriker |

Druneor puts the cash in his belt pouch, looks at kit shall you help me throw him back into the cold after you get the armour off?
With that, attempting to throw the body back into the cold.

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The chain shirt is masterwork. Druneor and Kit unceremoniously return the body whence it came.

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Keeping the body here, where the spores are dormant, should prevent it from rising. But the only way to be certain is to destroy it completely, preferably with acid (or the application of a cure disease or similar magics).