Shagrat the Goblin Runelord |
"Die, critter!" Shagrat screams as a battlecry, attacking it in a flurry of strikes.
rapier +9 ◆(P)(disarm, deadly 1d8, finesse): 1d20 + 9 ⇒ (14) + 9 = 231d6 + 2 ⇒ (3) + 2 = 5
rapier +4 ◆(P)(disarm, deadly 1d8, finesse): 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (2) + 2 = 4
dogslicer +9/+5/+1 ◆(S)(backstabber, agile, finesse): 1d20 + 9 ⇒ (13) + 9 = 221d6 + 2 ⇒ (1) + 2 = 3
GM Frost |
The combined attacks of Aleksandr, Imelia, Zhamie, and Shagrat end the undead life of the ghoul. It falls dead, reeking with blood and guts.
You gain 2 Treasure Bundles for defeating the attacking creatures in the Swamp Ruins.
COMBAT OVER! WELL DONE!
Zhamie Zhapp HP 16/16
Khagra HP 36/38
Shagrat HP 22/22
Graeyson HP 17/17
Aleksandr Ostenoff HP 25/30
HERO POINTS & GOLD PIECES
Khagra, Skewerspike, Hero Point(s): 2, GP: 1.0
Desmond Vilks, Hero Point(s): 2, GP: 1.0
Graeyson, Hero Poin(s): 1, GP: 1.0
Shagrat the Goblin Runelord, Hero Point(s): 1, GP: 1.0
Zhamie Zhapp, Hero Point(s): 3, GP: 1.0
Aleksandr Ostenoff, Hero Point(s): 3, GP: 1.0
PROVISIONS
Minor healing potion, 3
Everburning torch, 1
Lesser antidote, 2
Wayfinder, 1
TREASURE BUNDLES
1 Treasure Bundle for overcoming the Swampy Quicksand
2 Treasure Bundles for defeating the giant frogs in the Swamp Trail
2 Treasure Bundles for defeating the ghouls in the Swamp Ruins
---
After you have defeated the ghouls, Rain approaches you.
"Thanks for your help. I could not have made it alone." Rain in Cloud Day says. ”Who are you, by the way?”.
GM Frost |
"Hello, I am fine and not hurt. Nice to meet you all. I am Rain in Cloudy Day. Glad to know that the Society sent you to find me!" Rain tells you with hope in his eyes.
"I will tell you my story of what happened to me. You see, I just finished my years of training at the schools of the Society’s Grand Lodge and I embarked on my Confirmation. After researching several old Pathfinder Chronicles, I found something that truly piqued my interest: the possibility of ancient ruins in Taldor’s Blackwood Swamp. Working with the Society’s Master of Scrolls, Kreighton Shaine, I came up with a Confirmation that appealed to me: exploring the Blackwood Swamp and cataloguing any possibility of some ancient settlement hidden within the morass. I secured a boat travelling from Absalom to the Taldan city of Cassomir, on the edge of the Blackwood Swamp. I planned to spend two days at an inn in Cassomir’s Imperial Naval Shipyards district. Following my stay in town, I planned to set out to explore the nearby swamplands, record what I could along the swamp’s outer edge, and then return to record my findings in Cassomir before catching a boat back to Absalom.
"But everything that could go wrong for me went wrong. After bad weather delayed my voyage to Cassomir, I ended up spending all my remaining gold on increased inn costs. During my one‑night stay in town, half of my provisions were stolen, along with the pack mule I had stabled at the inn. After that, the guide I hired to help me navigate the swamp never showed up. Following all of this, I still decided to brave the swamps with my low provisions, hoping beyond hope to uncover something within the Blackwood Swamp that could let me pass my Confirmation. But I got lost. I stumbled upon this enclave of lizardfolk, who mistook me for a smuggler and took me in for questioning, under suspicion of being connected to smugglers who have been causing them trouble. After determining my innocence, Chief Thakik gave me permission to explore the nearby area. I began to decipher what few markers remained on them. I soon learned that the settlement belonged to ancient Azlanti survivors from the time of Earthfall, and specifically appeared to be part of Nacar-Azen, an ancient Azlanti city-state. I shared my discoveries to Chief Thakik and the others here and they are glad to know what I discovered." he says, ending his tragic story with some hope to finish his Confirmation.
Zhamie Zhapp |
"Vell, now that ve haf found you, maybe ve can 'elp you look for ze settlement. After all, ve are alreazy 'ere."
Khagra, Skewerspike |
Khagra shakes his head. "Hopefully the bad luck is all out, lets go finish your confirmation, everybody needs help sometime, even big orc like Khagra."
GM Frost |
Chief Thakik and Kazuuk eventually join you.
“Ah, I see you have reconnected with your fellow Pathfinder in-training. I wish this reunion could be under better circumstances.” Thakik pauses and looks back in the direction of the enclave.
“Our scouts report that the creatures that attacked came from a larger set of these ruins, deeper in the swamp. They emerged from a partially submerged structure, meaning we have no idea of the threat within — but we assume the site is quite dangerous. I know Rain in Cloudy Day has been interested in investigating these ruins, but the risk is too great. However, our enclave can’t afford to withstand more of these attacks.”
Thakik looks over the assembled group, as well as Rain. “Would you be willing to venture into this structure and find out what has agitated the creatures within?”
Rain in Cloudy Day chimes in with a hopeful smile. "Ah yes! Khagra here agrees to join me to finish my Confirmation. Just to tell you again that I want to explore the ruins and I believe you are the added protection necessary to make such a journey happen. I know the location of the larger ruin, it is only a few hours away." he says, waiting for your response if you would join him or not.
Zhamie Zhapp |
Zhamie designates the ruins as an active investigation (Pursue a Lead).
Desmond Vilks |
Desmond sighs, but he knew what Pathfinders were like. Going and sticking their noses in places. His job was to help if they got those noses cut off. "If you're keen on exploring the ruins, I'll come to help out. Gotta make sure everyone stays safe."
Zhamie Zhapp |
"Oui! Of course ve vill join you! Lead on!"
GM Frost |
Rain in Cloudy Day's eyes are glittering with hope. He can now finish his Confirmation. He is very happy he will be able to continue it.
"Nice! I am glad you are willing to join me for this.," Rain says enthusiastically.
"Well, it concludes then, I think," Chief Thakik confirms, "thank you for your help. I advise you to rest for today. We have prepared extra beds for you in one of our unused huts for you to sleep into. Come with me."
Chief Thakik leads you back to the enclave. She afterwards invite you all for dinner, a meal that includes turtle soup and a sweet dish made of nuts and berries. The iruxi also serve Rain a dish of dead leaves and decaying swamp moss, which he consumes with gusto. You rest for the night and wakes up in the morning.
---
As promised, the journey to the ruins is only a 2-hour hike through the swamp, and Rain in Cloudy Day leads the way.
From here, you need to explore the Azlanti ruins deeper in the swamp to complete Rain’s Confirmation and to help protect the lizardfolk enclave. I will follow the exploration mode indicated in the Macros, or you need to inform me if you want to make some changes.
Zhamie Zhapp |
Zhamie reloads her crossbow and scouts ahead. She designates the Azlanti Ruins as an active investigation (Pursue a Lead).
Exploration Activity remains the same
Shagrat the Goblin Runelord |
Shagrat searches as the group moves along, turning over rocks or digging under fallen trees for anything interesting. He often turns up a snail or grub, at least, which he pops into his mouth.
"Look what Shagrat find!" he exclaims.
GM Frost |
The larger ruin near the Tskikha enclave is actually an ancient temple from the city-state of Nacar-Azen that the swamp has mostly consumed. A stone platform sits at a skewed angle out of the muck, and rampant foliage covers most of it. A long stone stairway descends below the plinth and into the structure.
The interior of the ruins has a ceiling 15 feet high unless otherwise stated. The walls, floors, and ceiling are made of stone. There’s no light in the area. Luckily, Rain in Cloudy Day has an everburning torch that Thakik lent him.
But moments later after you enter and Rain has illuminated the area, you know that you are not alone!
Aleksandr Ostenoff, Repeat a Spell: 1d20 + 5 ⇒ (20) + 5 = 25
Desmond Vilks, Defend: 1d20 + 6 ⇒ (8) + 6 = 14
Khagra, Skewerspike, Search: 1d20 + 8 ⇒ (13) + 8 = 21
Graeyson, Search: 1d20 + 6 ⇒ (12) + 6 = 18
Shagrat, Search: 1d20 + 5 ⇒ (4) + 5 = 9
Rain in Cloudy Day, Search: 1d20 + 6 ⇒ (7) + 6 = 13
Red, Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Blue, Stealth: 1d20 + 6 ⇒ (18) + 6 = 24
Azlanti Ruins / Round 1
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: None.
ENCOUNTER MAP
Characters in BOLD may act.
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20
Zhamie Zhapp HP 16/16, AC 15
Blue (Muddy Field)
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red (Muddy Field)
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Shagrat HP 22/22, AC 18
Zhamie Zhapp |
Zhamie has a look at what those creatures could be and tries to determine the best strategy.
Devise vs Red: 1d20 + 7 ⇒ (12) + 7 = 19
She fires at Red.
Piercing + Precision: 2d6 ⇒ (3, 6) = 9
She reloads her crossbow and moves.
◇ Devise Strategem (Active Investigation - Ruins)
◇ Known Weakness - RK vs Red
◆ Strike
◆ Reload
◆ Stride
GM Frost |
Zhamie's attack hits Red but resists some of its damage.
Azlanti Ruins / Round 1
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: None.
ENCOUNTER MAP
Characters in BOLD may act.
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20
Zhamie Zhapp HP 16/16, AC 15
Blue (Muddy Field)
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red -6 (Muddy Field)
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Shagrat HP 22/22, AC 18
Zhamie Zhapp |
"Mes amis! Zis are mudwretch! Zey are resistant to ze acid and all physical except for bludgeoning! Zey are vulnerable to ze fire!"
Aleksandr Ostenoff |
Aleksandr protects Imelia as she advances next to Zhamie. From the back the Dhampir decides to test its mind.
◆ Act Together
◆ Aleksandr) Cast a Spell (protect companion)
◆ Imelia) Stride
◆◆ Aleksandr - Cast a Spell (daze) 4 nonlethal mental damage vs blue (DC 18 basic Will - crit fail stunned 1)
↺ If Imelia is struck use Protect Companion to reduce the damage by 10 but take 5 damage from the spell.
GM Frost |
Blue's Will Save vs DC 18: 1d20 + 9 ⇒ (15) + 9 = 24
The mental jolt seems to somewhat affect Blue. Blue moves forward and gives Zhamie a slap into her body with its muddy fist.
Fist Attack vs Zhamie AC 15: 1d20 + 8 ⇒ (11) + 8 = 19
Fist Damage: 1d8 + 2 ⇒ (3) + 2 = 5 bludgeoning damage plus Grab
Azlanti Ruins / Round 1
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: None.
ENCOUNTER MAP
Characters in BOLD may act.
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20
Zhamie Zhapp HP 11/16, AC 15, Grabbed (Flat-Footed, Immobilized)
Blue -2 (Muddy Field)
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red -6 (Muddy Field)
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Shagrat HP 22/22, AC 18
Zhamie Zhapp |
"Ack! Help!!"
Khagra, Skewerspike |
Khagra grunts and moves up across from Imelia, lets out a ferocious roar and stabs blue.
stabby face vs Blue FF: 1d20 + 9 ⇒ (2) + 9 = 11
piercing+fire: 1d8 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Desmond: We're still on round 1 and haven't gotten to you yet I think
GM Frost |
Desmond, somebody may have mistakenly moved your icon, I will return it to its original position.
Graeyson flanks, yet his dagger attack does not hit Blue. Khagra moves but his attack falls short.
Red runs slowly to Imelia and spews onto her a pressurized mud. (Not again for 1d4 ⇒ 1 rounds.)
Imelia: DC 18 basic Reflex Save vs 2d10 ⇒ (8, 3) = 11 bludgeoning damage. On a critical failure, you also take a –10-foot status penalty to your Speeds for 1 round.
Protect Companion reaction will be noted if the save fails.
Rain casts a spell to encourage everyone. He also flies a spore pod to Blue, twice.
Spore Pod Attack vs Blue: 1d20 + 8 ⇒ (4) + 8 = 12
Spore Pod Attack vs Blue, MAP: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
Spore Pod Damage: 1d6 + 1 ⇒ (4) + 1 = 5 bludgeoning damage plus Spores
Blue receives the attack but the poison the spore contains does not affect it.
Azlanti Ruins / Round 1
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: Inspire Courage - +1 to attack rolls, damage rolls, and saves against fear effects for 1 round.
ENCOUNTER MAP
Characters in BOLD may act.
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20, pending basic Reflex save
Zhamie Zhapp HP 11/16, AC 15, Grabbed (Flat-Footed, Immobilized)
Blue -7 (Muddy Field), Flat-footed
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red -6 (Muddy Field)
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Shagrat HP 22/22, AC 18
Please be careful on moving icons on the map so other icons won't gone missing.
Desmond Vilks |
"Hey! Let go of her! She's a doctor!" Desmond sloughs through the muddy field and tries to stop the one from holding Zhamie.
Flurry: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Flurry: 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
◆ Move
◆ Move
◆ Flurry of Blow vs Blue
GM Frost |
Imelia is able to dodge the pressurized mud. Desmond moves but only his second attack lands on the muddy creature.
Azlanti Ruins / Round 1/2
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: Inspire Courage - +1 to attack rolls, damage rolls, and saves against fear effects for 1 round.
ENCOUNTER MAP
Characters in BOLD may act.
Round 2
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20
Zhamie Zhapp HP 11/16, AC 15, Grabbed (Flat-Footed, Immobilized)
Blue -13 (Muddy Field), Flat-footed
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red -6 (Muddy Field)
Round 1
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Shagrat HP 22/22, AC 18
Please be careful on moving icons on the map so other icons won't gone missing.]
Don't forget the Inspire Courage into your rolls. Those +1 matters. I assume it is not yet included in his rolls, so I incorporated it on Desmond's attacks.
Zhamie Zhapp |
Zhamie tries to figure a way out of this mess.
Devise vs Blue, IC: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
She drops her crossbow and tries to pull her Sap out.
Flat Check: 1d20 ⇒ 17
She swings at Blue anyway.
Potential Splat, Bludgeoning: 1d6 + 1 ⇒ (1) + 1 = 2
She makes a second swing at Blue.
Sap vs Blue, MAP: 1d20 ⇒ 15
Potential Splat 2: 1d6 + 1 ⇒ (1) + 1 = 2
◇ Devise Strategem
◇ Drop Crossbow
◆ Interact (Draw Sap)
◆ Strike
◆ Strike 2
Aleksandr Ostenoff |
Aleksandr continues to protect Imelia as she lets out a wail of despair at the creature grabbing Zhamie.
◆ Act Together
Aleksandr ◆ Cast a Spell (protect companion)
Imelia ◆ Strike vs Blue
Attack: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26Sonic Damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Imelia ◆ Strike vs Blue (or Red if blue is down)
Attack: 1d20 + 9 + 1 - 4 ⇒ (19) + 9 + 1 - 4 = 25Sonic Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Imelia ◆ Strike vs Blue (or Red if blue is down)
Attack: 1d20 + 9 + 1 - 8 ⇒ (16) + 9 + 1 - 8 = 18Sonic Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
↺ If Imelia is struck use Protect Companion to reduce the damage by 10 but take 5 damage from the spell.
GM Frost |
Zhamie is able to get her sap to slough off some mud on the face of the creature that is grabbing her. She does it again on the other side and it is effective as well. Aleksandr and Imelia, on the other hand, work together to help Zhamie. Imelia's sonic wail makes Blue's every mud particle to vibrate and resonate, resulting into a blast and splatter of mud everywhere. She then turns her attention to Red and does the same, causing some damage.
Azlanti Ruins / Round 1-2
Enviroment: Stairs are difficult terrain.
Muddy Field: The ground in the emanation is difficult terrain.
Active Condition: Inspire Courage - +1 to attack rolls, damage rolls, and saves against fear effects for 1 round.
ENCOUNTER MAP
Characters in BOLD may act.
Aleksandr Ostenoff HP 30/30, AC 19 / Imelia AC 20
Zhamie Zhapp HP 11/16, AC 15
Round 2
Khagra HP 36/38, AC 19
Graeyson HP 17/17, AC 18
Red -22 (Muddy Field)
Desmond Vilks HP 19/19, AC 19 (+2 shield raised)
Rain in Cloudy Day (GM) HP 25/25, AC 18
Round 1
Shagrat HP 22/22, AC 18 (Delayed)
Blue
Please be careful on moving icons on the map so other icons won't gone missing.
Don't forget the Inspire Courage into your rolls. Those +1 matters. I assume it is not yet included in his rolls, so I incorporated it on Desmond's attacks.
Khagra, Skewerspike |
Khagra grunts and moves around to flank the remaining red muddy creature, stabbing at it with both tridents, going high with the first and low with the second.
first trident vs FF: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
piercing+fire: 1d8 + 4 + 4 ⇒ (8) + 4 + 4 = 16
not first trident: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20
piercing+fire: 1d8 + 4 + 4 ⇒ (7) + 4 + 4 = 15
GM Frost |
Khagra's attacks stab the muddy creature causing it to burn. Red moans in pain as it turn into pile of dry mud.
COMBAT OVER! WELL DONE!
I will give you some time to heal yourselves before you move deeper into the ruins.
Aleksandr Ostenoff HP 30/30
Zhamie Zhapp HP 11/16
Khagra HP 36/38
Graeyson HP 17/17
Desmond Vilks HP 19/19
Rain in Cloudy Day (GM) HP 25/25
Shagrat HP 22/22
You obtain 2 Treasure Bundles for defeating the creatures in this area.
"That's cool Khagra! How I wish I am as strong as you." Rain in Cloudy Day compliments the barbarian. "Is everyone alright?" he asks the others.
You can check the GM Tracker for the provisions that you can use.
After you patch yourselves up, please choose on the MAP which way you will go.
HERO POINTS & GOLD PIECES
Khagra, Skewerspike, Hero Point(s): 2, GP: 1.0
Desmond Vilks, Hero Point(s): 2, GP: 1.0
Graeyson, Hero Poin(s): 1, GP: 1.0
Shagrat the Goblin Runelord, Hero Point(s): 1, GP: 1.0
Zhamie Zhapp, Hero Point(s): 3, GP: 1.0
Aleksandr Ostenoff, Hero Point(s): 3, GP: 1.0
PROVISIONS
Minor healing potion, 3
Everburning torch, 1
Lesser antidote, 2
Wayfinder, 1
TREASURE BUNDLES
1 Treasure Bundle for overcoming the Swampy Quicksand
2 Treasure Bundles for defeating the giant frogs in the Swamp Trail
2 Treasure Bundles for defeating the ghouls in the Swamp Ruins
2 Treasure Bundles for defeating the creatures in Entry Chamber
After the surprise battle with the mudwretches, you just realize the surroundings on the entry chamber of ruins as Rain in Cloudy Day raises his everburning torch to light up the area. A polished tan white stone stairway leads down into a large, worked chamber made of similar styled stone. Stairs ascend along the chamber’s northern end to a raised platform. Two halls branch from the raised area, one to the north covered in debris (marked with X), while the other to the west connects to a wider hall heading north (marked with Yellow Arrow). A sealed stone door to the east (not marked on the map) bars access beyond. A large crack along the eastern wall of the lower section (marked with Blue Arrow) continues into a damp cavern replete with the smell of flora.
There is no way you can enter the hallway marked with X, so you only have two ways to go, either to the one pointed with the Yellow Arrow, or the other pointed with the Blue Arrow. Which way you will go?
Zhamie Zhapp |
Zhamie takes up her scalpel and closes her eyes briefly before making an incision in her own wound.
Risky Surgery: 1d8 ⇒ 7
Treat Wounds: 1d20 + 8 ⇒ (16) + 8 = 24
Healing: 4d8 - 7 ⇒ (5, 8, 6, 7) - 7 = 19
As she bandages herself up. Zhamie has a better appreciation for her art. She shares a slightly wan smile with Desmond.
"I zink I know vat you all feel now ven I treat you."
Zhamie replaces her sap and reloads her crossbow.
GM Frost |
"Wee, Zhamie. That seems painful. But looks effective," Rain observes Zhamie as she does some incisions on her wounds. "Anyway, let's continue exploring the ruins. Where would you like to explore next? This west entrance (pointed with Yellow Arrow) or that down there in the east (pointed with Blue Arrow)? I am excited what lies more in this place!" Rain says enthusiastically, which seems out of place, given the fact you were just attacked by some hostile creatures.
Khagra, Skewerspike |
Khagra responds "We all have our talents, Khragra good at stabbing things, sure you good at other things."
Khagra heads towards the tunnel and peers down that way.
Blue
Desmond Vilks |
Desmond gathers his supplies and moves over to the entrance found by Khragra. "Rain stay close. This might be a cool ruin, but there are dangers here." The medic seems unfazed that he isn't wearing any armor or have any weapon in this place.
Blue works for me
Shagrat the Goblin Runelord |
Shagrat hopes they don't face more of the creatures they just fought, realizing his weapons wouldn't be very effective against them.
He moves next to his much larger orc ally with his weapons in hand.
"Lead way," he says.
Blue
Zhamie Zhapp |
Zhamie follows to Blue...
GM Frost |
A hero point for Khagra for finishing the last mudwretch with massive damage.
Khagra, Skewerspike, Hero Point(s): 3, GP: 1.0
Desmond Vilks, Hero Point(s): 2, GP: 1.0
Graeyson, Hero Poin(s): 1, GP: 1.0
Shagrat the Goblin Runelord, Hero Point(s): 1, GP: 1.0
Zhamie Zhapp, Hero Point(s): 3, GP: 1.0
Aleksandr Ostenoff, Hero Point(s): 3, GP: 1.0
PROVISIONS
Minor healing potion, 3
Everburning torch, 1
Lesser antidote, 2
Wayfinder, 1
TREASURE BUNDLES
1 Treasure Bundle for overcoming the Swampy Quicksand
2 Treasure Bundles for defeating the giant frogs in the Swamp Trail
2 Treasure Bundles for defeating the ghouls in the Swamp Ruins
2 Treasure Bundles for defeating the creatures in Entry Chamber
Caves stretch out from several breaks in the walls of the stone complex. Though the cave is mostly damp, patches of permafrost show up regularly within the dug dirt walls. In several places, moisture has come through the dirt, only to be frozen in place. Along the east, several smaller tunnels, too small for even a child, connect to hidden passages beyond. See MAP.
"Amazing, this place feels chilly. What causes it?" Rain notices.
Graeyson, Search: 1d20 + 6 ⇒ (2) + 6 = 8
Shagrat, Search: 1d20 + 5 ⇒ (8) + 5 = 13
As you enter the cave, Khagra finds two brown molds (see MAP).
Also, please position yourselves inside the cave. Thanks.
Desmond Vilks |
"Careful, Rain. I think those mold patches are what's making it so cold. Maybe someone know how to get rid of it." Desmond holds Rain back from approaching too closely.
GM Frost |
Rain looks at the brown molds they found. "Ohhh! This is amazing! I'll take note of this find." he says. "But it seems they are anxious. I can talk to them that we are not here to hurt them, I can help you on that. What do you think?"
Seeing that only Desmond and Khagra follows him, he goes back to the entry chamber and calls the other. "Uhhmm, hello. Let's go here. But be careful, some of our brown molds friends are anxious, here. We only have one everburning torch, I can't give light to your way if you lag behind. Unless you have one among you too. Or a wayfinder."