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Chapter 4 — Caves under Black Hill


iantruesilver

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Black Hill Caves — Dark River Cave

What little remains of the man's body doesn't seem to offer much at all to identify who he was, for it seems the blindheim has eaten most of it and ruined its armour and clothing in the process. All that is left intact from this person's belongings is a belt pouch on his hip. Inside you find some coinage amounting to 42gp, what looks to be some sort of a silver religious symbol, and two potions that look to have been sealed for watertightness.

 

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Torch — Beside Weeping Pond

Taking the same way back out of the caves under Black Hill was relatively uncomplicated, and the matter of escorting Vri and hauling the two bodies through the submerged waterway was surprisingly manageable with some cooperative teamwork and communication.

 

The party manages to make its way out back to the eastern shore of Weeping Pond, taking some time there to rest as some of you wring off your clothes, sort out the items stuffed into waterproof bags, and get over the sickening effects of the water.

 

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As far as you can tell, it's shaping up to be a decent looking morning, the temperature being comfortable and with scattered clouds in the sky and a light northerly breeze.

 

 

[[ Map — Torch ]]

(( No need to roll Swim checks or Fort saves for transiting Weeping Pond from now on unless the routine changes or otherwise indicated. ))

Edited by iantruesilver (see edit history)
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T'Sarra Khonnor 

spacer.pngT'Sarra Khonnor — Tiefling Oracle 1
AC/T/FF 18/13/15 | HP 11/11 | Init +3 | Speed 30ft | Fort/Ref/Will 3/3/2 | Darkvision
Hero Points 0
Active Conditions: +1 to atk and AC vs. robots (robot slayer trait)
Spells:

1st: (4 remaining) Cure light wounds, Bless, Inflict Light Wounds
Cantrips: (unl) detect magic, mending, guidance, create water

Back to town and the temple of Brigh

T'Sarra made sure Val got a look at the holy symbol and the potions. She was the best shot at identifying them. She gathered them up if no one else did.

She did her best to swim out with Parda on one shoulder, or with her arm under the brawler's chin to drag the corpse out. Drying off then slinging the half-orc over one shoulder, she waddled her way to the temple of Brigh, happy to let Vri hold her arm and guide her if it would be helpful. No point in dragging out the half eaten one.

"No real news from Khonnir yet, Father. But one of the other expeditions seems like they met with an unfortunate fate. You probably know Parda, she should get a proper burial instead of entombed under the mountain." She waited for the old priest to show her where to put the body.

"We also had a run in with a bit of blinding light. Don't suppose you have the magic to help out our friend Vri here with her eyes, do you?"

 

Mechanics
 

Move:
Standard (full):

 

Trained Skills

Acrobatics* -2
Climb* +4
Diplomacy +7
Handle Animal +4
Knowledge (nature) +4
Linguistics +1
Perception +6
Survival +4
Swim* +4
   
   
* -1 ACP to str and dex skills  
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image.jpeg.3f95306a23dfeb7a6f315970d6687d0e.jpeg

 

Statblock

Vrilundass ‘Vri’ Arund
Female NG Half-elf Swashbuckler, Level 1, Init 3, HP 8/11, Speed 30ft
AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 0, Ref 5, Will 3, CMB +2, Base Attack Bonus 1
silversheen, MC rapier +5 (1d6+1, 18-20/x2)
cold iron dagger +4 (1d4+1, 19-20/x2)
shortbow (20) +4 (1d6, x3)
Studded Leather (+3 Armor, +3 Dex)
Abilities Str 12, Dex 17, Con 10, Int 12, Wis 12, Cha 15
Condition None
hero points: 0/1

Vri will follow the person that leads her towards the temple (she hopes).

"Yeah, some frog critter flashed light from its eyes and now I don't see much... well, nothing actually."

 

OOC

none

 

 

 

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Temple of Brigh

spacer.pngThe trek back down Black Hill Trail proved to be slightly more arduous, considering Vri's blindness and the couple of extra dead bodies you must carry.

 

That said, the group finds little trouble otherwise making their way to the Temple of Brigh, and finding Father Kyte. It seems that between his daily ministrations, his participation in running the town of Torch, and the help he's been offering to your group, the priest has just only gotten around to having a spot of breakfast, consisting of a bowl of creamed wheat, and some kind of hot tea that carries a sweet hint of gingery aroma.

 

Seeing the lot of you carrying dead and injured, the old priest leaps up from his seat, concern in his eyes.

 

After a quick few moments directing his acolytes to help with the bodies, he ushers the group into a side room to diagnose Vrilundass.


"Dear Brigh, that's Parda Garr!" You vaguely hear one of the acolytes comment as one of you closes the door behind, giving you some privacy for the ordeal.


After a thorough consultation, both checking Vri physically and also collecting background information from the group, the priest concludes calmly, "I am inclined to agree with young Val. This blindness should be temporary. I'm sure if you just rested for an hour or two it would go away on its own."

 

"Though I'm sure you are eager to get back down to business. If you give me fifteen minutes, I can prepare a spell to remove the blindness."

 

 

[[ Map — Torch ]]

(( Opportunity for a little bit of roleplay if you like, before my next post. ))

Edited by iantruesilver (see edit history)
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T'Sarra Khonnor 

spacer.pngT'Sarra Khonnor — Tiefling Oracle 1
AC/T/FF 18/13/15 | HP 11/11 | Init +3 | Speed 30ft | Fort/Ref/Will 3/3/2 | Darkvision
Hero Points 0
Active Conditions: +1 to atk and AC vs. robots (robot slayer trait)
Spells:

1st: (4 remaining) Cure light wounds, Bless, Inflict Light Wounds
Cantrips: (unl) detect magic, mending, guidance, create water

Back to town and the temple of Brigh

T'Sarra nodded at the acolyte's announcement, "The one and only. I trust you all can make the proper rites to lay her to rest? She deserved better than to be left where we found her."

Speaking of Vri's condition, she sighed and broached a touchy subject.

"Hour or two, you say. So ... is there a recommended donation for a service like getting you to pray and remove her blindness? Or is this part of the service you're providing for the folks going after Khonnir and trying to turn the torch back on, like the water breathing? We've kind of been planning on, you know, reinvesting any profits from the exploration into building the capabilities of our little expedition, and a little outfit like ours needs to be careful with our pennies, you understand. But if you wouldn't mind helping us out we will give you those fifteen minutes to pray and be on our way back below."

Mechanics
 

Move:
Standard (full):

 

Trained Skills

Acrobatics* -2
Climb* +4
Diplomacy +7
Handle Animal +4
Knowledge (nature) +4
Linguistics +1
Perception +6
Survival +4
Swim* +4
   
   
* -1 ACP to str and dex skills  
Edited by ccanary (see edit history)
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Barhuce

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Barhuce takes a few minutes to examine the potions while they are waiting on the priest. After looking at them, and while still waiting, he picks up the holy symbol they found with second body and looks for an alcolyte. "'scuse me. We found this on the second body we found down there. None of us recognize it. I was hoping you might, or might be able to point us to someone who could."

Statblock

 

[URL=https://test.myth-weavers.com/sheets/?id=2740751][B][SIZE=+1]Barhuce[/SIZE][/B][/URL] M NG Human (Kellid) Alchemist (CryptBreaker), [B]Level[/B] 1, [B]Init[/B] 4, [B]HP[/B] 9/9, [B]Speed[/B] 30 [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 13, [B]CMD[/b] 13, [B]Fort[/B] 3, [B]Ref[/B] 4, [B]Will[/B] 0, [B]CMB[/B] +1, [B]Base Attack Bonus[/B] 0 [B]1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) [/B] 3 (1d4+4, x2) [B] light Mace [/B] 1 (1d6+1, x2) [B] Dagger [/B] 1 (1d4+1, 19-20/x2) [B] Lamellar Cuirass[/B] (+2 Armor, +2 Dex, +1 Deflect) [B]Abilities[/B] Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10 [B]Condition[/B] None
Barhuce
M NG Human (Kellid) Alchemist (CryptBreaker), Level 1, Init 4, HP 9/9, Speed 30
AC 15, Touch 12, Flat-footed 13, CMD 13, Fort 3, Ref 4, Will 0, CMB +1, Base Attack Bonus 0
1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) 3 (1d4+4, x2)
light Mace 1 (1d6+1, x2)
Dagger 1 (1d4+1, 19-20/x2)
Lamellar Cuirass (+2 Armor, +2 Dex, +1 Deflect)
Abilities Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Condition None

Actions Crunch

Craft alchemy to ID potions.

 

 

Name
ID potions
25,29
repeat(1d20+9,2) 16,20
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image.jpeg.3f95306a23dfeb7a6f315970d6687d0e.jpeg

 

Statblock

Vrilundass ‘Vri’ Arund
Female NG Half-elf Swashbuckler, Level 1, Init 3, HP 8/11, Speed 30ft
AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 0, Ref 5, Will 3, CMB +2, Base Attack Bonus 1
silversheen, MC rapier +5 (1d6+1, 18-20/x2)
cold iron dagger +4 (1d4+1, 19-20/x2)
shortbow (20) +4 (1d6, x3)
Studded Leather (+3 Armor, +3 Dex)
Abilities Str 12, Dex 17, Con 10, Int 12, Wis 12, Cha 15
Condition None
hero points: 0/1

 

"Yes, thank you," Vri said. The faster she would be rid of this, the better it was. They could worry about money later, especially if they managed to get the torch working again.

 

OOC

none

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Temple of Brigh

spacer.png"Oh it's no problem. You're helping us save our town, this is the least I can do." Father Kyte sat down next to Vri and, one hand on the half-elf's shoulder, he held his holy symbol in the other hand, closing his eyes to meditate.


Just outside Barhuce gets to work identify the potions and making inquiries.

 

Barhuce Only

The two watertight vials contain potions of cure light wounds.

 

As you flag down a passing acolyte, who honestly looks more like an apprentice craftsman than a religious type, wearing an apron and lugging a few tools, the young man almost missed your explanation of how you got the thing, his reaction is so quick it seemed almost instinctive, "Where'd you get that‽ Get rid of it, and quick."

 

"Oh dear Brigh…" He said after you finished speaking your piece, assuring him that you found this symbol off one of the dead, "Ya had me worried for a moment there bud. That, cursed be his name, is a symbol of Zyphus. He is nothing but trouble. Death and destruction. Pure evil."

 

"And not even the natural kind of death," The young acolyte continues to explain, "His followers engineer horrible, meaningless 'accidents'. It's rumoured that their victims' souls don't go to the boneyard for Pharasma's judgement."


After fifteen minutes, the wizened priest shifts his hand up towards Vri's eyes, and with a few mumbled syllables of some unintelligible prayer, a warm comfort washes over the half-elf, "◟ᛁ⠃ˎ╮ᛁ ި⸌ᛁ⸜⸍⸜ᛁ╵╵"

 

"Take it slowly, young friend. You'll want to adjust to the light." He cautions as sight begins to return to her eyes.

 

 

[[ Map — Torch ]]

(( Vri's blindness ends ))

Edited by iantruesilver (see edit history)
Name
Knowledge (Religion)
20
1d20+4 16
?
97
1d100 97
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T'Sarra Khonnor 

spacer.pngT'Sarra Khonnor — Tiefling Oracle 1
AC/T/FF 18/13/15 | HP 11/11 | Init +3 | Speed 30ft | Fort/Ref/Will 3/3/2 | Darkvision
Hero Points 0
Active Conditions: +1 to atk and AC vs. robots (robot slayer trait)
Spells:

1st: (4 remaining) Cure light wounds, Bless, Inflict Light Wounds
Cantrips: (unl) detect magic, mending, guidance, create water

Back to town and the temple of Brigh

T'Sarra, not hearing much of the conversation about Zyphus and probably not caring much if she did, was ready to go back down. "Thanks Father, that helps a lot. I'll be sure to thank Brigh directly in my prayers. Welp, I can't think of anything else to do up here, and our water breathing lifeline is burning. Let's head back down quickly and see how much further we can get. Thanks for dealing with Parda for us. She deserved better."

Unless anyone else wanted to stick around Torch for some reason, T'Sarra is eager to get back to where they fought the blindheim.

 

Mechanics
 

Move:
Standard (full):

 

Trained Skills

Acrobatics* -2
Climb* +4
Diplomacy +7
Handle Animal +4
Knowledge (nature) +4
Linguistics +1
Perception +6
Survival +4
Swim* +4
   
   
* -1 ACP to str and dex skills  
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image.jpeg.3f95306a23dfeb7a6f315970d6687d0e.jpeg

 

Statblock

Vrilundass ‘Vri’ Arund
Female NG Half-elf Swashbuckler, Level 1, Init 3, HP 8/11, Speed 30ft
AC 16, Touch 13, Flat-footed 13, CMD 15, Fort 0, Ref 5, Will 3, CMB +2, Base Attack Bonus 1
silversheen, MC rapier +5 (1d6+1, 18-20/x2)
cold iron dagger +4 (1d4+1, 19-20/x2)
shortbow (20) +4 (1d6, x3)
Studded Leather (+3 Armor, +3 Dex)
Abilities Str 12, Dex 17, Con 10, Int 12, Wis 12, Cha 15
Condition None
hero points: 0/1

 

"Thank you," Vri said as her eyesight returned. She was careful as they moved back out. She did agree with T'Sarra to get going as quickly as possible before the water breathing spell ran out.

"Any luck with the potions we found," she asked Barhuce as they moved back to the pond to dive back into the dungeon.

 

OOC

none

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Barhuce

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"Standard basic healing potions. The more interesting part is the holy symbol. It's for some sort of evil god. Sounds almost like the god of industrial accidents or something." he replies, also eager to get back to it.

Statblock

 

[URL=https://test.myth-weavers.com/sheets/?id=2740751][B][SIZE=+1]Barhuce[/SIZE][/B][/URL] M NG Human (Kellid) Alchemist (CryptBreaker), [B]Level[/B] 1, [B]Init[/B] 4, [B]HP[/B] 9/9, [B]Speed[/B] 30 [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 13, [B]CMD[/b] 13, [B]Fort[/B] 3, [B]Ref[/B] 4, [B]Will[/B] 0, [B]CMB[/B] +1, [B]Base Attack Bonus[/B] 0 [B]1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) [/B] 3 (1d4+4, x2) [B] light Mace [/B] 1 (1d6+1, x2) [B] Dagger [/B] 1 (1d4+1, 19-20/x2) [B] Lamellar Cuirass[/B] (+2 Armor, +2 Dex, +1 Deflect) [B]Abilities[/B] Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10 [B]Condition[/B] None
Barhuce
M NG Human (Kellid) Alchemist (CryptBreaker), Level 1, Init 4, HP 9/9, Speed 30
AC 15, Touch 12, Flat-footed 13, CMD 13, Fort 3, Ref 4, Will 0, CMB +1, Base Attack Bonus 0
1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) 3 (1d4+4, x2)
light Mace 1 (1d6+1, x2)
Dagger 1 (1d4+1, 19-20/x2)
Lamellar Cuirass (+2 Armor, +2 Dex, +1 Deflect)
Abilities Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Condition None

Actions Crunch

Craft alchemy to ID potions.

 

 

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Torch

Before discharging his patient, Father Kyte casts another spell to cure Vri of her injuries, causing warm healing light to wash over her wounds.

 

With your business temporarily concluded at the Temple of Brigh, and the urgency of rescuing Val's father on your minds, you quickly make your way back up to Weeping Pond to try to make the most out of your day's water breathing.

 

Black Hill Caves

Now that the guide rope has been set, the swim back down into the caves proves to be signifcantly easier than before. You manage to make your way back into the entry cavern, and after taking a minute to settle from the physical reaction brought on by the acrid water, you are ready to carry on once more.

 

 

[[ Map — Black Hill Caves ]]

(( Vri's hit points have been restored to full. No need to roll Swim checks or Fort saves for transiting Weeping Pond from now on unless the routine changes or otherwise indicated. ))

Edited by iantruesilver (see edit history)
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T'Sarra Khonnor 

spacer.pngT'Sarra Khonnor — Tiefling Oracle 1
AC/T/FF 18/13/15 | HP 11/11 | Init +3 | Speed 30ft | Fort/Ref/Will 3/3/2 | Darkvision
Hero Points 0
Active Conditions: +1 to atk and AC vs. robots (robot slayer trait)
Spells:

1st: (4 remaining) Cure light wounds, Bless, Inflict Light Wounds
Cantrips: (unl) detect magic, mending, guidance, create water

Back under to get wet again

T'Sarra looked around the entry cavern and peered further downstream from where they entered. "We saw some sign of a stream coming into the blindheim cave too. They should likely connect. I feel we should investigate to make sure nothing nasty is lurking back there before probing deeper, anyone object to swimming a little further?"

 

Mechanics
 

Move:
Standard (full):

 

Trained Skills

Acrobatics* -2
Climb* +4
Diplomacy +7
Handle Animal +4
Knowledge (nature) +4
Linguistics +1
Perception +6
Survival +4
Swim* +4
   
   
* -1 ACP to str and dex skills  
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Barhuce

spacer.png

"We probably should, but I'm going to guess that it ends up where the Blindheim was. Care to wager on it? Loser buys a beer tonight?" 

Statblock

 

[URL=https://test.myth-weavers.com/sheets/?id=2740751][B][SIZE=+1]Barhuce[/SIZE][/B][/URL] M NG Human (Kellid) Alchemist (CryptBreaker), [B]Level[/B] 1, [B]Init[/B] 4, [B]HP[/B] 9/9, [B]Speed[/B] 30 [B]AC[/B] 15, [B]Touch[/B] 12, [B]Flat-footed[/B] 13, [B]CMD[/b] 13, [B]Fort[/B] 3, [B]Ref[/B] 4, [B]Will[/B] 0, [B]CMB[/B] +1, [B]Base Attack Bonus[/B] 0 [B]1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) [/B] 3 (1d4+4, x2) [B] light Mace [/B] 1 (1d6+1, x2) [B] Dagger [/B] 1 (1d4+1, 19-20/x2) [B] Lamellar Cuirass[/B] (+2 Armor, +2 Dex, +1 Deflect) [B]Abilities[/B] Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10 [B]Condition[/B] None
Barhuce
M NG Human (Kellid) Alchemist (CryptBreaker), Level 1, Init 4, HP 9/9, Speed 30
AC 15, Touch 12, Flat-footed 13, CMD 13, Fort 3, Ref 4, Will 0, CMB +1, Base Attack Bonus 0
1d8 v undead or constructs, DC 14 Alkahest Bomb (5/day) 3 (1d4+4, x2)
light Mace 1 (1d6+1, x2)
Dagger 1 (1d4+1, 19-20/x2)
Lamellar Cuirass (+2 Armor, +2 Dex, +1 Deflect)
Abilities Str 12, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Condition None

Actions Crunch

Craft alchemy to ID potions.

 

 

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T'Sarra Khonnor 

spacer.pngT'Sarra Khonnor — Tiefling Oracle 1
AC/T/FF 18/13/15 | HP 11/11 | Init +3 | Speed 30ft | Fort/Ref/Will 3/3/2 | Darkvision
Hero Points 0
Active Conditions: +1 to atk and AC vs. robots (robot slayer trait)
Spells:

1st: (4 remaining) Cure light wounds, Bless, Inflict Light Wounds
Cantrips: (unl) detect magic, mending, guidance, create water

Back under should we swim?

T'Sarra laughed at the wager. "Like you weren't already planning on buying me a beer tonight. Why would I bet what I've already won? Besides, I agree with you, it almost certainly goes back to where we fought the blindheim. The question is, does it go anywhere else interesting first. Let's go see?"

She was ready to wade back in and lead the others through the subterranean waters.

Mechanics
 

Move:
Standard (full):

 

Trained Skills

Acrobatics* -2
Climb* +4
Diplomacy +7
Handle Animal +4
Knowledge (nature) +4
Linguistics +1
Perception +6
Survival +4
Swim* +4
   
   
* -1 ACP to str and dex skills  
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