Session 6 Script

1. **Travelling to the Martyr's Village**: The party continues travelling with **Yok'rir** North from the **Fishing Camp** towards the **Martyr's Village**.
	1. **Survival Check Success**: As the party continues onwards and they succeed on a **Survival DC 16** they notice **Goblin** footprints which can lead them towards a **Goblin Den**, if **Yok'rir** is made aware of the footprints he will want the party to help him clear it out before they start to spread. Once dealt with, **Yok'rir** will lead the group to a disguised shortcut towards the village.
	2. **Survival Check Failure**: As the party continues onwards they fail to notice the tracks and continue onwards to the **Martyr's Village**, **Yok'rir** leads the group through a series of disguised terrain and foliage that leads them into a tight cave network which helps expedite the travel and make it much safer, they come out from the cave on the inside of the **Martyr's Village**.
2. **Uneasy Alliance**: The group are allowed passage inside the **Martyr's Village** after **Yok'rir** explains the situation to the guards protecting the entrance, showing them the provided note from **Elder Chieftan Vyzam**, the group is then led towards the largest tent inside the walled off perimeter.
	1. **A Mere Moment**: The guards enter and exit the tent, telling **Yok'rir** that **Elder Dreamweaver Aer'ree** is currently preoccupied tending **War Chief Tyr'und** and that the guests have free reign to explore the village as long as they are kept under watch. If the players want to shop/trade with the kobolds they can only pick two of these since Aer'ree will be free after the interactions, their options are:
		1. **Blacksmith Sue'rit in the Volcanic Forge**: Travelling to **Blacksmith Sue'rit** takes some time, the guards lead the group through another cave network that slowly leads underground, after walking for some time the humidity of the tunnel gets hotter and hotter, players must to a **Constitution DC 12** or take a point of exhaustion as their bodies start to weaken from the intense heat. As they make their way out of the caves they are greeted with the illuminated orange silhouette from the light of lava revealing a stone structure that has a flow of lava running through it, approaching the structure you can hear the sound of several hammers clanging against metal, and muffled draconic dialogue. (If someone wants to overhear they can with a **Perception DC 16**, **Blacksmith Seu'rit** seems to be scolding someone for making a mistake.) As they enter they can have **Blacksmith Sue'rit** work on metalworking projects, such as attempting to repair the shattered scimitar formerly owned by **Captain Flockheart**.
		2. **Forager Khi'tour in the Herbalist's Shack**: Travelling to the Herbalist's Hut takes no time at all as it is inside the walls of the **Martyr's Village**, the outside of the wooden shack is covered in all sorts of moss, vine, mushrooms and plant matter, as they enter inside they are immediately hit with a pungent scent as they see the back of a kobold wearing clothing seemingly made out of pine boughs and other tree material. She slowly turns around and with a confused expression and as she faces the group she seems to put her hand on top of a bag, clutching it as she speaks in Draconic "Outsiders? Why are you here?", she can be easily persuaded to calm down, and can offer the group some herbs and other medical bitters, salves and extracts, if asked about the bag she explains that its a bag of **Stillspore Powder**, a dried and powdered mushroom called a **Stillspore** mixed with some **metahmaterials**, when thrown in the direction of a target it can paralyze a creature until they succeed on the save or after 15 minutes pass and it wears off naturally, she got it from **Chemist Rye'bor** who concocted it for her.
		3. **Fletcher Fleh'ront in the Northern Barracks**: Travelling to the **Northern Barracks** takes very little time as it is located near the **Northern Wall** of the **Martyr's Village**, Fletcher Fleh'ront can be seen outside, fletching and burning arrow shafts in bulk, he wipes off the sweat off his brow and waves to the group and the escorting guards, curious about the newcomers and their business. He is very eager to learn about the outside world so will gladly trade some arrows for some knowledge, if he learns something new he will happily provide the party with an **Ironwood Arrow Shaft**, it is surprisingly strong and light and can be treated like magical ammo.
		4. **Chemist Rye'bor in the Earthen Laboratory**: Travelling the same path the group would take towards **Blacksmith Sue'rit**, there is a fork in the path that directs them into a dug out earthen chamber reinforced with what looks to be bricks made of mud, entering the area you are immediately hit with the waft of sulfur and ozone, inside you can see a kobold using **Shocking Grasp** on a copper pipe that seems to connect to the inside of some kind of pressurized alembic, as the energy courses through them the liquid within the container starts to bubble and turn from clear liquid into a deep dark red, then it rapidly shifts to a piss colored yellow, and then an almost black blue. **Chemist Rye'bor** lets go of the copper pipes and still hasn't perceived the group, they take off their leather gloves and move the goggles on their eyes onto their forehead, leaving a visibly sooty outline around them. Once they grab the attention of the kobold they accidentally drop a vial and a small fire immediately starts, in a panic they take off their leather apron and toss it over the fire, stomping it out as they try to calm down. Once the situation is calm they seem visibly angry and like they are not in the mood to deal with the group at all, they are incredibly hard to persuade but if they decide to help they can provide some basic **Healing Potions** and **Stillspore Powder**, begrudgingly.