SESSION 14: DAY 8 – THE CAVES OF
CHAOS
The party prepares to leave on the morning of the 8th. They discuss
whether they should leave behind a couple of guard to look after their base but
decide it would be best to stick together.
Over the past couple of days Malandir and Lucien had been looking at
the snake heads to see how they could extract the venom for use and on that
morning they confer over when they should do it.
It’ll be a DC 13 Survival check to remove the poison (ie the same as
the Fort Save against the poison) + 1 DC for every day that it’s been since the
combat, as the poison will have started to deteriorate. It’s been two days
since the snakes were killed so in this instance so it’ll be a DC of 15 (this
rule is not intended to punish the PC’s in this instance per sae but rather to put
some urgency into future extractions so that the PC’s don’t just walk around
with a bag full of monster heads). A roll of 1 will result in the remover being
poisoned. It’ll only take a few minutes to remove the poison and store it in a
vial. From each of the five heads they’ll be able to extract one dose of poison.
A failed extraction roll will mean that the poison has been wasted.
Anyone poisoned will need to make a Fort DC 13 save or suffer 1d2 Con
damage. The effect will last for 6 rounds during which time they’ll have a
save. If they fail they’ll take another 1d2 Con damage but if they save once
they’ll be cured. Applying the poison to a weapon is a standard action (as per
page 556 of the Core Rule Book) and there is a 5% chance (ie a roll of 1 on a
d20) that the character exposes themselves to the poison). Whenever the character
attacks with the weapon there is a 1 in 20 chance that they may poison
themselves. The poison is consumed when the weapon strikes a creature.
They decide to extract. Whilst neither are skilled in Survival, Lucien
has a Wis of 18 and so will attempt to extract and Malandir will Aid Another.
Lucien has two vials of Antitoxin and he places one in ready reach just in case
he is poisoned. There is no opportunity for the character Aiding to be
poisoned. To Aid Malandir will need a 10 – 2 for Wis = 8. The rolls are done
all at once just to make it a bit easier. He rolls 3, 13, 12, 16 and 1 and will
provide valuable assistance on the 2nd, 3rd and 4th
attempt. Lucien will need a 15 – 4 for Wis = 11 for an un Aided attempt and 9
for an Aided attempt. He rolls 20, 3, 5, 10, 3 and 2 vials of poison are
extracted. Looking at the first vial, Lucien and Malandir judge that it’s
enough to be two doses (ie the one where Lucien rolled a 20) so they have 3
portions of poison.
They split the vials amongst themselves and join the others to get
ready to leave.
Malandir has used some of his time over the past few days to become
familiar with the approaches to the cave, scouting 300 feet in each direction
cautiously. He has been looking for tracks, animal or human, which might need
further consideration or traps in time. Whilst he doesn’t find any specific
tracks he does establish that there are only a limited number of normal approaches
to the cave. He doesn’t have time now but he makes a mental note of these and
will mark them out and discuss with the party further opportunities to make
their base safer with traps once they are back from the Caves of Chaos.
They form up and head towards the Caves of Chaos. Due to their base,
they are much closer now and are able to get close to the caves within about 4 hours
and encounter nothing on the way.
They are not too sure of the location of the Caves and they’ll need to
make a Survival check of DC 14 to find the caves. We’re using the ‘Getting
Lost’ statistics (p424 of the Core Rule book) to check if the characters find
the caves. Every time they don’t they won’t get lost but rather they’ll need to
make another Random Encounter check. If they haven’t found the caves after four
attempt they can either turn back with enough time to get back to Cragmaw
before it gets dark or they can continue to search.
Kord has Survival 6 and Lucien will try to Aid Another. Lucien rolls an
18 and provides valuable assistance. Kord rolls a 17 and together, after an
hour or so of searching, they find a faint track that leads them to the Caves.
The Caves are situated in a valley from which the party enters from the
eastern end along the valley floor. As they look up the valley, numerous cave
mouths are clearly visible, eleven in total. It’s about 11am for they had left
at six, spent four hours on the main trail and another one hour searching for
the Caves. Tracks come and go from the cave entrances and the bottom of the
valley looks like a refuse tip with all types of debris, rubbish and bones of
old victims having being discarded there.
DEW
Malandir offers to scot the two nearest caves to the South, taking a cautious approach to try and avoid being seen as well as spot any tracks, observers or traps.
ReplyDelete