The sun had scarcely climbed above the horizon, yet already the companions stood amidst the grim reminders of their morning’s grim work—lifeless husks of undead littered about the muck of the bog. It was a bitter irony, thought Pebblesong grimly, that the same land which fed the rich fields of the Baroldson farmstead could birth such foulness. But there was little time for reflection, as the air hung heavy with moisture, whispers of decay, and the distant groans of creatures that refused to remain in their graves.
Bhakris, ever vigilant, wiped his blade and glanced toward the distant farmhouse. “The zombies threaten more than lives,” he murmured thoughtfully. “They threaten livelihoods. We must find their source.”
Thalmiir grunted, his expression stern beneath his thick beard. “Aye, a farm without harvest means empty mills and emptier bakeries. I won’t live in a world without scones,” he added with mock gravity. Waer’dara, drawn into her private musings about what peculiar spiders might dwell within the bog, only half-heard the dwarf’s words. Hat, buoyant as ever despite the grim surroundings, laughed quietly as he tightened the strings on Puppet, who obediently hovered close.
Guided by the scant clues and the vaguest whispers of a master behind the zombies, they set off through the bog. Though their hearts were brave, the marsh was eager to test their mettle. The initial fear, subtle but insidious, took hold as the murky waters swallowed their boots and shadows seemed to writhe with unnatural life. Bartholemeow, unperturbed by the surroundings, strummed an upbeat melody upon his lute, a bright contrast to the gloom. He sang spiritedly of victory and bravery, lifting hearts and spirits—though even his voice faltered briefly when he saw Pebblesong quietly whispering comforting lies to herself.
As the morning wore on, each step through the bog proved treacherous. At one point, their path was blocked by sprawling pools of foul water, choked with fallen logs and slimy algae. Hat led the way enthusiastically, Puppet dancing ahead, but soon tumbled headlong into the cold water with a splash, followed swiftly by Pebblesong and Bhakris. Despite Thalmiir’s strong arms and Bhakris’s determined strength, progress ground to a halt, laughter mingling with frustration as they clambered out sodden and chastened. Their misadventures did not go unnoticed, however. In the distance, moaning silhouettes lurched ominously closer.
Determined, the group pressed on, navigating through patches of knife-sharp grasses which cut cruelly even through armor and thick cloaks. With shields held firm and improvised cookware pressed into protective service, they passed through carefully, though Pebblesong’s impatience led her off-course, nearly stumbling into two wandering undead who joined the shambling horde already trailing them.
By midday, weary and muddied, they reached a small rise—a low, lonely hill crowned with what appeared to be tents. Their spirits, so recently dampened by the bog’s cruel tests, rose at the sight of dry ground. The faint promise of shelter and safety quickened their pace. Bhakris rallied their flagging morale with stories of legendary heroes and battles long past, bolstered by Bartholemeow’s uplifting chorus. As they approached, the gentle hill revealed signs of previous occupation—a campsite fortified long ago with stakes and piled logs.
Careful investigation revealed that though the site had been abandoned for some time, signs of life—and death—lingered disturbingly. Tracks leading from the tents hinted at violence; two sets of footprints belonging to the living had been dragged away, the marks unmistakably intermingled with the shuffling gaits of zombies.
With growing unease, Thalmiir carefully pulled aside the canvas flap of the standing tent, gripping his axe warily. Hat peeked eagerly around the dwarf’s broad frame, Puppet hovering anxiously nearby. Inside, the evidence was clear: this camp had belonged to adventurers much like themselves, perhaps even fellow seekers of the Urn. Packs, bedrolls, and mundane belongings lay strewn about, abandoned as if their owners had stepped out only for a moment.
Yet the truth, starkly revealed by the cold fire pit and decayed provisions, was more sinister. These adventurers had not merely left—they had been taken, their fate grimly evident in the muddy drag marks trailing off into the marshland.
As dusk slowly approached, Bhakris eyed the encroaching gloom warily. “Nightfall in a place such as this could be our doom,” he warned gravely.
Pebblesong, her young eyes steely with newfound resolve, nodded. “But if we don’t rest, we’ll falter, and the zombies will have us regardless.”
Bartholemeow strummed his lute pensively, murmuring, “A song to stave off darkness—though perhaps not loud enough to invite more unwelcome guests.”
Hat chuckled softly, though even he sounded more cautious than before. “We’ll just build a big fire, see how they like that!”
Thalmiir scowled into the deepening gloom. “Quietly. If we’re smart, they won’t even know we’re here.”
As shadows lengthened, the companions steeled themselves for the coming night, drawing strength from their shared determination. Unspoken fears hung heavily upon each heart, for the bog was vast, dark, and filled with unknown horrors. But as they settled into uneasy watchfulness, they resolved silently—each in their own way—that no matter what prowled these dark waters, no matter what foul force commanded these restless dead, they would face it together.
In the distance, the faint groans of undead echoed hauntingly, a grim reminder of the task yet unfinished and the deeper mysteries still awaiting them in the heart of the bog.
08:00 – Edge of the Bog DM Ben sets the in-game time to 8 a.m. and reminds the party of the bog-travel rules: each trek is made of legs, each leg is either wandering or moving toward an objective. Party roles (Acquisitions Incorporated jobs) are reviewed: Pebblesong is asked to track navigation points and discovered objectives; Bhakris Edge will choose the group’s actions each leg. Leg 1 (Wandering, DC 12, Charisma challenge) Theme: overcoming fear of entering the undead bog. Declared skill checks: Result: 3 successes / 3 failures → challenge passed. Consequence: party attracts 3 zombies; follower count = 3. Time spent: ~1 hour (now ~09:00). Perception check after Leg 1 Leg 2 (Wandering, DC 13, Dexterity challenge) Obstacle: shallow lake with floating, water-logged logs requiring balance. Declared checks (default Dexterity or Acrobatics): Result: only 1 success → challenge failed. Consequence: no progress; 4 additional zombies attracted (follower count = 7). Time spent: ~1 hour (now ~10:00). Decision & Leg 3 (continue, DC 14, Dexterity “knife-grass” challenge) Terrain: tall, razor-sharp knife-grass. Thalmiir proposes shield/ cookware phalanx; group accepts: advantage on rolls, but each failure spawns 2 zombies. Checks (with advantage): Result: 5 successes / 1 failure → challenge passed. Zombies: failure spawns 2 zombies (follower count = 9). Perception check (Bartholemeow, Pebblesong, Bhakris) fails to add navigation points. Time now ~11:00. Evasion attempt (Stealth, DC 15) Bhakris casts Pass Without Trace (+10) to aid stealth. Party stealth rolls: 4 successes / 2 failures → evasion succeeds; zombies reduced but 2 linger due to failures. Follower count set to 2. Time advances to ~12:00; short rest taken. Leg 4 (Wandering resumes, DC 12, Intelligence “ripple-reading” challenge) Obstacle: very shallow flowing water with hidden solid ground; reading ripples reveals footing. Checks: Result: 4 successes / 2 failures → challenge passed. Zombies: +2 (follower count = 4). Perception check (same three PCs) succeeds → second navigation point; hill with a tent-like shape is now 2 legs away. Time ~13:00. Leg 5 (Moving toward hill, DC 13, Charisma “morale” challenge) Bartholemeow plans inspirational song; Hat provides pan-flute accompaniment; Thalmiir drums. Pre-check: Bartholemeow’s Performance with advantage succeeds → entire party gains advantage but each failure spawns 2 zombies. Charisma checks: Result: 4 successes / 2 failures → challenge passed. Zombies: +4 (2 per failure) → follower count = 8. Time ~14:00. Leg 6 (Wandering toward hill, DC 14, Intelligence “ancestral stories” challenge) Each PC recalls cultural tales of overcoming nature: Result: 3 successes / 3 failures → challenge passed. Zombies: +2 (for the 2 failures rolled) → follower count = 10. Hill with tents reached at ~16:00. Bog-Hill Camp Investigation (follower resolution first) Camp description Session endSession Notes