
GM Frost |

Dot in and delete.

GM Frost |

The adventure begins in Bloodcove and the PCs have received an invitation to meet with Aayah Stronch from the Aspis Consortium regarding a potential job. This invitation includes few details but does not arouse suspicions, simply instructing them to meet her at sunrise in a tavern called The Pelican’s Kiss. Aayah Stronch is a dark-skinned human woman sporting an elaborately braided updo and a pressed scarlet uniform. Her demeanor is polite yet forthright, and if asked for proof of her affiliation, she flashes a bronze badge bearing the organization’s emblem. As they approach, Aayah gestures for them to seat themselves across the table. She makes eye contact with the tavern keeper, who approaches to offer them coffee and biscuits.
You can begin introducing yourselves to her.

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Rusputen ma'am a tallish dark complexioned man wearing black clothing says while kissing the offered hand. ((looks like Jon Snow))Charmed. Anyway, Granny said you needed some help. Erm, is there any honey to go in that coffee please?

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A ysoki walks into the tavern and makes a sweeping bow in front of the woman before taking his seat across the table.
Greetings, I am Eustace ibn Reepicheep, at your service. I understand your have a job for us to undertake?
He takes a biscuit, and says: I usually prefer tea, if you have any.

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Corelion gives a bit of a dramatic bow, their wild blond hair flowing lusciously around them as a halberd pokes out from behind their back.
Strengthening up they introduce themselves, their voice reverberating almost as if in song. "Corelion here. I am an Elven Spellsinger."
By the end of it thought Corelion's elven haughtiness comes though, clearly indicating his high opinion of himself as as sniffs in the general direction of the biscuits before turning up his nose.

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A short green goblin trots into the tavern. Bandoliers on his chest with various vials make it obvious that he's an alchemist by trade. He walks up to the table happily munching on a large green pickle.
"I's Lokoloko. I's told to come here to check packages."
He approaches each member of the table, offering each a pickle from his pickle jar. Getting no takers, he shrugs and hops onto a stool, looking excited.

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Please ignore Corelion, sorry about that.
More closely resembling a set of oddly connected sacks of lumpy flesh than a person Squish communicates surprisingly eloquently for a creature with no discernable mouth.
"Blub, Squish here, ready to help blub."
Squish actually takes a pickle and shoves it between several folds in a disgusting manner that only a goblin might appreciate.

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A red-haired dwarf with an intricate beard, a receding hairline and what is, apparently, a perpetual scowl enters last. His eyes are small and almost hidden in the folds of his face.
He gives the Aspis woman a nod before taking a seat. He helps himself to a mug of coffee, with no sugar or cream and stuffs his face with a biscuit chewing thoughtfully as he listens to the details of the task.

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A half elf in full plate armor walks in. A holy symbol around his neck and he wears a cloak of red with gold trim. He has a bastard sword in a scabbard and he carries a pole arm, a fauchard with him as well. He nods to those who are here. Greetings. I am Sir Kidron Quintus, knight of Last Wall.

GM Frost |

The tavern keeper is quick to bring a flask of honey for Rusputen. They bring also a cup and saucer, together with a pot of boiling tea for Eustace. Corelion quickly leaves the tavern when he perhaps receives a missive from a certain messenger, just in time for Squish to enter and join the others.
“Thank you for answering my summons. My name is Aayah Stronch, and I represent the Aspis Consortium, which as you no doubt are aware oversees several trade operations throughout the Mwangi Expanse. This morning, the Consortium is scheduled to receive several shipments. We routinely hire adventurers such as yourselves to inspect incoming cargo for traps and potential hazards before they are sent to the warehouses, which is why I’ve summoned you here. You will, of course, be compensated for your work.”
If you have questions for her, this is your moment to do so. And since the Macros is incomplete yet, please roll in spoilers a Society or Mercantile Lore check for a Recall Knowledge, if you wish.

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Recall knowledge using Society: 1d20 + 6 ⇒ (18) + 6 = 24
Thank you Ma'am. Is there any history of particular organizations send traps or hazards? Are there any historical examples of devices or hazards we should look for?

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Society: 1d20 + 9 ⇒ (10) + 9 = 19

GM Frost |

"Like any notable organization, there are those who seek to undermine or harm the Aspis Consortium. The traps they set are often designed to activate in our warehouses and target our inventory. Enemies, of course, it can’t be avoided. Now that you mention history, though, there was an incident a few days ago. A pirate named Jaw Lonnesen — an Ulfen man known for his foul temper — had his junker of a ship stolen twice in the past year from Consortium harbors, and he blames us for it. He swore up a storm outside one of our offices, making declarations of revenge. I think he was full of hot air, but it’s possible he plans to do more than scream at a building until his voice gives out. ” she answers Eustace. She then chuckles at Rusputen. “You’ll receive 10 gold pieces each for inspecting and nullifying threats on all five shipments. You can expect there to be five containers.”
Eustace and Lokoloko recall that all kinds of cargo move through Bloodcove — not just standard trade goods but rarer things like arcane reagents and live creatures. Therefore, inspecting the containers will require expertise in various skills.
"I suppose you don't have any questions. Let's keep moving then." she says as she motions them to get out of the tavern after she tips the tavern keeper a gold piece and rises from her seat, hardly waiting for them to follow her outside.
Aayah leads the way through the winding streets of Bloodcove, which bend and twist around the sprawling roots of the looming mangrove trees. The sun, which bloomed over the horizon just minutes ago like an orange-red flower, rises in the morning sky. As she makes her way to the docks, long shadows stretch lazily beneath the orange rays and then recede as the sky awakens into a vibrant, sapphire blue. Laborers and mariners unload crates and barrels onto the water-worn docks, unaffected by the crimson waters that gently lap against the timbers.
Aayah gestures to the bloodred waters that give the city its name, adding with a slight smile, “The water here flows from the Vanji River, made red from the iron-rich clay along its banks. Newcomers find it unsettling, but it’s the one thing that never fails to make me feel at home.” Before leaving, Aayah adds, “Proceed at your discretion. I must address other matters, but I will return to receive your verbal report.” As she departs, passersby part and nod to her deferentially. A small crowd begins to gather and observe the inspection from nearby streets.
You can see containers labeled 1-4 on the MAP:
1 - simple wooden crate
2 - gargantuan crate
3 - multilevel crate
4 - wooden chest.
Which one would you like to inspect first?

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Shall we start with the first, apparently simplest crate?
He will move toward the #1 crate, looking carefully at it while he walks over and stops about 10 feet away.
Perception check: 1d20 + 8 ⇒ (15) + 8 = 23

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Earlier ....
So the guy got his ship stolen twice? And you say it was an old junker? Someone must have been desperate. So I take it it's still missing? Maybe it sunk.
Now ...
No reason why not
He then uses his Arcane Sense on the crate.

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The crazy goblin follows... happily munching on a pickle.

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Ulfgar nods at Eustace's suggestion. He approaches the box and rests his hands on his belt, which also brings them close to the hilts of his waraxe and clan dagger.
He waits for the magic guys do their magic things and examines it himself for danger before opening it.
As he waits he spits, clearing the crate and dock for it to splash neatly into the water, adding a little of himself to the Bloodcove.

GM Frost |

To Crate 1 then...
This simple wooden crate opens easily and is filled with irregular parcels wrapped in butcher paper and twine. These wrappings are marked with magical sigils, carefully scrawled in red ink. Eustace, Rusputen, and Ulfgar find that the sigils pose no threat, and the parcels contain a variety of fresh fruits and vegetables.
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success

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arcana: 1d20 + 9 ⇒ (20) + 9 = 29
Preservation magic. Hm ... that's really a good idea. Save having to keep stuff packed in snow
He writes a note on the crate in chalk before moving to the next one.

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Arcana: 1d20 + 9 ⇒ (4) + 9 = 13
Lokoloko scratches his head, unable to determine what's inside.

GM Frost |

Kidron determines that the sigils have a necromantic effect, likely preservation magic.
Waiting for Ulgar and Eustace to attempt the skill check, or else we can move to the next. I am assuming one of you will take note of your inspection to report later for Aayah, either what Kidron knows or what Corelion knows if he chooses to share it with them.
You can opt to also choose where to go next first two votes and we go there:
1 - simple wooden crate
2 - gargantuan crate
3 - multilevel crate
4 - wooden chest.

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Eustace doesn't have Arcana or Religion, so he wasn't going to try the check.
Eustace will follow Rusputen over to the Gargantuan Crate, looking around and at the crate while he does so.
Perception Check: 1d20 + 8 ⇒ (15) + 8 = 23

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Ztudying the sigiks, he thinks back to hus theilogicsl training as parr of the church of Ragathieal and hisbtraining about the undead. Nodding his head in understanding, he tells the party what he discovered.

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Ulfgar makes no comment as it is only fruit that is revealed. He is wary of the runes but once someone identifies what they are, he rummages in the crate a bit just to make sure there are no critters or surprises hiding before sealing it back up and moving on.
At the gargantuan crate, he adjusts the handles of his axe and dagger, making sure their in a position where he can quickly draw them for use on whatever creature he is sure is hiding inside.
Once more, he waits for those with the ability to check for anything magical or trapped before opening it.

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Rusputen looks over to Corelion.
You think we should have a closer look at it? The wards looked okay to me
He presses his ear against the large crate to see if there are any sounds inside.
perception: 1d20 + 6 ⇒ (18) + 6 = 24

GM Frost |

We're all good with the first crate and we are moving next to the gargantuan crate.
Eustace's Perception (T): 1d20 + 9 ⇒ (16) + 9 = 25
Kidron Quintus's Perception (T): 1d20 + 8 ⇒ (9) + 8 = 17
This gargantuan crate is sealed tight, and as Rusputen presses his ear onto it, he seems to hear critter movement, but not sure what could that be. You can Force Open the crate with a DC 20 Athletics check without a tool.

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Excuse me gentlemen. Could we borrow this crowbar? Our employers haven't seen fit to provide us with proper tools.
Assuming that is acceptible.. .
Athletics check to start opening the crate.: 1d20 + 3 ⇒ (1) + 3 = 4
Nope
Does somebody else want to give this a shot?

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Ulfgar was just about to go pick up the discarded crowbar when Eustace actually asks for it.
So, instead, he waits with a scowl on his face that almost hides his eyes and his arms crossed tightly over his chest.
When Eustace and Corelion both have a hard time, he spits to one side and grabs the end of the crowbar that isn't jammed into the crate and gives it a good shove.
Athletics: 1d20 + 8 ⇒ (5) + 8 = 13

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Lokoloko has no athletic skill to speak of

GM Frost |

I moved the icons of those who attempted to open the sealed crate.
Rusputen looks around the area for the crowbar and Eustace as well. After finding and lending a crowbar, he attempts to open it but fails to do so, which even causes to get the sealed crate stuck or something.
Corelion tries as well to no avail. Ulfgar shows them how to do it, but the seal does not budge at all. Rusputen informs them that there is something moving inside as he attempts to open it as well but only Kidron has made a success.
And as they slowly open the crate...
Ulfgar Ironhead's Perception (E): 1d20 + 8 ⇒ (8) + 8 = 16
Lokoloko's Perception (T): 1d20 + 9 ⇒ (10) + 9 = 19
Eustace's Perception (T): 1d20 + 9 ⇒ (8) + 9 = 17
Kidron Quintus's Perception (T): 1d20 + 8 ⇒ (20) + 8 = 28
Rusputen, Perception: 1d20 + 6 ⇒ (3) + 6 = 9
GC1, GC2: 1d20 + 13 ⇒ (1) + 13 = 14
Corelion's Nature (T): 1d20 + 5 ⇒ (14) + 5 = 19
Ulfgar Ironhead's Nature (E): 1d20 + 8 ⇒ (18) + 8 = 26
Most of them are quick to notice that something is camouflaged inside the crate! The creatures are not quick enough to change their color with their surroundings. Luckily, the inside of the container is reinforced with bars. At first, there appears to be nothing inside except ficus trees and wood substrate.
Ulfgar quickly identifies them as giant chameleons that are legendary for their ability to change their skin color in response to their surroundings. He also knows that their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place.
What will you do?!
❖❖❖❖❖❖❖❖❖❖
KARMA CHAMELEON Round 1
Party Conditions: This music is playing in the background.
Terrain Features: The giant chameleons are inside the crate that is reinforced with bars.
ENCOUNTER MAP
──────────
Character in ➤ BOLD can act!
──────────
➤ Kidron (AC 21) (47/47 HP) │ Crowbar at hand
➤ Lokoloko (AC 20) (34/34 HP) │ Empty-handed
➤ Eustace (AC 20) (39/39 HP) │ Empty-handed
➤ Ulfgar (AC 20) (49/49 HP) │ Empty-handed
GC1 (- HP)
GC2 (- HP)
Corelion (AC 21) (39/39 HP) │ Empty-handed
Rusputen (AC 17) (29/29 HP) │ Empty-handed

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Does it look like the crate was designed to hold creatures like this? Is there any way to determine whether these were supposed to be the cargo? If these were supposed to be the cargo, we need to contain or defeat with non-lethal damage.

GM Frost |

The creatures are inside the crate, held by the reinforced bars, meaning they don't have the chance to get out anyway, but they can still attack if they try. Up to you if you eliminate them or leave them be and report to the Aspis agent what is inside the crate.

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Lokoloko clamps his hands over his ears at the "music". He misses the silly goblin songs his sister plays.

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Ulfgar cocks his head to the side and tries to figure out why color changing lizards are also playing a very jolly song somehow.
But, he pauses only for a moment before spitting to the side and dealing with the issue. Slowly he holds up both hands and locks eyes with the most aggressive of the animals (no mean feat given the fact those eyes are looking two different directions.)
He projects calm and moves carefully and slowly to close the crate back up.
Nature: 1d20 + 8 ⇒ (12) + 8 = 20

GM Frost |

Ulfgar seems to radiate good-natured projection towards the chameleon and takes the opportunity to close the crate while one of them cocks its head in anticipation. Thanks to Ulfgar, the chameleons won't be able harm them now that the crate is closed.
We're out of initiative now. Let's leave the chameleons now in peace. Which remaining crates do you inspect next?
1 - simple wooden crate
2 - gargantuan crate
3 - multilevel crate
4 - wooden chest.