Lost In The Dark in The Farlands | World Anvil
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Lost In The Dark

Moving deeper into Saint Andro's Pass you find yourselves enclosed by cliffs that stretch up until they disappear into the looming mists of the high mountains of the pass, the only thing that can be seen to lead further into the range is a large cave opening that appears to delve deeper into the earth. As you move closer to the opening within the base of the mountains a wave of stale air greets you, carried upon it is the sound of water rippling across stone and the smell of mildew. The gradually slopes down following an eroded path cut into the base of the mountains, swaying sideways to follow the flow of a dozen barely visible streams of water until the sound of a moving stream can be heard further down into the cave. A DC 13 perception check will reveal that there is a drop at the end of the cave that cuts down to an underground stream, the noise of this flowing stream is almost deafening, the shore of the stream is slick and counts as difficult terrain for the purposes of traversing this section of the cave system.  

Encounter: 1

Following the stream deeper down it eventually opens to a much larger cavern filled with stalagmites, looking around you can see the ceiling is covered by thousands of small dark stalactites, a DC 14 perception check reveal these small stalactites to in fact be a massive colony of bats, their eyes flickering in the darkness or dim torch light. A stealth check will be needed to successfully traverse this portion of the cave without disturbing them and if they are disturbed then two much larger shapes will begin to fly within the swirling chaos and any perception and attack rolls will be made with disadvantage, and movement will become difficult. The exit to this portion of the cave is a small hole where the stream drains into a lower submerged tunnel or total darkness.  

Encounter: 2

Submerged within the water you will be in total darkness, those with Darkvision will be the only ones able to see within this lightless and cold expanse, everyone will have to make a constitution saving throw before every roll in order to not begin to succumb to the freezing water. Additionally, those with Darkvision will be able to see spindly tendrils of white silk protruding from small holes at the top of the tunnel touching the strands will trigger the attack of the filament of the Cave Fishers that are dwelling in a small above crawl space of a cave, those who touch the filaments will be pulled up by the fishers and attacked, once the first party member is attacked initiative is rolled. The only way out of this encounter is to swim through the entirety of the tunnel and out into the opening beyond which is a massive underground lake surrounded by bioluminescent mushrooms of varying sizes.  

Encounter: 3

Large stalactites jut high into the air of this open cavern which appears to be a long dormant caldera, the plant life moves and breaths generating a thick and musty atmosphere, heavy with spores and pollen. As you move through this small jungle of fungi you can't help but pass a few stalactites that root down into the earth, and before you can react four large tentacles jut out from these pillars of stone, as one large pulsing eye emerges from one of the stalactites and a toothed maw breaths a hot and ravenous breath out at you. Initiative it rolled after the creature gets a bite attack in on one of the party.  

Encounter: 4

Moving through the rest of the fungal jungle has many other dangers, one portion of the jungle that is closer to a ventilation tunnel is especially heavy with spores and pollen as the strange smell of chocolate is carried across the air, any creature that smells the aroma must make a DC 13 wisdom save or become entranced by the smell and move toward a small grove of flowers that are emanating this fragrant smell. Once within range the players will be attacked by the tendrils of these plants and if possible consumed by them. Additionally, a horrid smell begins to pierce through the aroma and a massive flower covered in decaying corpses and bones emerges from a floral bloom within the grove, this flower begins to slink partially decayed corpses from its biomass to attack the party. The way out of this encounter it for the party to climb out of the air tunnel on the other side of the cave and return to the surface, this will be accomplished through three successful group acrobatics or athletics checks.   Once out of the cave system the party will have a maximum of 2 points of exhaustion, which means that they will have disadvantage on ability checks and their speed is halved. These levels will go down gradually as they go about their journey further into Saint Adro's Pass.

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