Thursday, December 4, 2014

Fungus amongus and a perfectly normal looking group of people

Campaign Log of Autec the Landbound, Day 4

I'm getting sick of this below ground, slithering around business...

We start out the day with a hearty breakfast of travel rations and darkness before moving further into the cave system through the vertical shaft freshly slicked with crazy dwarf blood. After stumbling along for some time we are greeted by an odd sight in a large chamber dominated by a once floor to ceiling tower, now collapsed. Two humanoids seem to be trying to dig something out amidst the rubble and having a hard time of it. With the two beings absorbed by their work, we are able to approach close enough to see that they are both grotesquely melded with animal parts and attempting to free another of their number. 

Apparently sensing no ill intentions, Ralan greets them and asks if we can be of assistance. A man...ish thing introduces himself as Lann and welcomes our aid. I offer to enlarge Paxaea, but the party declines and we collectively throw our backs out hoisting the boulder off the unfortunate mongrelman. Ralan demonstrates a new ability and lays a healing hand on the crushed leg we unearth. While this god given healing does nothing for the deformities of the man, some color does return to his cheeks and he pronounces himself able to travel with aid. Aravashniel is informed of goings on and quickly begins harassing the mongrelfolk with scholarly, none too polite, questions about their origins which they ignore. They seem very happy with the rest of us and offer to lead us to their chieftain who will hopefully be able to guide us to a way back aboveground. We agree and set off on the path they indicate.

A few hours later, our guides are surprised by a small chasm stretching across what they claim was once a useable tunnel. Probably the quake. I drop a lightstone into the depths and we find it is only 30 ft. deep. Kesh climbs the wall around the gap and investigates the far shore, but is unable to locate anything to hitch a line to. We collectively decide that climbing down the crevasse and then back up the other side should work just fine. It does, crisis averted. We proceed.

A few moments later, Lann warns us that he has been forced to lead us down a more dangerous path due to the quake cutting off key routes. Ahead, he says, lies a sporecougher and begins to describe some sort of fungus with hallucinatory poison. One of our bookworms identifies the specimen as some ridiculous sounding fungus and informs us that it possesses hallucinatory poison. Super helpful, that.

I chuck lightstones around the room in question until we spot the thing gloating (or digesting) over its last meal of two oddly accoutered bodies in crusader garb. Never one to let the opportunity to charge something go to waste, Ralan springs into action and rushes the cougher. I send Pax in after him and the rest of the party plinks away with sling bullets and arrows. I must admit, I think I inhaled some of the thing's spores and can't remember the rest of the fight – reminds me of the time I ate that puffer fish on a bet. I wake up a few moments later and have a short chuckle at Pax all covered in spores. Katsa scrapes a pile of 'em off Ralan into a flask and stows it in her gear, perhaps for recreational purposes?

We investigate the corpses and find a healing potion and scroll of fear, along with what Sitzva identifies as a holy symbol of Baphomet, a demon god. This seems fairly damning in conjunction with their glaives and spiked gauntlets, known weapons of that god. Aravashniel takes it as evidence that the cultists have infiltrated the crusaders and seems just a little too excited that his theory was correct. I secure a body to Pax's back to bring to the leadership if we ever manage to escape this place. I also take a moment to swap out my tattered hide vest for one of their fine chain shirts. Looking a proper crusader now, aren't we Pax?

The rest of the trip to the mongrelfolk's village passes without incident with Lann leading us and we arrive shortly thereafter. The village is situated in a very large cavern housing an underground lake with numerous islands upon which the mongrels have carved their homes. Some sort of luminescent green fungus coats the walls of the cavern and I finally dispel the light spell I've had going forever. 

We are ushered in to see Chief Sull, who looks and sounds suspiciously like a rat. Ralan relates our story thus far and the chief claims to know a way back to the surface, but, of course, there is a catch.
The only exit he is aware of lies beyond the territory of another group of mongrelmen allied with the cultists. If we manage to destroy the deviant 40-odd member clan we will have a clear shot at the surface and a ready ally in Sull's united tribes if we manage to convince the crusader leadership they're not all demonically tainted. This seems somewhat suspect, as Sull admits that they are, in fact, the descendants of the cursed first crusaders. Aravashniel is beyond giddy at this fact and continues to pry until Simi tells him off. Sull does promise to provide more information to our inquisitive members if we manage to save the world.

While unable to offer us any manpower due to the increased cultist presence on his borders, Sull is able to provide us with a satchel full of restorative potions and even gives his magical morningstar to Sitzva to smash some traitor skulls in. We take the rest of the day to inquire around town for goods and hawk some of our junk. The mongrels have a stash of magical items they have sifted from the rubble, perhaps it would be worth our time to negotiate in the future for some of them. I take a welcome rinse off in their lake, but don't locate anything interesting beneath the gentle waters. Tonight we'll rest in accommodations provided by Sull and set off early tomorrow to meet the renegade tribe head on.