After assessing the best time to “quietly” slip out of Seven Pillared Hall, you take your leave and head down the road leading to the labyrinth. You were not as quiet as you’d hoped to have been, Aztrid’s chastity belt fell to the ground and someone else failed to pack their adventures kit well and the pots and pans clanged together as a result.
During the first few 100 feet of your journey, you noticed a corridor leading to a door that you recognize belongs to Grimmizhul Trading Post. You noticed that the door was slightly ajar and eyes were watching you leave. As a party, you decided to pay them no heed and journey on…..
After several hours the road/tunnel became less maintained and the tracks were becoming harder to see. Your checks kept you on the road and these successful checks, helped you stay on course using your map. The road forked and a decision had to be made as to your continued, direction. Based on the tracks on the ground you surmised that your true course was to take the tunnel on the right. The markings on the ground had indicated more had passed through this way, despite the fact that the markings on the ground showed more tracks leading in the direction you were going than returning. You also noticed tracks where something or someone was being dragged along the ground.
The party quietly travelled along this corridor until it opened out into a chamber. Mialee was able to sneak up between the rock formations and noticed a group of Fire Beetles resting or waiting in ambush. Realizing that this was your only course of movement – you dispatched the beetle nest rather quickly and effectively.
The chamber was found to contain a rather interesting bit of loot. There was a chest that Snig aptly accessed for you. Inside you found some potions. The management of these potions is still yet undecided.
These are the potions that you found:
1. Alchemist’s Frost. – This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. – Level 6 power – Standard Action. Make an attack: Ranged 5/10; +4 vs. Ref; on a hit, the target takes 1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not slowed.
There is a modification to this as ammunition – you can find this information in the character builder, or on page 25 of the adventurers vault.
2. Clearwater Solution – This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarves spirits. – Level 1 power – Minor Action. Apply clearwater solution to a volume of liquid filling a cube 1 square on a side (5 feet by 5 feet by 5 feet; approximately 935 gallons). The solution removes any poison or disease present in the liquid after 1 minute.
Clearwater solution cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures with the aquatic or water keyword. If it’s applied to a volume of liquid larger than the amount specified above, the clearwater solution has no effect.
3. Thunderstone – On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. – Level 5 power- Standard Action. Make an attack: Area burst 1 within 10; +8 vs. Fort; on a hit, the target takes 1d4 thunder damage, is pushed 1 square from the centre of the burst, and deafened (save ends)
4. Tracking Dust – The fine grains of this silvery powder can reveal the subtlest tracks. – Level 9 power – Standard Action. The tracking dust creates a zone of 5 contiguous squares. In areas where the dust is spread, Perception checks to track can be made with a total +7 bonus; use this modifier instead of your normal check modifiers. Tracking dust can be determined with a DC20 perception check, and its effects last for 1 hour.