Plight of the Poor
General Summary
Act One
The adventure saw individuals come together as heroes to aid a woman named Phila who was a victim of a bandit attack. She asked help for recovering the bodies of her son and husband, as well as putting a stop to the bandits. The new heroes discovered an overturned cart on the side of the road, beasts of burden long since fled, and an axle broken. There were signs of a fight here. One of the heroes had heard there was a bounty posted for these bandits of 10 silver if they were located and reported to Korian soldiers, or 50 silver if the situation was resolved by proactive heroes. As the heroes began tracking the bandits, they bumped into a Daughter of Artemis named Kassandra . The huntress offered to help track and defeat the bandits in exchange for assistance dealing with a rogue boar. This boar has been attacking people and livestock and destroying crops. She is concerned it will raise such ire from the locals that they will rise up and wipe out all the boars of the area. Therefore, it is better to put a stop to the one troublemaker in order to save the rest.Act Two
There is a cave nearby, which is a hidden shrine to Hephaestus. This zone is affected by Geomagic: Arcane Sanctification (Grimoire 58). The cave is affected as if by a hallow spell. Also, dead bodies cannot be raised as undead, and creatures have advantage on saves versus poisons as well as to heal Wounds. A long rest in the cave removes two levels of exhaustion instead of one. The heroes found the cave consisted of the following. 1. Entry has a steep, rocky (9’) cleft to drop to the floor. An old ladder lays on the floor nearby. There is a rough statue of Hephaestas at a stone forge as one walks in about 30 feet. Offerings are visible here and consist of 25 gp worth in various coins, herbs, incense, and other things that have not yet perished. 2. A difficult to reach ledge in this chamber leads further into the mountainside. The long, twisting tunnel shows signs of ancient use, but has long since been used as home for spiders! 3. The next room has a natural spring. Here they were able to swim through a passage that led brave, strong swimmers to a hidden room. This chamber has ancient paintings featuring strange creatures that appear to climb out of a black pit to terrorize people. The swim challenge had the misthioi swimming in the dark, through a large stone tunnel. 4. The final room is permeated by the sound of rushing water as the back of it is curtained by the rushing water of a a waterfall. The opening to the waterfall is just 2.5’ wide but tall. This place is used by hunters, bandits, or others trying to get in out of the elements. There are the remains of campfires used many times on the sandy floor. There are dry logs for seats, a few discarded utensils, a collection of old but usable torches, and a small pile of curious but attractive metallic blue stones that appear to have been collected but then abandoned. Arcanum roll of DC 20 indicates this is Sky Orichalcum ore and could be worth a great deal to someone who knows how to work the metal. (Orichalcum may have the same properties as mithril, but when refined possesses a brilliant red-gold color instead.)
Report Date
07 Oct 2020