Old World» Group One

Contents

Iraklis, Nika, Omri, Dorc.

Player characters

Player characters associated with Group One.

Quick reference

(:template first:)

 HDCharismaPerceptionSense MotiveSurvivalLanguagesVisionFortRefWill

(:template each:)

{=$Titlespaced}?{=$:Level}{=$:Charisma}{=$:Perception}{=$:Sense_Motive}{=$:Survival}{=$:Languages}{=$:Vision}{=$:Fortitude}{=$:Reflex}{=$:Will}

 HDCharismaPerceptionSense MotiveSurvivalLanguagesVisionFortRefWill
Dorctor4+1+3+3+3Common, Orcdarkvision+6+1+7
Iraklis4+3+8+7+7Common +5+2+4
Mouse3+0+6+6+6Common, Infernaldarkvision+4+5+1
Nika3+3−1−1−1Common, Infernaldarkvision+2+3+2
Omri4+2+6+9−1Common, Infernal, Draconic, Goblin, Orcdarkvision+3+6+2

Procedures

Standard operating procedures.

Watch order

(See Timekeeping and Rest.)

Watches in a typical travel/adventuring day:

  1. Travel/exploration/adventuring
  2. Travel/exploration/adventuring
  3. Foraging/downtime
  4. Foraging/downtime
  5. Rest
    • Dorc on watch; others asleep
  6. Rest
    • Iraklis on watch; others asleep

Marching order

(Left is forward)

Single-file (narrow passages):

I D O N m

Double-wide (wider passages / outdoors):

D N m
I O

Acquaintances

Characters that have been encountered by Group One.

Travelogue

Locations that have been visited by Group One.

Item catalog

Special items that have been found by Group One.

Bestiary

Creatures that have been encountered by Group One.

  • Assassin vine Semi-mobile plant that grabs and crushes creatures that come within its reach.
  • Bats Nocturnal flying animals that can “see” by emitting high-pitched sounds.
  • Carrion crawler Segmented bug-like monster with paralyzing tentacles.
  • Grick Worm-like subterranean monster with suckered tentacles and a tough, rubbery hide.
  • Phase spider Giant spider that can shift in and out of material existence.
  • Snakes Deadly serpents, either venomous or constrictors.
  • Spiders Spiders of unusual size.

Party inventory

Party Currency: 17pp, 421 gp, 130 sp

Loot

Adventure log

2024-08-10

2024-09-07

2024-09-28

2024-09-28 (addendum)

Instructions for traversing the Lower CavernsJ3 to the Master’s domainJ3 (received from Andoras and the other outcasts):

When you find the entrance, descend; out of the caverns nearest the entrance lead two paths—take the left-hand path. Make your way deeper, always descending; you should soon find a large vaulted cavern with water flowing through it. Swim upstream to the first branching; then take the other branch downstream until you come to a narrow beach at the bottom of a canyon.

From this beach there is a steep ascent, and you may climb up to the canyon top. Take the second of two passages, and follow it until a great void opens before you. This is the hardest part. There are paths across, but they are treacherous; watch your footing here, as it is a long way down, and a fall means death. Look for an opening level with that which you came through.

Having crossed the void, follow the passage until you come to the top of a cliff; descend and once again take the left-most path. Soon you will emerge into a large cavern, and at the far side will rise another cliff. Now be wary, as at the top of that cliff is the guarded passage to our people’s realm; you will certainly be seen before you’ve reached the foot of the cliff, and you’ll be challenged if you approach.

2024-10-19

2024-11-02