PART 1, Or "holy crap this is more hard work than I thought" Plot in Fē̆rden | World Anvil
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PART 1, Or "holy crap this is more hard work than I thought"

The adventure begins as the player characters are escorting a wagon full of provisions and supplies from _____ to Grenim. The journey takes them south along the Brimwei road to the ____ Trail, which heads east (as shown on the overland map). When they're a half-day's march from Grenim, they run into trouble with Yọ̄mer raiders from the Cragmaw tribe.   Read the boxed text when you're ready to start. If you create a different adventure hook, skip to the second paragraph and adjust the details as necessary, ignoring the information about driving the wagon.   In the town of ______, a scholar named Melatiah asked you to bring a wagon load of provisions to the quiet settlement of Grenim, a couple of days' travel southeast of town. Melatiah was clearly nervous and more than a little secretive about the trip, saying only that they had found "something unfathomable," and that you would be paid ten gold pieces each for escorting the supplies safely to Barthen's provisions, a trading post in Grenim. Melatiah then set out ahead of you, along with a Roadman named Nathaniel, claiming someone needed to be there early to "take care of business." You've spent the last few days following the ____Road south from _____, and you've just recently veered east along the ____Trail. You've encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail.     Before continuing with the adventure, take a few minutes to do the following: • Encourage the players to introduce their characters to each other if they haven't done so already. Ask the players to think about how their characters came to know the technologist, Melatiah. Let the players concoct their own stories. If a player is hard-pressed to think of anything, suggest something simple. For example, Melatiah could be a childhood friend or someone who helped the player's character get out of a tough scrape. This exercise is a great opportunity for the players to contribute to the adventure's backstory. • Ask the players to give you the party's marching order and how their characters are travelling. Who's in front, and who's bringing up the rear? If the characters are escorting Melatiah's wagonload of supplies, then one or two characters need to be driving the wagon. The rest of the characters can be riding on the wagon, walking alongside, or scouting ahead, as they like.   DRIVING THE WAGON   Any character can drive a wagon, and no particular skill is necessary. The vehicle is operated via a feedback wheel at the front. If no one is touching the runes, the wagon stops where it is. The wagon is packed full of an assortment of mining supplies and food. This includes a dozen sacks of flour, several casks of salted pork, two kegs of strong ale, shovels, picks, and crowbars (about a dozen each), and five lanterns with a small barrel of oil (about fifty flasks in volume). The total value of the cargo is 100 gp.   When you're ready, continue with the "Goblin Ambush" section.   GOBLIN AMBUSH   You've been on the ____Trail for about half a day. As you come around a bend, you spot the wreckage of a few wagons sprawled about fifty feet ahead of you, blocking the path. Scorch marks riddle the shattered wooden panels. The woods press close to the trail here, with a steep embankment and dense thickets on either side.   If you are using the "Meet Me in Phandalin" adventure hook, then any character who approaches to make a closer investigation can identify the wagon as belonging to Melatiah's and Nathaniel. When the characters inspect the scene closer, read the following: The numerous bags have been looted. Nearby lies an empty leather map case.   Four Yọ̄mer are hiding in the woods, two on each side of the road. They wait until someone approaches the wreckage and then attack. This will likely be the first of many combat encounters in the adventure. Here are the steps you should follow to run it effectively:   • See the Apprentice Wizard block in appendix B. Since the Yọ̄mer are hiding, you'll need to know their Stealth skill modifier: (?).   Check to see who, if anyone, is surprised. The party cannot surprise the Yọ̄mer, but the Yọ̄mer might surprise some or all the characters. Make a Stealth check for the Yọ̄mer, rolling once for all of them. Compare the result to the characters' passive Perception scores. Any character whose score is lower than the Yọ̄mer check result is surprised and loses his or her turn during the first round of combat.   When three Yọ̄mer are defeated, the last Yọ̄mer attempts to flee, heading for the Yọ̄mer trail.   DEVELOPMENTS   In the unlikely event that the Yọ̄mer defeat the adventurers, they leave them unconscious, loot them and the wagon, then head back to the Cragmaw hideout. The characters can continue on to Grenim, buy new gear at Barthen's Provisions, return to the ambush site, and find the Yọ̄mer' trail. The characters might capture one or more Yọ̄mer by knocking them unconscious instead of killing them. A character can use any melee weapon to knock a Yọ̄mer unconscious, succeeding if the attack deals enough damage to drop the Yọ̄mer to 0 hit points. Once they regain consciousness after a few minutes, a captured Yọ̄mer can be convinced to share what they knows (see the "What the Yọ̄mer Know" sidebar on page 8). A Yọ̄mer can also be persuaded to lead the party to the Cragmaw hideout while avoiding traps along the way (see the "Yọ̄mer Trail" section).   The characters might not find the Yọ̄mer trail, or they could decide to continue to Grenim. In that case, skip ahead to part 2, "Phandalin." Elmar Barthen (the owner of Barthen's Provisions) seeks out the characters and informs them that Melatiah never arrived. He recounts the Yọ̄mer troubles and suggests that the characters return to the ambush site to investigate further (after they rest). Barthen also tells the party that Linene Graywind of the Lionshield Coster (see page 16) can provide more information on the Yọ̄mer attacks.   RESTS   The party might need to rest after the Yọ̄mer ambush, depending on how the battle plays out.   GOBLIN TRAIL   After the characters defeat the Yọ̄mer, any inspection of the area reveals that the mages have been using this place to stage ambushes for some time. A trail hidden behind thickets on the north side of the road leads northwest. A character who succeeds on a DC 10 Survival check recognises that about a dozen footprints mark the trail back and forth, as well as signs of several human-sized bodies being hauled away from the ambush site. The party can easily steer the wagon away from the road and take the keystone while the group pursues the Yọ̄mer. The trail leads five miles northwest and ends at the Cragmaw hideout (see that section). Ask the players to determine the party's marching order as the characters move down the trail. The order is important, because the Yọ̄mer have set two traps to thwart pursuers. Snare. About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the character in the lead spots the trap automatically if their passive Perception score is 12 or higher. Otherwise, the character must succeed on a DC 12 Perception check to notice the trap. If the character fails to notice the trap, they trigger the snare and must succeed on a DC 10 Dexterity saving throw. On a failure, the character is suspended upside down 10 feet above the ground. The character is restrained until 1 or more slashing damage is dealt to the snare's cord. A character who isn't carefully lowered down takes Id6 bludgeoning damage from the fall. Pit. Another 10 minutes down the trail is a pit the Yọ̄mer have camouflaged. The pit is 6 feet wide, 10 feet deep, and it triggers when a creature moves across it. The character in the lead spots the hidden pit automatically if their passive Perception score is 15 or higher. Otherwise, the character must succeed on a DC 15 Perception check to spot the hidden pit. If the trap isn't detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking Id6 bludgeoning damage. The pit's walls are not steep, so no ability check is required to scramble out.   CRAGMAW HIDEOUT   The Cragmaw tribe of Yọ̄mer has established a hideout from which it can easily harass and plunder traffic moving along the Triboar Trail or the path to Grenim. The Cragrnaw tribe is so named because each member of the tribe sharpens its teeth so they appear fierce and jagged. The leader of the Cragmaw Yọ̄mer lairing here is named Shadrach, who has orders from the chief of the Cragmaws to plunder any poorly defended caravans or travellers that come this way. A few days ago, a messenger from Cragmaw Castle brought new instructions: Waylay the scholar Melatiah and anyone traveling with them.   GENERAL FEATURES   The Cragmaw cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself. Ceilings: Most of the caves and passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light: Areas 1 and 2 are outside. The rest of the complex is dark unless stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source. Rubble: Areas of crumbling rock and gravel are difficult terrain. Sound: The sound of water in the cave muffles noises to any creatures that aren't listening carefully. Creatures can make a DC 15 Perception check to attempt to hear activity in nearby chambers. Stalagmites: These upthrust spires of rock can provide cover Stream: The stream that flows through the complex is only 2 feet deep, cold, and slow moving, allowing creatures to easily wade through it.   WHAT THE GOBLINS KNOW If the characters capture or charm any of the Yọ̄mer here, the Yọ̄mer can be persuaded to divulge some useful information: • Fewer than twenty Yọ̄mer currently dwell in the lair. • Their leader is named Shadrach. He answers to King Aisak, chief of the Cragmaw tribe, who dwells in Cragmaw Castle. (The Yọ̄mer can provide basic directions to Cragmaw Castle. It's about twenty miles northeast of the Cragmaw hideout, in Glashīre Woods.) • Shadrach received a messenger Yọ̄mer from King Aisak a few days ago. The messenger told him that someone named the Black Spider was paying the Cragmaws to watch out for the Scholar Melatiah, capture them, and send them and anything they were carrying back to King Aisak. Shadrach followed his orders. Melatiah was ambushed and taken along with their personal effects, including a map. • The scholar and their map were delivered to King Aisak, as instructed. The scholar's Roadman escort is being held in the "eating cave" (area 6).   1. CAVE MOUTH   The trail from the Yọ̄mer ambush site leads to the entrance of the Cragmaw hideout.   Following the Yọ̄mer' trail, you come across a large cave in a hillside five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream. The thicket in area 2 is impenetrable from the west side of the stream.   DEVELOPMENTS   The Yọ̄mer in area 2 are supposed to be keeping watch on this area, but they are not paying attention (They're exhausted and sleep deprived) However, if the characters make a lot of noise here-for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on; the Yọ̄mer in area 2 notice and attack them through the thicket, which provides the Yọ̄mer with three-quarters cover.   2. GOBLIN BLIND   When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a Yọ̄mer guard post, though the Yọ̄mer here are tired and exhausted. On the east side of the stream flowing from the cave mouth, a small area in the briar thickets has been hollowed out to form a lookout post or blind. Wooden planks flatten out the briars and provide room for guards to lie hidden and watch the area-including a pair of Yọ̄mer lurking there right now! Two Yọ̄mer are stationed here. If the Yọ̄mer notice intruders in area 1, they open fire with their ranged magic, shooting through the thickets and probably catching the characters by surprise. If the Yọ̄mer don't notice the adventurers in area 1, they spot them when they splash across the stream, and neither side is surprised.   Characters moving carefully or scouting ahead might be able to surprise the Yọ̄mer lookouts. Have each character who moves ahead make a Stealth check contested by the Yọ̄mer's passive Perception to avoid being surprised. Thickets. The thickets around the clearing are difficult terrain, but they aren't dangerous; just annoying. They provide half cover to creatures attacking through them.   3. KENNEL   The Cragmaws keep a kennel of Nīthissaunt they have somehow captured and chained. Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side of the passage. The cave narrows to a steep fissure at the far end, and is filled with the stench of Nīthissaunt. Savage snarls and the sounds of rattling chains greet your ears where two Nīthissaunt are chained up just inside the opening. Each Nīthissaunt's chain leads to an iron rod driven into the base of a stalagmite. Three Nīthissaunt are confined here. They can't reach targets standing on the steps, but all three attack any creature that moves into the room (see the "Developments" section). Yọ̄mer in nearby caves ignore the sounds of fighting Nīthissaunt, since they constantly snap and snarl. A character who tries to calm the Nīthissaunt absolutely fucking fails because they're monsters born from a bitter god's disdain for life.   Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that's been discarded through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Athletics check. If the check succeeds, the character moves at half speed up or down the shaft, as desired. On a check result of 6-9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the base of the shaft.   CHECK FOR ALTERNATIVE PATH   4. STEEP PASSAGE   From this point on, characters without darkvision will need light to see their surroundings. The main passage from the cave mouth climbs steeply upward, the stream plunging and splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.   CRAGMAW HIDEOUT   Characters using light or darkvision to look farther up the passage spot the bridge at area 5. Add: In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one, twenty feet above the floor. Any character who can see the bridge in area 5 might also notice the Yọ̄mer guarding the bridge. Doing so requires a Perception check contested by the Yọ̄mer's Stealth check. The Yọ̄mer notices the characters if they carry any light or don't use stealth as they approach the bridge. The Yọ̄mer does not attack. Instead, it attempts to sneak away to the east to inform its companions in area 7 to release a flood (see the "Flood!" section of area 5). The Yọ̄mer moves undetected if its Stealth check exceeds the passive Perception score of ALL characters who might notice its movements.   Western Passage. This passage is choked with rubble and has steep escarpments. Treat the area as difficult terrain. The ledge between the two escarpments is fragile. Any weight in excess of 100 pounds loosens the whole mass and sends it tumbling down to the east. Any creature on the ledge when it falls must make a DC 10 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure, or half as much damage on a success. The creature also falls prone on a failed save.   5. OVERPASS   Where a high tunnel passes through the larger tunnel cavern below, the Yọ̄mer have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead, bending eastward as it goes. A waterfall sounds out from a larger cavern somewhere ahead of you.   If the characters didn't spot the bridge while navigating area 4, they spot it now. Add: A rickety bridge spans the passage, connecting two tunnels 1 that are 20 feet above the stream. One Yọ̄mer stands watch on the bridge. They are hiding, and characters can spot them by succeeding on a Perception check contested by the Yọ̄mer's Stealth check. This guard is tired and exhausted. If no characters are using light sources, each character can attempt a Stealth check against the Yọ̄mer's passive Perception score to creep by without being noticed.   If the Yọ̄mer spots the adventurers, They signals the Yọ̄mer in area 7 to release a flood (see the "Flood!" section), then throws Firebolts down at the characters. Bridge. This bridge spans the passage 20 feet above the stream. It's possible to climb up the cavern walls from the lower passage to the bridge. The 20-foot-high walls are rough but slick with spray, requiring a successful DC 15 Athletics check to climb. The bridge has an AC of 5 and 10 HP. If the bridge is reduced to 0 hit points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 bludgeoning damage and landing prone. Those who succeed hold onto the bridge and must climb it to safety.     FLOOD!   The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main passage of the lair. In the round after the Yọ̄mer in area 7 are signalled by the lookout in area 5, they start knocking away the supports. In the following round on the Yọ̄mer's initiative count, a water surge pours from area 7 down to area 1.   The passage is suddenly filled with a mighty roar, as a huge surge of rushing water pours down from above! The flood threatens all creatures in the tunnel. (Creatures on the bridge at area 5 are out of danger, as are any characters successfully climbing the cavern walls.) Any creature within 10 feet of the disused passage at area 4 or the steps leading up to area 3 can attempt a DC 10 Dexterity saving throw to avoid being swept away. A creature that fails to get out of the way can attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to area 1, taking 1d6 bludgeoning damage along the way. The Yọ̄mer in area 7 can release a second flood by opening the second pool, but they don't do this unless the Yọ̄mer on the bridge tells them to. The Yọ̄mer on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.   6. GOBLIN DEN   The Cragmaw Yọ̄mer stationed in the hideout use this area as a common room. This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides. Six Yọ̄mer inhabit this den, and one of them is a leader with 12 hit points. The five ordinary Yọ̄mer tend the cooking fire in the lower (northern) part of the cave near the entrance passage, while the leader rests in the upper (southern) part of the cave.   Nathaniel, a Roadman, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The Yọ̄mer have been beating and tormenting him, so he is weak and at 1 hit point. The Yọ̄mer leader, Ruenna, is second-in-command of the whole hideout. If she sees that the characters are getting the upper hand, she grabs Nathaniel and drags him over to the edge of the upper level. "Truce, or this human dies!" she shouts.   Ruenna wants to oust Shadrach and become the new boss. If the adventurers agree to parley, Ruenna tries to convince them to kill Shadrach in area 8, promising to release Nathaniel when they bring back his head. Nathaniel groggily warns the characters that they shouldn't trust the Ruenna, and he's right. If the characters take the deal, Ruenna tries to force them to pay a rich ransom for Nathaniel even after they complete their part of the bargain. If the characters refuse to parley, Ruenna shoves Nathaniel over the edge and continues with the fight. Nathaniel takes 1d6 bludgeoning damage from the fall, which is enough to drop him to 0 hit points. Quick-acting characters can try to stabilise him before he dies.   ROLE PLAYING SILDAR   Nathaniel is a kindhearted human male of about 25 years who holds a place of honour in the famous griffon cavalry of the great city of Water deep. He is an agent of the Lords' Alliance, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands.   Nathaniel met Melatiah in Glashīre and agreed to accompany him back to Grenim. Nathaniel wants to investigate the fate of larno Albrek, a human wizard and fellow member~of the Lords' Alliance who disappeared shortly after arriving in Grenim. Nathaniel hopes to learn what happened to larno, assist Melatiah in reopening the old mine, and help restore Grenim to a civilized center of wealth and prosperity. Nathaniel provides the characters with four pieces of useful information:   o The three Rockseeker brothers (Melatiah , Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver's Pact. (Share the information in the first two paragraphs of the "Background" section to the players at this time.)   Shadrach, the bugbear who leads this Yọ̄mer band, had orders to waylay Melatiah. Nathaniel heard from the Yọ̄mer that the Black Spider sent word that the scholar was to be brought to him. Nathaniel doesn't know who or what the Black Spider is.   o Melatiah had a map showing the secret location of Wave Echo Cave, but the Yọ̄mer took it when they captured them. Nathaniel believes that Shadrachsent the map and the scholar to the chief of the Cragmaws at a place called Cragmaw Castle. Nathaniel doesn't know where that might be, but he suggests someone in Grenim might know.   (It doesn't occur to Nathaniel immediately, but a captured Yọ̄mer might also be persuaded to divulge the castle's location. Nathaniel's contact in Grenim is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords' Alliance received no word from Iarno, Nathaniel decided to investigate.   Nathaniel tells the characters that he intends to continue on to Grenim, since it's the nearest settlement. He offers to pay the party 50 gp to provide escort. Although he has no money on him, Nathaniel can secure a loan to pay the characters within a day after arriving in Grenim. First, he hopes they'll put a stop to the Yọ̄mer raids by clearing out the caves.   DEVELOPMENTS   If he is rescued and healed, Nathaniel remains with the party but is anxious to reach Grenim as quickly as possible. He doesn't have any weapons or armor, and cannot operate anything which requires two hands.   If Nathaniel joins the party, see the "NPC Party Members" sidebar for tips on how to run him.   TREASURE   Ruenna carries a pouch containing three gold teeth (1 gp each) and 15 sp. Nathaniel's gear, along with Melatiah, was taken to Cragmaw Castle.   NPC PARTY MEMBERS   An NPC might join the party, if only for a short time. Here are some tips to help you run an NPC party member:   o Let the characters make the important decisions. They are the protagonists of the adventure. If the characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too.   o An NPC won't deliberately put himself or herself in harm's way unless there's a good reason to do so. An NPC won't treat all party members the same way, which can create some fun friction. As an N PC gets to know the characters, think about which characters the NPC likes most and which ones the NPC likes least, and let those likes and dislikes affect how the NPC interacts with the party members. In a combat encounter, keep the NPC's actions simple and straightforward. Also, look for things that the N PC can do besides fighting. For example, an NPC might stabilize a dying character, guard a prisoner, or help barricade a door.   o NPCs have their own lives and goals. Consequently, an NPC should remain with the party only as long as doing so makes sense for those goals.   7. TWIN POOLS CAVE   If the Yọ̄mer have drained either pool to flood the passage, adjust the following boxed text accordingly.   This cavern is half filled with two large pools of water. A narrow waterfall high in the eastern wall feeds the pool, which drains out the western end of the chamber to form the stream that flows out of the cave mouth below. Low fieldstone walls serve as dams holding the water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.   Three Yọ̄mer guard this cave. If the Yọ̄mer in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can't hear any fighting that takes place here, and vice versa. Therefore, as soon as a fight breaks out here, one Yọ̄mer flees to area 8 to warn Shadrach.   Rock Dams. The Yọ̄mer built simple dams to control the flow of water through the heart of the complex. If the Yọ̄mer sentry in area 5 has called for the Yọ̄mer here to release a flood, one or both of the pools are mostly empty and the stream is flowing unimpeded.   8. KLARG'S CAVE   The leader of the Yọ̄mer insists on keeping the bulk of the raiders' stolen goods in his den. The Cragmaws' plunder from the last month of raiding and ambushing caravans is here. Sacks and crates of looted provisions are piled up in the south end of this large cave_ To the west, the floor slopes toward a narrow opening that descends into darkness. A larger opening leads north down a set of natural stone steps, the roar of falling water echoing from beyond. In the middle of the cavern, the coals of a large fire smolder. Shadrach shares this cave with his mangy pet wolf(?), Ripper, and two Yọ̄mer . The mage is prone to delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. He is not entirely sane.   The Yọ̄mer under his command resent his bullying.   Fire Pit. The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round.   Natural Chimney. A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney.   Supplies. The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue lion--the symbol of the Lionshield Coster, a merchant company with a warehouse and trading post in Phandalin. Hidden among the supplies is an unlocked treasure chest belonging to Shadrach (see the "Treasure" section). Any character who searches the supplies finds the chest.   DEVELOPMENTS   If Shadrach is warned by the Yọ̄mer in area 7 that the hideout is under attack, he and his wolf(?) hide behind stalagmites while the Yọ̄mer take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave. If Shadrach and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Shadrach does not expect an attack from that direction.   If the wolf(?) is killed, the bugbear attempts to climb down the chimney to area 3 and flee the cave complex.   TREASURE   The captured stores are bulky, and the characters will need a wagon to transport them. If they return the supplies to the Lionshield Coster in Grenim (see part 2, "Phandalin''), they earn a reward of 50 gp and the friendship of Linene and her company. In addition to the stolen provisions, Shadrach has a treasure chest that contains 600 cp, 110 sp, two potions of healing, and a jade statuette of a frog with tiny golden orbs for eyes (40 gp). The frog statuette is small enough to fit in a pocket or pouch.

Plot points/Scenes

Ambush Trail Hideout (1) Outside (2) Campers (3) Kennel (4) Steep Passage (5) Overpass (6) Den (7) Twin pools cave (8) Shadrach's cave

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