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Stinky in searching around for something to fix the large cauldron finds a smaller one. Excitedly he calls the others, "Guys, ooh look what I found, another cauldron. OK its small, but I could use it. If you give me 4 hours or so I could probably come up with a couple of nice potions, for a very cheap price. Oooh does anyone want one, I can make a potion to make you feel better or something to help you make miraculous shots with your arrows and another one helps protect you when someone tries to hit you. So do we have a few hours we can stay here, you don't have anything to pressing today do you?"
Stinky can make 2 potions from Cure Light Wounds, Shield, True Strike.

Edward Brickhouse |

"Resting is probably a good idea."
"You sure you're feeling okay, Jonas?", Edward grabs something that Jonas might find interesting off the shelf and offers it to him, try to help him realize he still has scavenging to do.
Then Edward checks on the Fox and tries to see if it will be receptive to training:
Wild Empathy:1d20 ⇒ 3

Dug of Falcon Hollow |

Wild Empathy:1d20
Wow, yo just insulted it's mother :))
Dug says "Ash much ash I would love to resht, zhere are shick people who need zheshe medishins. Unlessh zhere ishn't enough time to reach zhem before dark, we should probably shtart looking for zhe iron bloom mushrooms."
Know: Local 1d20 + 6 ⇒ (9) + 6 = 15

xyrophobic |

"Resting is probably a good idea."
"You sure you're feeling okay, Jonas?", Edward grabs something that Jonas might find interesting off the shelf and offers it to him, try to help him realize he still has scavenging to do.
Then Edward checks on the Fox and tries to see if it will be receptive to training:
Wild Empathy:1d20
the fox seems more interested in licking itself and following Jonas around that doing anything for you.

xyrophobic |

Edward Brickhouse wrote:
Wild Empathy:1d20Wow, yo just insulted it's mother :))
Dug says "Ash much ash I would love to resht, zhere are shick people who need zheshe medishins. Unlessh zhere ishn't enough time to reach zhem before dark, we should probably shtart looking for zhe iron bloom mushrooms."
Know: Local 1d20+6
you would be able to make it to the ruins tonight but you would show up at dark and may have to deal with making a safe place to sleep. Though staying in a witch's house may not be any safer.

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Stinky, not wanting to be left alone in the witches hut, takes the small cauldron and joins the others on their trip away. "Umm, so where are you off to now? What you gonna do there? If its just picking mushrooms, then I know lots of places with all sorts of mushrooms, some are really lovely to eat."

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Stinky's eyebrows raise and his eyes open wide, "Cor, those are quite rare from what I know, this is exciting! Don't mind if I come along do you? This is just the most exciting thing that's happened to me recently. And that includes when my brother, Radiner rescued me when one of my experiments that went awry and nearly bought the roof down on us. Fortunately Radiner was there to mend my cuts and bruises and stuff. But still, you say we're off to see the dwarfs, such a gruff and funny race, but really good with a pick-axe, or so I've been told. Oh this could be so exciting and maybe I'll show you one of my experiments later. You'll really like them, makes the biggest impact you know!"
Stinky rambles on about experiments, continuing the conversation, whether anyone is listening or not. He sporadically interjects information he knows about Ironbloom mushrooms in a random and totally irrational way.
Knowledge Nature about Ironbloom mushrooms 1d20 + 7 ⇒ (15) + 7 = 22

xyrophobic |

Stinky's eyebrows raise and his eyes open wide, "Cor, those are quite rare from what I know, this is exciting! Don't mind if I come along do you? This is just the most exciting thing that's happened to me recently. And that includes when my brother, Radiner rescued me when one of my experiments that went awry and nearly bought the roof down on us. Fortunately Radiner was there to mend my cuts and bruises and stuff. But still, you say we're off to see the dwarfs, such a gruff and funny race, but really good with a pick-axe, or so I've been told. Oh this could be so exciting and maybe I'll show you one of my experiments later. You'll really like them, makes the biggest impact you know!"
Stinky rambles on about experiments, continuing the conversation, whether anyone is listening or not. He sporadically interjects information he knows about Ironbloom mushrooms in a random and totally irrational way.
Knowledge Nature about Ironbloom mushrooms 1d20+7
mushrooms: stunty little things that only grow in dark places thick with metal, a favorite among dwarves.

xyrophobic |

The party moves into the forest again with Layf and Dug guiding the way to the old Dwarven monastery. When you are about an hour out you find a site that will do just fine for tonight and set up camp. Save for howling trough much of the night the evening passes uneventfully.
anything that you wanted to do before the new day?

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Stinky wakes early around dawn, hearing the birds in the boughs nearby singing in a new day. He uses the glowing embers of last nights fire to restart a warm campfire again. Taking his recipe book out of his backpack, he gathers together several flasks and beakers. Scrabbling into his backpack, he finds the green and brown herbs he is looking for and using his mortar and pestle, starts to grind the ingredients into a powder. With the cauldron he took from the witches home, he starts to brew.
A couple of hours later, Stinky is seen pouring some white translucent liquid into a clean flask and labels it CLW.
Spellcraft to brew the potion 1d20 + 10 ⇒ (5) + 10 = 15
Stinky brews 1 potion Cure Light Wounds

xyrophobic |

A couple hours before dawn, Dug sets out alone to do a quick scan of the ruins under cover of darkness. He goes no closer than he must to get a quick view, and see if there is anything, or anyone, inhabiting the ruins.
Stealth 1d20+5
Perception 1d20+7
Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled. Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

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Stinky follows Dug, who obviously must have a plan. Stinky takes a good look over and around the rubble before continuing, he's a bit nervous coming in from the side, and doesn't quite understand why they didn't use the font door. "oh well!" thinks Stinky might as well get used to this adventuring, if its what these guys do, better watch out for trouble, you never know what might happen. He tries to pick out the easiest path through the rubble.
With Stinky's short legs he has a great deal of difficulty making it across the rubble.
Perception 1d20 + 6 ⇒ (16) + 6 = 22

xyrophobic |

Tall grasses and chunks of stone debris have all but overtaken this small yard. Off to one side, a wooden stable has collapsed into a mound of rotting timbers and moldy straw. The outer wall on the east side has also collapsed, leaving a ragged hole. Three doors exit into this yard— a pair of double doors to the east, a single door to the north, and a lone door leading into the squat tower in the southeast corner.
Stinky:

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Stinky catches up with Dug and starts pulling on his arm, or anything he can get hold of. His voice is a little high pitched and he breathes or pants very very quickly, almost between every word. [b]"Oooh! Oooh! look over there, is that a dead body. Are we safe here?"[b] He points in the direction of t a well.
Dug can now read the Stinky spoiler above, as can any of the party who is with us.
If Dug goes over to investigate, Stinky will follow. Stinky only does anything with the corpse, if Dug or someone else in the party says its safe. Stinky then, holding his nose to stop any nasty smells from entering his nostrils, looks over the body, trying to find the cause of death, or notice anything unusual with his body.
Health check 1d20 + 4 ⇒ (2) + 4 = 6

Jonas, Crazy Gnome Oracle |

Jonas awakes sleepily in the morning and drags himself out of his bedroll with much effort. He partakes in some of Dug and Edward's stew and thanks them for it. The gnome paces along with the party on their journey almost absentmindedly, occasionally taking time to pet his new friend fox when he allows... or even chat with him, albeit a very one sided conversation.
Jonas cuts his latest conversation with his newfound friend short as he notices Dug and Stinky wander off towards the monastery that has suddenly appeared in front of him.
Jonas hustles up to the party and tries to catch up on what he has missed. He joins Stinky over the body and attempts to determine what could have happened.
Acrobatics 1d20 + 1 ⇒ (15) + 1 = 16
Heal 1d20 + 4 ⇒ (6) + 4 = 10
Perception 1d20 + 0 ⇒ (1) + 0 = 1

Edward Brickhouse |

Edward finishes a training lesson with Charcoal, and looks around to find Dug and Stinky gone, and Jonas hustling over the wall of the ruins. Edward calls to Charcoal and quickly goes to investigate. When he sees the body he carefully examines it to determine a possible cause of death.
Acrobatics: 1d20 - 4 ⇒ (8) - 4 = 4
Heal: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Layf Stillsturm |

Layf follows Dug into the courtyard with his bow in hand. He keeps his eyes on the doorways to make sure nothing is watching from inside. As Stinky and Dug head to the well Layf peers cautiously through the doorway in the western part of the courtyard.
Layf is not going through the door, trying to see as much as he can from 10 to 15 away from the door.
Perception:1d20 + 5 ⇒ (2) + 5 = 7

xyrophobic |

Jonas hustles up to the party and tries to catch up on what he has missed. He joins Stinky over the body and attempts to determine what could have happened.
It appears he was eaten by a large animal.
The well has a rope into the water some 30' below.
Looking through the door, Layf sees what appears to be a dark entry hall.

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Stinky stays close to the back of the group his crossbow at the ready, a bolt already loaded. "I hope that whatever ate that person isn't still around, looked big and nasty teeth marks those." Stink continues to look around nervously. Watching as Layf attempts to open the door.

Jonas, Crazy Gnome Oracle |

Seeing the party stack up in front of the doorway, Jonas scurries over to join them. Taking up position in the rear of the party, he rifles about for something to defend himself since it seems the party is expecting danger.
He pulls out his hooded lantern (unlit) and holds it shakily above his head ready to strike..... something?

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Stinky, remembers reading somewhere, or was it a story his father told him, the magic words to open doors. He quietly says "AlliShabazamOpenTheDoor" .. but nothing happens. He repeats the words louder this time and again nothing happens. He looks at the others, shrugs his shoulders and says, "Well you can't say I didn't try."

xyrophobic |

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With all the excitement, Stinky remembers they may not be alone, so turns to look out over the courtyard, surveying the buildings for anything that might be moving, attracted to the party by the sound of the crashing door.
Perception 1d20 + 6 ⇒ (9) + 6 = 15