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Descent I

This descent into a very deep valley can be planted in adventure as part of a wilderness trek or as a stand alone encounter for those heroic parties wanting to challenge their climbing prowess.  The map gives a general overview of the descent.  In general, the descent begins at the edge of a sparsely treed plain that abruptly ends in a very narrow and steeply sloped valley.

descent1

A) Hidden Stairs (CR 4)

a. The trail begins at the precipice of a stone ridge.  Set into the stone are small carved steps that are only visible to those who peer more than one foot over the edge.  If the party has Knowledge (local, DC 15) they can Perceive (DC 15) the steps.  If the party has a map they receive a +2 modifier to spotting the beginning of the trail.

b. The steps are narrow, but allow passage down the 300 ft. drop.  The climb down is DC18.  At the bottom of the massive rock is a small clearing that has been carven from the rock wall.  Six medium sized humanoids can fit in the clearing, though they will be cramped.

Between A and B
The path consists of a narrow ledge that winds back and forth hugging the stone valley wall.  The path from A to B is DC 15 and predominantly dry.  Occasional shrubs and short trees grow from cracks in the rocks and the wind is brisk. 

B) Mushroom Cove

a.A small waterfall has carved a groove into the trail and created a small depression between two cracks in the rock.  In this small 15 ft wide depression, the rocks are very slippery and covered with slime.  In addition, mushrooms of many varieties grow in the cove.  Those with a successful Survival (DC 15) skill check will note that among the mushrooms are rare green and dark purple varieties that may enhance healing.  With a successful Heal skill check (DC 15), the mushrooms may be added to meals once a day to double the normal rate of healing from wounds.  

Between B and C
The path continues past the wet cove as a narrow ledge that winds back and forth hugging the stone valley wall.  The path from B to C is DC 15 and predominantly dry.  Occasional shrubs and short trees grow from cracks in the rocks and the wind is brisk. 

C) Landslide (CR 4)

a. The path has been obliterated by rocks and rubble from above.  The narrow path disappears for thirty feet into a steep slope.  To climb over the obstacles and debris is very tricky and requires a climb DC 17 check.  If a character fails the climb check, they can save a fall by making a successful Acrobatics check (DC 15). 

b. Down the mountain the path can be seen heading back in the opposite direction after a switchback.  It is also possible to avoid the landslide and attempt the climb directly down the steep rocky slope directly.  The trail is 100 ft down and is DC 20.  

Between C and D
The path continues past the switchback as a slightly wider ledge that winds back and forth hugging the stone valley wall.  The path from C to D is DC10 and predominantly dry.  Occasional shrubs and short trees grow from cracks in the rocks and the wind is brisk. 

D) Crazy Bitz (CR 2)

a.Again the slender waterfall finds its way down the valley side.  The path is wider here and despite the slick rocks, there is room for at least 10 medium sized creatures to stand comfortably.  The water pools in many areas and is fresh and clean.  Lichens and moss line the rocks and lush green vines cover much of the rocky depression. 

b.In one corner of the wall is a roughly hewn cave with an entrance of 4 feet in diameter.  Inside the cave are two small rooms.  The current occupant of the cave is Crazy Bitz, a Tengu Cleric who has lost his mind. 

Crazy Bitz

Male Tengu Cleric 3
N medium humanoid (Tengu)
Init +2, Senses: low-light vision (can see twice as far in dim light), Perception +5

DEFENSE
AC 14, touch 12, flat footed 12 (+2 armor, +2 Dexterity)
hp 17 (3d8)
Fort +3, Ref +3, Will +4

OFFENSE
Speed 30 ft.
Melee falchion +3 (2d4, 18-20/x2) or dagger +2 (1d4, 19-20/x2) or bite 1d3
Ranged dagger +4 (1d4, 19-20/x2)
Spells memorized (CL 3rd)
0 – Mending, Read Magic, Resistance, Stabilize
1 - Curse Water, Obscuring Mist, Protection From Law
2 – Darkness, Make Hole

STATISTICS
Str 10, Dex 14, Con 10, Int 10, Wis 12, Cha 14
Base Attack +2; CMB +2; CMD 14
Feats Self Sufficient, Weapon Focus (Falchion)
Skills Diplomacy +3, Heal +3, Perception +5, Stealth +4, Survival +5
Languages Common, Tengu
Special Qualities Gifted linguist, sword trained, sneaky (+2 to Perception and Stealth)
Combat Gear leather armor, Falchion, (2) daggers
Other Gear small box containing 130 sp, 12 gp, and a blue gemstone worth 45 gp.

Crazy Bitz has roamed the mountainous area around the valley for years.  He has wandered in and out of the many small villages in the region and always left those behind in bewilderment.  Bitz is attracted to causes as with each shift of the wind.  In each region he has adopted a radical stance, believing the latest cause is the most important thing in life.  
He has recently come upon an old tome that tells of how those who walk the light are in a conspiracy to those who dwell in caves.  As such, he found this small cave and made it his new home. 

Bitz will accost every traveler along the path and try to convert them to the darkness of the cave.  Bitz is oddly charismatic and frames his words wisely and with great emotion.  A natural salesman, it is this characteristic that enabled him to survive so many altercations with the village leaders in the past. 

Bitz is generally a nuisance, but he can be a source of local information.  He begins the encounter as Indifferent (DC 15).  With a successful Diplomacy check, Bitz will answer general questions about the area if asked.  The following is information he may provide:
  1. He knows the path below them past the switchback is washed out and can tell the party about the secret hand holds recently carved in the stone.  Knowing this information will give a bonus to +4 to the climb skill check.
  2. The two villages at the base of the descent are currently feuding.  One side is led by a gnome shaman and the other by female elder gnome.
  3. There is a nasty stone giant that lives at the edge of the waterfall at the summit.  He is surprised the party was not struck by his stone missiles on the way down the mountain.
If the character succeeds on the diplomacy check by more than 2, Bitz will become enamored by the character and seek to find the cause of the character and make it his own.  Bitz will not take no for an answer and will attempt to follow the character until he finds another cause.  

Between D and E
The path continues past the waterfall as a slightly wider ledge that wind back and forth hugging the stone valley wall.  The path from D to E is DC 10 and predominantly dry.  Occasional shrubs and short trees grow from cracks in the rocks and the wind is brisk.  At the switchback, the path becomes much steeper and the climb very dangerous.  This region is DC 20.  After a few hundred feet, the way forms again into a manageable but very narrow path, DC 15. 

E) Water Washout (CR4)

a. The waterfall makes its final plunge past the path and down to the valley floor.  The water has eroded the entire path and there is open expanse for thirty feet.  If the party succeeds on a perception check DC 20, they will notice a series of handholds and footholds along the back of the waterfall.  If the party uses these, they gain a +4 to all climb checks to cross the open expanse to the other side.  

Between E and Valley floor
The path continues past the open expanse in a narrow ledge that winds back and forth hugging the stone valley wall.  The path from E to the valley floor is predominantly dry, DC 15.  Shrubs and short trees grow from cracks in the rocks and the wind is brisk.  The path dumps out into a mossy green turf at the base of the steep valley.

GM Notes

Falling
This is a significant challenge for low level characters or those characters less equipped to handle mountainous journeys.  If needed, the journey can be eased by giving the characters who fail their climb checks additional chances to catch themselves on the way down.

Method I: Every failed climb check that typically results in falling (fails by more than 4) incurs 1d3 pts of damage and the PC falls 5 ft.  The PC must climb back up to the original path to continue the travel.

Method II: A missed skill check that typically results in falling (fails by more than 4) causes the PC to slip and suffer 1 pt of damage.  Two successive missed skill checks cause the PC to slip 5 ft and suffer 1d3 pts of damage per failed skill check.  The PC must climb back up to the original path to continue the travel.

What’s at the Bottom?

  1. The gnome shaman is wanted for murder in one of the villages near the summit of the path.  Recently, however, he has made some new converts.
  2. The gnome elder is an ex-spy for a nearby country.  She is renowned in certain circles for knowledge of the neighboring countries pathways and merchant activity.
  3. A local guild has offered a reward for the fastest climber to make the descent.  The reward is a platinum piton (250 gp).

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