Session 40 — Casing the Cave of Villains
Session Recap
A shopping-and-scouting day in Ponterford (the 29th of Spring's End) spent preparing for the raid on Laewendas's upstream cave — no combat resolved, only the slow-dawning horror of just how dangerous the place is. With Thalia's and Magra's players away ("two people down" — both assumed to rejoin for the night assault), a four-strong party — the now-walking Silithane, Fenric, Jex and Lash — debates whether to tell the town its stolen children are still alive (decided against — false hope is worse), then runs errands. They consult Victus the Mute — the formerly-mute townsman who both keeps the ritual-lore of the shrine up north and runs the town forge — who advises tossing "junk" at the shrine (the old cleric is gone, so carry silver against ghosts and skeletons) and names the thing waiting there: the Candleman. At Renforth's tower Silithane trades scrolls, cracks open the postmaster's puzzle egg (a ring of +5 ft movement when unarmoured), and collects his promised Unseen Servant. At Victus's forge Lash (the party's own smith) shows off her orichalcum hammer, which he covets and insists must be "from the orcs"; he gifts her a claw-weapon pattern for the five wyrm fangs (Fenric the intended wielder) — and lets slip that years ago a child died playing in the south-side worm skeleton, the same venom-wyrm as the tower beast.
Then, rather than wait for their contact, the party scouts the cave by daylight. Past a Laewendas warning sign and green magical torchlight, an invisible Fenric is mauled by a shifting trap corridor lined with old corpses — until Lash works out the dead-centre line is safe (it's changed daily) and a bat familiar flies it clean. Deeper in he finds a living magical skeleton on watch, a lava room with a fire elemental, and — at the sacrificing shrine — three tombs magically scoured of their names and the dormant Candleman himself, a near-lich raising a candle in mimicry of the statue. Finally Lash swims the underground river invisibly into the camp and surveys a "weird person convention" of Laewendas's agents: the Toe Skinner and his clone-apprentice, a fire mage, a feral wild man, a tea-party of stitched-together horrors, the boogeyman Penway Hat Man — and a colossal crocodile man in the water whose single missed bite would have one-shot her for 100+ damage. She flees downstream. The party retreats to rest, schemes about poisoning the river, and resolves to gather everyone and meet Pimothy after nightfall. Still level 7; no pips — but "pip city" awaits the assault.
Key Events
- To tell the town, or not. Picking up from Session 39's midnight meeting, the party weighs telling Ponterford that its snatched children are still alive in the cave. They decide against — giving hope they might not deliver is crueler than silence, and the children are bound for sacrifice at the shrine regardless. Silithane confirms the deadline to reach the camp is tonight, and the party studies Timothy's map, weighing the river entrance (which dumps you straight into the sleeping camp) against the hidden stone back-door.
- Victus the Mute, consulted. They seek out the local "word guy" who "knows about rituals and strange things" — Victus the Mute, long thought unable to reply but cured of his muteness (he never dropped the title). He confirms a shrine up north with a tomb and a river running through it, warns it is not to be used, and counsels the party to throw junk at the shrine to appease it. With the old cleric gone, his advice against the cave's ghosts and skeletons is silver — prompting a check that Jex still carries silver arrows.
- Trades with Renforth (1 AM the night before, into the morning). At the owl wizard Renforth's tower, Silithane settles accounts: he opens the postmaster's puzzle egg to find a ring granting +5 ft of movement while unarmoured (handy for a Mage-Armoured caster), sorts the party's rings of protection and a 5-ft swim-speed ring (gifted to Fenric), and trades scrolls — selling off his Dark Vision scroll (from the Grabber Queen's puzzle box, alongside Mage Armor, Find Familiar, Fog Cloud and Shadow Blade) while keeping the useful ones. He collects the promised Unseen Servant to push his now-abandoned wheelchair (he is back on his feet after the venom cure).
- Victus's forge and the claw pattern. The same Victus turns out to be Ponterford's blacksmith (a by-the-recipe smith of farming tools). Lash — herself the party's smith — shows off her orichalcum hammer, which he is fascinated by and stubbornly wants to be "from the orcs" (it is not; it is from a vanished ancient island people). He gives her, for free, a blacksmithing pattern resembling a rake or trowel that could just as easily carve flesh — perfect for the claw weapon Lash plans to forge from the five wyrm fangs (Fenric the "cat man" the intended wielder). His own living "masterpiece" claw-pattern wriggles in its safe when flesh is near too long.
- The south-side worm, a buried tragedy. The smith recalls that years ago a child playing in the south-side worm skeleton (the screaming drake the party silenced in Session 35) was scratched, turned to a pustule, and popped — confirming Ponterford's drake-wyrm carries the same venom as the tower wyrm. The party briefly hopes to harvest more teeth and venom from it, but it's a dead end: its teeth are ground to nubs and its poison long since dried out.
- Scouting the cave by day. Rather than wait for the night rendezvous, the party walks 8–10 miles upstream to the blue-painted boulder and the cave mouth, choosing to scout while the agents inside are at rest. A parchment warning sign spattered with arterial blood reads: "By the orders of the rightful Queen Laewendas, do not enter on penalty of death." The entrance burns with green magical torchlight (Continual Flame), normal amber light deeper in — proof that casters live here who can re-light it for free.
- The trap corridor. Silithane casts Invisibility on Fenric, who probes ahead with his shovel down a corridor strewn with ~10 dead bodies (nine old skeletons, one only a few years gone, all killed by swinging wall-slabs, drop-columns, and spike pits). Hugging the wall, he is smacked, flung, and impaled for 2 + 11 damage, leaving an outline of blood on the floor. Jex flatly refuses to cross the threshold; Silithane and Lash jog up to look.
- Cracking the trap. Lash realises no one should have died here if the traps are in the walls — so the dead-centre line must be safe, and the corpses were likely a planted fake to sell the "trapped" warning. Her own survival lore confirms the safe path is changed regularly (today's middle may not be tomorrow's). Salamandine sniffs out the straight middle, and a shrunk bat familiar flies the corridor untouched — "the second half of a punchline to a joke that doesn't make sense." (Her cleverer scheme — rope-climbing the 47-ft span between two ceiling chains with a 50-ft rope — is shelved as too noisy.)
- What lies deeper (Fenric, invisible). Beyond the corridor: a suspicious skeleton sitting with a sword, its head twitching — and to Fenric's magic-sight a clearly magical, living undead on watch; a 250-ft corridor; an overheard watch-routine conversation between two guards; and a far room glowing with lava and a capering fire elemental.
- The sacrificing shrine. Creeping the central column, Fenric reaches the shrine: three private tombs whose engraved names, ages and statuses have been lashed to pieces by a powerful arc of magic — "scored from history" — plus four more defaced sarcophagi, some chiselled open by past looters. At its heart, a stone statue of a robed figure with a shield and raised candle, mirrored by a living flesh-and-bone man in a hooded robe, skin taut to the bone, almost undead, raising his own candle — dormant, eyes closed. This is the Candleman Victus warned of, master of the life-trade shrine.
- Lash swims the river of villains. Silithane casts Invisibility on Lash, who slips into the underground river from the north and rides the current (her sensitive frills giving 10-ft blindsight in the dark). Surfacing camp by camp, she counts 10–15 occupants (~7 "the real deal") across tents 30–80 ft apart, and no sign of children or cages (she scouts ~60–70% of the area).
- The cave's residents. From the water she sees: the Toe Skinner — one of Laewendas's agents who cuts off and eats the toe-skin of those who cross the Queen — and a smaller, worse copy of him with the same face, mimicking his every move (his "apprentice," something gone wrong); a camp of 5–7 card-playing bandits; a fire magician and a feral, bear-bitten wild man resting; and a grotesque tea party of four — a woman stitched from other women (perhaps a victim, not a villain), Magnificus (a 3-ft-long-faced "tree man" whose hair branches like limbs), a man in an immobile stone mask, and the Penway Hat Man, a Rivalon boogeyman who hat-naps victims to sacrifice at the shrine.
- The crocodile in the dark. Deepest of all, a huge crocodile man — an ambush predator dozing in the rock — wakes to Lash's movement and launches at her. Acting first (thanks to Magra's banked inspiration), she rides the current downstream; his jaw-slam shockwave flings her clear, dealing 100+ damage to a space she no longer occupied — "that would have just 100% killed me." He registers that something passed but not what. The GM rates his challenge rating higher than the Grabber Queen's — a true mini-boss, one of the cave's three real dangers alongside the Hat Man and the (allied) Snatcher.
- Regroup and scheme. Lash shimmies out and reports the "weird person convention" to the others, who are rattled — they'd expected "a couple of bandits," not a CR-mountain crocodile. Plans float: poison the river upstream with Toxico (with antitoxin downstream so the cave is hit but the river below isn't), bait the crocodile with a poisoned deer/fish, or ask Pimothy whether he even knows about the crocodile. They retreat to rest until nightfall, gather the absent party, and keep the rendezvous.
Combat & Encounters
- No resolved combat. The trap corridor and the crocodile near-miss were the only initiative rolled. Fenric took ~13 damage to the wall-and-spike traps; Lash escaped the crocodile man's 100+-damage ambush only by acting first and swimming with the current.
- The cave roster (for the coming raid). ~16–40 of Laewendas's agents (avg ~20–25), of whom ~7 are serious threats: the Penway Hat Man, the Toe Skinner (+ apprentice), a fire mage, the long-faced tree-man, a stone-masked man, the stitched Frankenstein woman, the living skeleton guard, the dormant Candleman at the shrine — and the standalone crocodile man in the river. The Snatcher (i.e. Timothy Leisten) is on the party's side.
- Still level 7, no pips. The GM promises "at least 8 pips" once the cave is cleared next session — but warns against aggroing anything this week, as the crocodile and others are not scaled down for missing players.
NPCs & Factions
- Victus the Mute — the formerly-mute townsman of Ponterford, cured but still called "the Mute," who is both the keeper of ritual/temple-lore and the town blacksmith. Knows the shrine up north (tomb + river), advises throwing junk to appease it and silver against its dead, and names the Candleman; at his forge he covets Lash's orichalcum hammer, gifts the claw-weapon pattern, keeps a living masterwork in his safe, and recalls the child killed by the south-side worm. See Victus the Mute.
- The Candleman (new) — the robed, near-undead master of the cave's life-trade shrine, mimicking the candle-and-shield statue; possibly the same immortal who has been sacrificing children "all this time." Dormant when scouted. See The Candleman.
- The Penway Hat Man (new) — a boogeyman of Rivalon in Laewendas's command, a hat-themed teleporter who "hat-naps" victims and feeds them to the shrine. See The Penway Hat Man.
- The Toeskinner (new) — Laewendas's agent of mutilation, who cuts off feet and eats the toe-skin of those who displease her, leaving stumped survivors as warnings; he has a botched clone-apprentice with his own face. See The Toeskinner.
- The Cave Crocodile (new) — a huge aquatic ambush predator in the cave's underground river, CR above the Grabber Queen and the single deadliest thing the party has scouted. See The Cave Crocodile.
- Magnificus (new) — one of Laewendas's named agents at the cave's tea party: a 3-ft-long-faced figure whose hair branches like tree-limbs ("10% tree"), hinting at a fey/sylvan origin. Role and powers unknown; logged for the raid. See Magnificus.
- Renforth — handles the morning's scroll/ring trades and the Unseen Servant hand-off; the puzzle egg is opened in his tower.
- Pimothy — the party's Varian contact, to be met at the blue-painted rock after nightfall; the GM suggests asking him whether he even knows about the crocodile.
- Laewendas — her upstream cave is now scouted in detail; her warning sign guards the door, her casters light it, and her menagerie of named agents (Toe Skinner, Hat Man, Candleman, and more) is cataloged for the raid.
- The other cave villains — the fire mage, the feral wild man, the stitched Frankenstein woman (read as a possible victim), the stone-masked man, and 5–7 card-playing bandits — kept to this note and The Snatcher's Cave until they matter.
Locations
- Ponterford — the morning's errands: Victus the Mute's forge (he is the town blacksmith as well as the shrine-lore man) and Renforth's tower. The party never finds a latrine for the bounty-board "piss thief." Still the 29th of Spring's End.
- The Snatcher's Cave — scouted at last. Beyond a green-lit entrance and a shifting trap corridor of planted corpses lie a lava room with a fire elemental, a watch-posted living skeleton, the defaced-tomb shrine of the Candleman, and an underground-river camp of Laewendas's agents (with a crocodile in the water). The map's scale badly undersold it — a 250-ft corridor, 800-ft river.
- The Ponterford drake skeleton (south side) — confirmed by the blacksmith to be the same kind of venom-wyrm as the tower beast, but a dead end for harvesting (ground-down teeth, dried venom). The child it killed years ago is a buried local tragedy.
- Cathalon — still the river back-door's destination, unvisited this session.
Loot, Items & Rewards
- Ring of unarmoured movement (+5 ft) — found inside the postmaster's puzzle egg; useful to a Mage-Armoured caster like Fenric.
- Rings of protection and a 5-ft swim-speed ring — sorted/distributed at Renforth's (the swim ring to Fenric).
- Unseen Servant — collected from Renforth (the wheelchair now unneeded).
- Claw-weapon blacksmithing pattern — gifted free by Victus (the town blacksmith), earmarked for a claw weapon Lash will forge from the five wyrm fangs of Session 39.
- No bounty, no pips — a pure prep/scout session; the GM promises 8+ pips for clearing the cave.
Decisions & Open Threads
- Raid the cave at night. The party will rest, regroup the absent members, and meet Pimothy at the blue rock after dark to strike — having confirmed firsthand the camp's strength.
- The crocodile problem. A river mini-boss deadlier than Caressa sits between the party and a stealthy water approach. Leading ideas: poison the river with Toxico upstream (and antitoxin downstream to spare the lower river), bait it with a poisoned animal, or hope it leaves by nightfall — and ask Pimothy whether he even knows it's there.
- The Candleman and the shrine. The Candleman is confirmed in the flesh at the life-trade shrine (whose tombs have been magically de-named by an avenging mage). Whether to seal or destroy the shrine (Timothy favours sealing) remains open — and tied to the dead-gods / immortality threads.
- Don't aggro anything. With two players away and nothing scaled down, the party is explicitly warned to scout, not fight, until the full group commits.
- The town's children. The party has chosen not to tell Ponterford its children are alive — better silence than hope they can't keep.
- Carryover: the claw weapon and the wyrm-bone crafting; the imprisoned Caressa and her deferred hoard; the dragon hand-in to Sheriff Jeremiah Falconer and Dominus; Jex's legal non-existence and ultra-arrow; the lumber-mill problem and the mushroom folk; the missing mothers; the longer heading to the Veilwood and the eventual assault on Laewendas.
- Roster. On screen: Silithane, Fenric, Lash, Jex — plus Salamandine and the familiars. Thalia's player (Cara) and Magra's (Mia) were absent ("two people down"); both are narratively in Ponterford and assumed to come along for the night assault (the GM will adjust the coming fight for missing players). Draak is gone; Valmora left the campaign last session (Session 39). Still level 7.
Memorable Moments
- "It's just a little cave of villains that are up to stuff." The GM's running deadpan as Lash swims past one nightmare after another — "Most British are villains," "it's bordering on the Underdark."
- The toe skinner and his worse self. A man skinning toes beside a smaller, clumsier clone of himself with the same face, mimicking every movement — "something has clearly gone horrifically wrong with the toe skinner and his apprentice."
- 100% killed me. The crocodile's jaw-slam shockwave flinging an invisible Lash clear of a 100+-damage bite — "it's like when you see the sun next to the earth," the GM jokes of his size.
- The bat punchline. A shrunk familiar flying the lethal corridor in a dead-straight line and reaching the far side "as if it's the second half of a punchline to a joke that doesn't make any sense."
- The wriggling masterpiece. The blacksmith chucking his living claw-pattern back in the safe with tongs as it squirms — "sometimes it does if it's near flesh that isn't my own for too long."
- River chemistry. The party plotting to poison the river north of the cave and antitoxin it south, so the villains drink death and the downstream villages don't.
- "Where's the rest of his group?" The dawning worry that Pimothy keeps promising he has the cave handled — while the party can't see a single one of the allies he claims.