The Snatcher's Cave
A hidden cave ~10 miles up the river north of Ponterford (reached by following the riverbank north, bending hard inland where it meanders, past a blue-painted boulder and three more boulders that conceal the entrance). It serves a double purpose for Laewendas: a rest-and-resupply holding base for her private mercenary force — the mirror of the Reclamation, agents she dispatches for jobs handled by one to three people — and an ancient subterranean tomb where the children stolen from Ponterford are taken to be sacrificed.
Layout (from the murdered boy's map and Timothy Leisten's scouting): a boulder-screened entry into "the longest corridor in the world"; a small church-like alcove off the left; the camp of ~16–40 well-armed agents (avg ~20–25) by an underground river; and, where the boy fled and the living dare not follow, a sealed sub-chasm of tombs, a false-walled vault, a shrine, and sleeping skeletal creatures. The underground river can reportedly be reverse-flowed into Cathalon's sewers — a potential back-door into the capital.
The life-trade shrine. Deep in the tomb, ending a creature's life by a certain ritual and chant lets the killer keep a sliver of the victim's unlived years while a statue / demigod takes the majority (kill a child who would have lived to 100 → gain ~10 years, the statue takes 90; other "boons" hinted). The resident skeletons — who once ran the shrine — are aware of and complicit in the sacrifices (one greets fresh victims in Old Common: "finally, another sacrifice"). Almost certainly tied to the dead-gods / immortality threads.
Session 39 (revealed)
- Described to the party at the midnight church meeting by the ghost of a kobold boy (a sacrifice-victim who escaped by playing dead) and the Varian spy Timothy Leisten, who has infiltrated it for weeks disguised as the dead Snatcher.
- Confirmed as a Laewendas mercenary holding base plus the child-sacrifice tomb; children are still held there awaiting the river. The party oathed to clear it in a shock-and-awe raid (free the kids, then trap the trickle) — meeting Timothy at the blue-painted rock to strike.
- Banked discoveries: a false-wall vault of valuables, hidden breathing masks, ceiling drop-traps, skeleton costumes, and the river route toward Cathalon. The fate of the life-trade shrine (seal under Varian guard vs. destroy) is left to the party.
Session 40 (scouted)
- The approach. ~8–10 miles upstream past the blue-painted boulder to a cave mouth marked by a blood-spattered Laewendas warning sign ("do not enter on penalty of death"). Green magical torchlight (Continual Flame) at the entry, normal lanterns within — proof that casters live here and re-light it for free. The map's scale badly undersold the place: a 250-ft corridor, an ~800-ft river.
- The trap corridor. A hall of ~10 corpses (nine old, one ~3–5 years gone) killed by swinging wall-slabs, drop-columns and spike pits. An invisible Fenric is battered probing it; Lash deduces the dead-centre line is safe (changed regularly, the wall-corpses likely planted to sell the warning), proven by Salamandine and a bat crossing untouched.
- The depths. Beyond lie a living magical skeleton on watch, a lava room with a fire elemental, a guard watch-routine overheard, and the sacrificing shrine: three magically de-named tombs, four defaced sarcophagi, and the dormant Candleman mirroring the candle-and-shield statue.
- The river camp. Invisible, Lash swims the underground river and surveys 10–15 occupants (~7 serious): the Toe Skinner + clone-apprentice, 5–7 card-playing bandits, a fire mage and a feral wild man, a tea party (stitched Frankenstein woman, the long-faced tree-man, stone-masked man, the Penway Hat Man) — and, in the water, a crocodile man rated more dangerous than Caressa, whose ambush nearly one-shot her for 100+. No children or cages seen (~60–70% scouted).
- Plan. The party retreats to rest and will return at night with the full group to meet Pimothy and strike — scheming to poison the river upstream (and antitoxin it downstream) against the crocodile.
Session 41 (the raid begins)
- The dry-side rooms cleared. Entering at night by land (not the abandoned scuba/river plan), the party works the crypt's dry half: the trap corridor (the "suspicious skeleton" proves to be a dead one with a rat inside), a magma chamber with a maternal elemental and her five baby magmites, a bath/washing room (a downtrodden skeleton pot-washer, two gemstone-and-rune silver jugs), a secret "business meeting" of gemstone-hoarding skeleton businessmen (slain), a warren of secret crawl-tunnels, and a bone tomb.
- Thalia's Primeval Awareness maps the residents within a mile: two turncoat fae, dozens of elementals, ~9 strong undead + one glowing boss in the sealed chamber, no fiends, and a demigod statue too vast to read (the Candleman's god).
- The ghosts within. Abigail Miller, a starved farm-girl Snatcher-victim, haunts the tunnels as a revenge-ghost; a ghost cat chases a ghost rat through the walls.
- The Ghoul of Gythfield recruited. Rusty, an undead tax-collector who never strikes first, is found in the tomb and allied — for an oath to vouch him into the Reclamation — in exchange for sparing the stitched "12-women" maiden and luring away the Wild Man.
- The dangers, named. Per Rusty: the Candleman is the avatar of a dead god (every shrine-kill takes "something" unnamed from the killer); Thunt is unkillable (contain, don't kill); the Hat Man is a top threat; Simon the pyromancer is a free kill.
- The boss chamber, opened. Silithane picks the reinforced double doors: 6 wights, an intelligent seventh ("Wong"), and the sleeping dungeon-lord in a tub (who will Draugr-kick out and fight to the death). The gemstone hoard lies behind a far door keyed to the boss's corpse. Out of time, the party scouts and arranges marching order — the boss fight opens next session. Still no pips, no level-up.
Session 42 (the undead half cleared)
- The boss chamber won. The party kills the dungeon-lord Halren, the chaos-undead Wong, and the six wights (only ~1.5 PCs downed). The crypt's whole undead half is now cleared — only the riverside raider camp remains.
- The treasure vault. A key from inside Halren's ribcage opens a back vault holding a ~5,000-gold haul (40 lbs gold, ancient un-spendable coin, gemstones, ectoplasm, a void stone), the gravekeeper's tools, and the magic items (the deciphering tablet, a gravekeeper's ring, a censer, Halren's staff, two Candles of Torment). It was the hoard the skeleton businessmen were arguing over.
- The Hollow House revealed. The gravekeeper's diary names the place the Hollow House (once "Hall House"), home to four immortal scholars — Corvian, Bael'Drakkor, Halren, Jairus — who studied Elder tablets for long life; Jairus may still live. Two unopened statue-sarcophagi and two noise-activated scholar-tombs likely hold the others; left undisturbed.
- The Candleman, left alone. Confirmed a passive demigod-avatar who never leaves his shrine; the party resolves not to disturb him.
- The magma family. The gorged greedy magmite is returned to the Magmother; a runaway magmite and the freed pot-washer leave to "see the world."
- Long rest, then dawn. The party rests in the boss chamber while Patricia raises the dead wights as puppet-soldiers; they wake ~4:50 AM on the 30th for a 5 AM ambush on the river camp. Still level 7, no pips (the pips await the full clear).
Session 43 (fully cleared)
- The riverside raider camp falls. A dawn pincer ambush (north: the party + Pavid + Pimothy; south: Magra, Patricia, Rusty + 6 wight-puppets) clears the last of Laewendas's agents. Killed: the watch-sergeant Kregit, the fire-mage Simon and a second hedge-mage, the organ-stealing Grinning Gutter, the Hat Man, most bandits, and (south) the Toe Skinner + son, a masked Pig Man and a giant.
- Spared / left be. The feral Wild Man is knocked out and left in residence (the cave "was his before it was ours"); the stitched tea-party woman is spared and guided out; Snurch is taken prisoner; and the unkillable Thunt is let go under a truce. The Candleman's shrine is deliberately bypassed, still untouched.
- A Reclamation kill floor. Pimothy stays to garrison the cleared cave and slaughter any Laewendas reinforcements who return — advised to randomise the long-exploited trap corridor. The cave's loot (a fire grimoire, +1 gear, coin, the Hat Man's hat, a cursed mask, the captive magmite) is divided. The day is the 30th; the cave arc, and the wider Ponterford arc, are done.