Session 41 — The Cave of Villains, by Night
Session Recap
The raid on Laewendas's upstream cave finally begins. Picking up at the back of the cave after dark (~9–10 PM on the 29th of Spring's End, the meeting time agreed in Session 40), the party rendezvous with the Varian Trio at last — the spy Pimothy in full Snatcher plate, the 8-foot near-naked lion-man Pavid (a tank with an intelligence of −6 and a heart of gold), and the goth animatrix Patricia, who "creates life where before there was none" and travels with an angry-faced animated broom. Thalia's Primeval Awareness maps the cave's residents within a mile: a turned pair of fae, dozens of magma elementals (one big "mother," the rest babies), ~9 strong undead plus a glowing boss in the sealed chamber, and — muddying everything at the end like a magnet by a compass — a demigod statue too vast to read.
Rather than swim in (Pimothy's beloved scuba plan, ruined by the river crocodile), the party works the dry side rooms of the crypt one by one. They herd lost magma babies back to their mother through a grate, find a downtrodden skeleton pot-washer who only wants to protect a rat in a pot, and crack a secret brick door into a "business meeting" of gemstone-hoarding skeleton businessmen — undead misers debating how to invest a vault of magic-fuelling gems they've lost the key to. The party's lone combat erupts when the businessmen stab Pavid; the skeletons hit hard but break like twigs, and the group slaughters all four (one nearly crawls off down a tunnel with 16% of Fenric's net worth in a briefcase). Threading the secret tunnels, they meet the ghost of Abigail Miller, a starved farm-girl Snatcher-victim who's now an angry revenge-ghost, and — behind another illusory wall — the Ghoul of Gythfield, an undead tax-collector who by his own code never attacks first. He cuts a deal: he'll help clear the cave (and asks the party spare the stitched "made of 12 women" maiden and lure away the harmless Wild Man) in exchange for an oath to vouch him into the Reclamation. They name him Rusty.
Rusty's lore is the session's payload: the Candleman is not a creature but the avatar of a dead god — kill on his altar, gain a sliver of the victim's unlived years, and something unnamed is taken from the killer in a second, hidden bargain even Rusty can't read. The two true dangers, he warns, are the Hat Man (who folds himself into his razor hat and can suck victims inside, never to return) and Thunt, a noble tax-collector who found an item that makes him utterly unkillable — ignore him until the end, then contain him. The pyromancer Simon is a free kill. The session ends on the threshold of the boss chamber — six wights, an odd intelligent seventh ("Wong"), and the dungeon-lord himself asleep in a tub, ready to kick his way out next week. No level-up, no pips — the promised 8+ pips wait on the cave being cleared.
Key Events
- Convening at the crypt's back, by night. The party has waited out the day at the rear of the cave (15 minutes' caving in) for the agreed night meeting. Pimothy, out of his horse and back in full Ysolde-knight plate (the Snatcher disguise is just "full plate with a helmet you can't see the eyes through" — he must only never remove it), waits with the rest of the trio: the catman Pavid and the witch Patricia. Magra is stationed back at the cave mouth as a sniper, set to drop anyone who escapes — kept useful but out of lethal range.
- Primeval Awareness, the whole cave mapped. Thalia sits and reads the area within a mile: dragons — only Silithane (still pretending) and the dragon teeth in Lash's own bag (sparking a scheme to slip a tooth in an enemy's boot and track them by ranger-sense); two powerful fae turned traitor to Laewendas ("that's not fae energy"); dozens of elementals, one much bigger; ~9 strong undead plus one that pings and glows in a sealed "boss" chamber; no fiends; and, last and largest, a demigod statue that spins her mental compass like a magnet — "a creature bigger than any of these types," the Candleman's god.
- The scuba plan, dead on arrival. Pimothy reveals his great scheme: 9 oxygen tanks, scuba masks and fins to swim the party in through the river. Lash has already done that swim and met the crocodile; Pimothy concedes he'd heard rumour of a "great crocolisk man" (per his blank Braille book, one Sir Davondos) refuging there ~2 months ago. He reasons the croc — a man of Laewendas not by choice, with movement-based vision — will kill any Laewendas agent in the water as readily as the party, so long as no one enters the water and no one moves when he surfaces.
- The magma family. In a lava chamber, a maternal magma elemental ("Magmother") pleads with her five baby magmites in a primordial Elemental tongue close enough to Jex's own Oozen (Uzin) that he half-parses it — "two liquid creatures… you're even orange" ("you've got 10 more minutes, I'm not mad, just annoyed"). One baby is loose on the grate; Jex sheepdog-herds it back (Animal Handling 15). Over the session the party returns several scattered magmites — one freed from a 600° lantern sconce by Fenric, one found wearing a pot as a hat — earning the mother's thanks.
- The suspicious skeleton (a rat). In the trap corridor a crouched skeleton grips a sword and twitches — "a skeleton that looks more alive than it should." Jex's 27 Perception reveals all three layers at once: it's genuinely just a dead skeleton with a rat nested inside moving it. Knocked over with a stick; the rat runs off.
- The pot-washer. A side room holds a wretched skeletal pot-washer, knees worn past the bone, scrubbing cauldrons in a Roman-bath basin and guarding one wiggling pot (a trapped rat — his only friend). He draws a butter knife he plainly doesn't mean; Fenric bluffs "we're here to inspect the premises" and he simply points them onward. The room holds two ornate silver jugs inlaid with gemstones and runes — "top-tier magical containers."
- The skeleton business meeting. Behind a secret brick door (3×4 odd brick, found by Silithane) sits a council of skeleton businessmen under a sign reading "do not disturb, business meeting in progress" — in every language, A4, "so people can't say they couldn't read it." They hoard a vault of gemstones (the gems vanish as people cast spells, so "eventually we'll have the last gems in the world and be the only spellcasters") but have lost the key and argue endlessly: a risk-averse hoarder, an all-in gambler (send the expendable "Jim" to a casino, bet it all on one number), and a fat mediator who just wants to break for lunch.
- Combat: the businessmen. When Fenric and Thalia approach, the businessmen stab Pavid (who keeps a serene thumbs-up through it). Initiative. The skeletons hit almost unerringly (+12 to hit) but are paper-thin (AC ~12, low HP) and harmless beyond a comedic "steal a % of your net worth if you lose" gimmick. Fenric taunts them as the tax man ("Never pay taxes!"); Silithane's silvered blade, Jex's crits (a 29 overkill), Thalia's whip-collisions and Pavid's crit (18 slashing) drop all four. The last flees down a tunnel with 16% of Fenric's net worth and 2 silver of Silithane's in a briefcase, and dies crawling — loot recovered. (See Combat.)
- The horror tunnel and the ghost cat. Crawling a cramped secret tunnel, Fenric takes a 2-point psychic jump-scare from the ghost of a house cat chasing the ghost of a rat through the walls — a comedy of mislabelled tokens (the GM keeps calling the cat the rat).
- Abigail Miller's ghost. A scared rat flushes out the ghost of a ~14-year-old farm girl, pale and gaunt in commoner's clothes, holding a ghostly lantern. Lash names her Abigail Miller: a Snatcher victim who survived the cage by playing dead, squeezed into the tunnels none could follow, got lost, and starved to death ~4 years ago. She is "so angry" she still exists. The party learns her father — Gordon Miller, a Ponterford-area farmer with an orc hireling, who "won't even go in her room" — still searches, and her mother never came back; they promise to clear the cave and carry a message.
- The Ghoul of Gythfield — "Rusty." Behind a final illusory brick wall, in a bone-strewn tomb, stands the Ghoul of Gythfield: a gaunt undead in a straitjacket-bodice "to hold his organs in," fanged teeth like Lash's own, ageless, who "won't show up on your radar." History (17): a Gythfield farmhand who spliced two crops into a sentient super-plant that killed him, reanimated by a passing necromancer before he was fully dead — now half-alive, half-dead. He never attacks first (mirroring the Reclamation's own tenets), collects taxes for Laewendas "by my own making," and recognises Lash instantly as axolotlan from the Veilwood ponds.
- The deal, and a name. Rusty offers to help clear the cave in exchange for the party's oath to vouch him into the Reclamation (via "Aldric, father of Aethelric") so he ends up "on the winning side." He asks two prices: don't harm the stitched maiden (a victim, not a villain), and lure the Wild Man away with bait/meat (feral, fights to the death, but harmless if removed; hates Rusty, so Silithane's old orc blood will do the luring). The party agrees — with Thalia's caveat that the Reclamation may still try him for his tax-collecting. He gives his old farmhand nickname: Rusty.
- Rusty's lore — the Candleman is a force, not a thing. The Candleman offers a "fickle bargain": kill on his altar, gain a sliver of the victim's unlived years (a baby fated for 70 → a few years to you, death to it); the statue takes the rest. But the act of killing strikes a second, hidden bargain — "something is taken" from the killer, terms unknown even to Rusty. He believes the Candleman is not a something but the avatar of a dead god, "a force that cannot be reckoned with — just as when you jump, you fall."
- Rusty's lore — the two real dangers. Thunt (also "Thunt"), an upper-noble tax-collector, found an item rendering him completely unkillable — crossbows, Simon's fire, nothing scathes him — though he is "just a man" otherwise, with a band of brigand enforcers. Advice: ignore him to the end, then contain him (a cage, a burial). The Hat Man from Penway can fold himself into his hat and throw it (sharp, with the weight of a man), and suck people inside — "nothing that's gone in his hat has ever come back out except the Hat Man." Maybe more than one of him exists.
- Free kills and spared lives. The pyromancer Simon (high-level destruction magic, keeps a captive magmite) is "please kill, make it painful." The stitched 12-women maiden and the Wild Man are to be spared/relocated. Rusty walks unnoticed among the tomb's other wights (fellow undead), and Patricia confirms she can animate anything the party kills as proportional puppets — but the cave's feeble skeletons "didn't impress" her (she'd rather the boss chamber's dead).
- The boss door, opened. The big reinforced double doors — Thalia's sensed many undead + one powerful undead — are picked by Silithane (27). Inside: six wights, an odd seventh ("Wong," a different-coloured intelligent token — likely a spellcaster), and the dungeon-lord asleep in a tub, who will Draugr-kick his way out and fight to the death. The gemstone hoard lies behind a far door whose key is, per the GM, "inside the main boss" — no shortcut. Out of time, the party scouts the room, drinks healing potions, and arranges a marching order; the boss fight opens next session.
Combat & Encounters
- The skeleton businessmen (the session's only fight). Four undead misers, +12 to hit but AC ~12 and low HP, whose only real threat was a thematic "if you lose, I take a percentage of your net worth/items" mechanic. Fenric taunted them onto himself (Charisma 20, "inspectors — we're shutting you down"); Silithane cut one down with the silvered blade (elf Alvinathlus multi-attacks), Jex landed a 29-overkill crit, Thalia clanged two together with a whip-pull, and Pavid critted one for 18. The last looted 16% of Fenric's net worth into a briefcase and fled down a crawl-tunnel, dying before it could escape — everything recovered. Lash "whiffed" her swings against the AC-12 goobers all fight ("a combat well-suited for Lash" — and she missed).
- The suspicious skeleton — not a fight; a dead skeleton animated only by a rat inside it (Perception 27).
- The ghost cat / ghost rat — a 2-point psychic jump-scare on Fenric in the tunnel; harmless, no stat block.
- The deferred boss fight. The reinforced chamber (6 wights + the intelligent "Wong" + the sleeping dungeon-lord boss, with a gemstone hoard behind a body-locked door) was opened and scouted but not fought — held for next session. No level-up, no pips; the promised 8+ pips await the cave's clearing.
NPCs & Factions
- Pavid (new) — the catman of the Varian Trio: ~8 ft, lion-maned with tattooed tiger-stripes (he thinks he's a tiger), near-naked, no weapons, a tank with INT −6 and a sweet, simple heart. Soaks hits without complaint ("they hit me" is his speciality); his "fake spy name" is Pavid. See Pavid.
- Patricia (new) — the goth animatrix of the trio, who "creates life where before there was none." Black-haired, full witch makeup, a spiked-chained grimoire on her belt and an animated angry-faced broom at her side; can animate the dead as proportional puppets. Wanted to clear the undead room to harvest bodies. See Patricia.
- Rusty (new) — the Ghoul of Gythfield: a half-alive, half-dead undead tax-collector for Laewendas who never attacks first, doesn't register as undead, has fanged teeth and an iron moral code. A reanimated Gythfield farmhand. Recruited as an ally for the raid, and oathed by the party for a Reclamation berth via Eldrich the Elder. See Rusty.
- Abigail Miller (new) — the ghost of a ~14-year-old farm girl, a Snatcher-victim who survived the cage by playing dead, then starved lost in the tunnels ~4 years ago. Now a bitter revenge-ghost bound to her lantern-light. Her father Gordon Miller (a Ponterford farmer with an orc hireling) still searches; her mother is gone. See Abigail Miller.
- Thunt (new) — "Thunt," an immortal, unkillable noble tax-collector of Laewendas (an item makes him so), otherwise an ordinary man with a band of brigand enforcers. The party means to contain, not kill him. See Thunt.
- Pimothy — leads the raid in his Snatcher plate; his scuba-infiltration plan is shelved against the river crocodile. Hides nervously from the cave's dangers and from Abigail's ghost (whose killer he impersonates).
- The Varian Trio — now fully identified: Pimothy, Pavid and Patricia, the three who killed the Snatcher (confirming Renforth's "Varian names are one sound off" read of Pimothy / Pavid / Gutricia from Session 35).
- The Candleman — reframed by Rusty as the avatar of a dead god, a force rather than a creature, who strikes a hidden second bargain with every killer at his shrine (taking something unnamed).
- The Penway Hat Man / Simon the pyromancer — named as, respectively, a top-tier hat-folding threat and a free-kill fire mage (keeps a captive magmite). Simon spelling unconfirmed.
- The skeleton businessmen, the pot-washer, the magma family — one-scene cave residents kept to this note (the businessmen all slain; the pot-washer spared; the Magmother and her magmites reunited).
Locations
- The Snatcher's Cave — the raid opens. The dry crypt half is cleared room by room: a trap corridor, a magma chamber with an elemental family, a bath/washing room (skeleton pot-washer, two gemstone-rune silver jugs), a secret "business meeting" room of gemstone-hoarding skeletons, a maze of secret crawl-tunnels (where Abigail's ghost is lost), a bone tomb (Rusty's haunt), and the sealed boss chamber (6 wights + "Wong" + the dungeon-lord, with a gemstone hoard behind). Still the 29th of Spring's End, night.
- Gythfield (new, named) — the main farming settlement of Rivalon (bigger even than "Orfield"), ~20 miles from the cave; Rusty's home in life, where his crop-splicing super-plant killed him. Spelling unconfirmed.
- Cathalon — the river back-door target, unvisited.
Loot, Items & Rewards
- Two ornate silver jugs — inlaid with gemstones and magical runes, "top-tier magical containers," seen in the pot-washer's room (not yet taken).
- The skeleton businessmen's gemstone vault — a hoard of spell-fuelling gems, locked behind the boss chamber's far door (key "inside the main boss"); deferred to the boss fight.
- Recovered net worth — the fleeing businessman's briefcase (16% of Fenric's items + 2 silver of Silithane's) spilled back to the party on its death.
- No bounty, no pips, no level-up — the GM still promises 8+ pips once the cave is cleared.
Decisions & Open Threads
- The boss fight, next session. The party stands in the open boss-chamber doorway — 6 wights, the intelligent "Wong," and the dungeon-lord in his tub — with the gemstone hoard behind. The GM will open next week here, possibly splitting the cave's forces so a depleted party isn't swarmed.
- Rusty, recruited. Rusty fights alongside the party and is oathed a Reclamation berth (pending Eldrich the Elder's judgement and any trial for his tax-collecting). In return: spare the stitched maiden, and lure the Wild Man away rather than kill him.
- Who lives, who dies. Free kills: Simon the pyromancer, the Toe Skinner, and the cave's villains. To spare/relocate: the 12-women maiden, the Wild Man. To contain, not kill: Thunt (unkillable — find his item or cage him) and possibly the Candleman (a force that may "need to be sealed, not destroyed").
- The Hat Man problem. A hat-folding ambusher who can pull people into an inescapable hat-space — and there may be more than one. No clear counter yet.
- The Candleman's hidden price. Every kill at his shrine takes something unnamed from the killer — a danger to any party member tempted to use it, and a fresh dead-gods / immortality thread.
- Abigail's father. The party has promised to carry word to the searching farmer Gordon Miller; whether to lay her bones (gathered by Rusty into a vase) to rest, and whether her revenge-ghost can be freed, is open.
- The crocodile, still in the water. Avoid the river; the scuba plan is dead. Whether Sir Davondos the croc can be turned against Laewendas's own is untested.
- Carryover: Lash's wyrm-fang claw weapon; 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 and the mushroom folk; the missing mothers; the longer heading to the Veilwood and the eventual assault on Laewendas.
- Roster. On screen: Thalia, Fenric, Silithane, Lash, Jex — with NPC allies Pimothy, Pavid, Patricia and now Rusty, plus Salamandine, Tony, the bat familiar and Silithane's crow. Magra is present but stationed at the cave mouth as a sniper (Mia quiet, kept out of melee). Ashlyn's player (Vale) is absent; Draak is gone; Valmora has left. Still level 7.
Memorable Moments
- "It's just a business meeting. The sign wasn't lying." A council of undead misers who lost the key to their own gem-vault, arguing risk-aversion vs. gambling it all on one casino number — while a "fat skeleton" mediator just wants to break for lunch.
- The tax-man taunt. Fenric leaping onto the table mid-fight — "Inspectors! We've been informed of violations, we're shutting you down!" — and four skeletons chattering "It's the tax man! Never pay taxes!"
- Pavid's thumbs-up. The catman taking a knife to the belly and a knife to the back while smiling at Thalia with a cheerful thumbs-up — "I think they're friendly."
- "I'm a tiger without stripes." Pavid correcting Thalia that he is not a lion — then being told, gently, that he very much has stripes.
- The rat in the skeleton. A 27 Perception revealing the three IQ-graph layers of a "suspicious skeleton" — and the punchline that it's just a dead skeleton with a rat in it, which is exactly why it's so unsettling.
- The cat that looks like a rat. The GM mislabelling both ghost tokens and narrating himself into knots — "I've made a rat and a cat and called the cat the rat and the rat the cat."
- "When I was a farmhand, they called me Rusty." The Ghoul of Gythfield, one persuasion-roll away from giving his real name, watching the cogs turn before settling on the safe one.
- The Candleman as gravity. Rusty's chilling theology — that the shrine isn't a person to bargain with but "a force, like jumping and falling," an avatar of a dead god that takes something from you whether you understand the terms or not.