Session 174 - A Horned Bear and Glowing Mushrooms
General Summary
1st and 11th of Peonu (Second Month of Spring) 724TR
The story so far
The heroes have dealt with a small tribe of orcs, and now plan to investigate a mysterious site that filled the foulspawn with fear.
This is the continuation of Session 173 - An Orc Nest.
Location - Turmale Hills in the Kingdom of Kanday.
Part 1 - Rest, Recovery, and Looting
After their battle with the orc tribe, the heroes rest up and bind their wounds. Then they start searching the orc camp for anything of value. It does look like orcs have been up to no good, with some likely stolen loot scattered about. This included some trade goods, herbal potions, and a large collection of dried herbs which Abaddon, a talented herbalist, finds especially useful for his preparations. These gargun know their herbs.
The next day they seek out the nearby location that the orcs were so afraid of.
Part 2 - Spikes In The Dark
They find it quickly enough, and it is a dark-looking cave with gnawed and bloody orc bones rotting at its entrance. The heroes sneak in, spotting a 20ft deep pit and the remains of a broken wooden bridge. Odin leaps across, landing safely, and prepares to secure a rope for the other characters. However, he is in danger. On the roof, one of the stalactites comes to life, shooting a sharp spike attached to a long tendril at him. He is hit, and then another stalactite comes to life, scuttling across the roof and attacking the rest of the party. The Dundremol, or Cave Fishers, are rare subterranean Ivashu who injure Abaddon badly before they are eliminated.
As the other characters carefully approach the pit, they note the cave is filled with strange fungi, the Zahuruk Mushroom, which glows with light when disturbed. A huge Constrictor Snake lies in wait but is soon killed after failing to squeeze the life out of Odin.
Part 3 - The Horned Bear
The main chamber is filled with more bloody orc remains and the creature that created them. An 8-foot tall brute, a bizarre bear-like creature with hard leathery-bone-like plates for armor, large claws, a beak-like owl, and two huge antlers. It lets out a terrifying roar. The chamber flares with light as the fungi respond to the sound. The Arthynnod, or the Horned Bruin (Bear), charges antlers first, almost impaling Abaddon; however, he does not miss his next swipe with its claws knocking him out.
Odin and Remy battle the raging Ivashu. Eventually, it grabs Odin in its muscled arms and applies a crushing embrace. A moment away from passing out, Odin drives his sword through a weak spot in its hide, killing it. Odin is impressed with the creature's strong, flexible, leathery-bony plates; these will make good armor, and he quickly recovers as many as possible.
The heroes search the caves. They find some potions, unusual arrow designs (whistling and blunt arrows), and a silver acorn and arrow brooch. Abaddon identifies this as belonging to the Uthriem Roliri. Why would the belongings of that secret organization of rangers be here? Also, they find evidence that something has been dug up from the impression of a foot-long tooth. It looks like the dangerous priest of Ilvir, Xantosa, has been here as recently well (refer Session 168 - The Fanatic). Remy speculates that this mad cleric is collecting parts of some creatures and planning to create a monster.
Abaddon harvests some of the glowing Zahuruk fungi. He knows some recipes using these rare mushrooms.
Part 4 - Old "Friends"
On the way back to Sarkum the heroes run into a band of the roughs, the same gang the party brawled with in the Crooked Man Inn after they insulted the Inn's hunchback owner (refer Session 167 - Crab Meat).
Spotting the heroes, they are aggressive and ready for round two. This time Remy turns on the charm them, offering a game of cards for some high-stakes gambling. The gang leader is swayed, and soon the two men start an intense contest. He is rather skilled and lucky, but Remy easily spots when he is bluffing and wins. The two groups leave on much better terms.
Location - Castle Sarkum in the Kingdom of Kanday.
Part 5 - At The Town
At Sarkum Castle, Odin informs Earl Ranald Milaka of the orc's presence and how the heroes dealt with it. The Earl is disturbed by the concept that someone purposelessly is trying to populate Orcs on his lands. What would be the reason? He rewards the heroes generously for risking their lives. Lord Dreu Yezenaryn, who originally asked the heroes to investigate the orcs, also pays them. They now have coin to spend.Odin pays the town's weaponcrafter to create a suit of scale armor from the Arthynnod plates. This takes a week (10 days), so Abaddon spends that time brewing herbal remedies.
During this time, Abaddon takes the opportunity to ask Karila, a fellow elf in disguise and local apothecary , for advice. He is in the region looking for a long lost Elven Holy Grove , which has some significance to his family. She is not aware of its location. However, she offers some advice. He should look for out-of-place flora or fauna, often plants, animals, or monsters from other habitats that may accidentally pass through these magical gateways.She also recalls 15 years ago, when she was in the wizard's guildhall at the City of Aleath, she viewed a book that went into great detail on herbal recipes for the Zahuruk fungi. This copy of Grotgruie's Phamacopia of Luminous Fungi may help Abaddon's herbal studies.
Location - Turmale Hills in the Kingdom of Kanday.
Part 6 - Stuck in the Mud
The party heads off again into the Turmale Hills, seeking Abaddon's lost Holy Grove. They pass through an apparently safe heath with a thick mat of plant life covering patches of watery mud. Odin steps through it and finds himself stuck, thigh deep. At the same time, four Giant Lizards make their appearance from behind nearby rocks and attack. The battle is messy, with Remy also getting caught in the mud, but the heroes prevail, eventually killing the lizards.
To be continued.
NPC Interactions
A gang of roughs
Earl Ranald Milaka.
Lord Dreu Yezenarynis.
Karila Dikal.
Challenges Overcome
2 x Dundremol - The Cave Fisher.
1 x Constrictor Snake.
1 x Arthynnod - The Horned Bruin.
Remy won a game of cards.
4 x Giant Lizards.
Related Reports
Player Character Status
Odin - Human - Level 3 Gloom Stalker - gained Level.
Abaddon - Elf - Level 3 Openhand Monk - gained Level .
Remy - Half-Elf - Level 3 Bladesinger - gained Level.
Zahuruk Fungi
Zahuruk, also known as the Brooder’s Brand, is a pale, luminescent fungus that grows in deep caverns.
Habitat
This is a rare subterranean fungus, however, it can be cultivated, usually by dwarves and orcs who harvest them for food.
Properties
Whenever exposed to a change in air pressure or a sound, the mushroom glows with light for several minutes.
Uses
Food and a light source. Underground dwellers often use them as an alarm system for intruders.
Zahuruk is also used in many alchemical and exotic herbal potions.
Zahrik Cream
Benefits
The users gains limited temporary hit points, equal to the Apothecary's Herbalism Kit skill check, which apply only to Necrotic Damage for 4 hours. Incoming necrotic damage will cause the cream to turn black and flake off the user.
Duration
3 +1d4 hrs. Exposure to water will half the duration.
After effects
A second application will not stack however there are no side effects.
Availability
Very rare. Usually only from Dwarven Apothecaries.
Shelf Life
Base 3 years.
Ingredients and preparation
The preparation of Zahrik Cream take 3 days, drying and grinding the fungi into a fine powder then incorporate in with butter, beeswax and whale oil.
The Apothecary must make a DC15 Herbalism Kit check. On a fail the ingredients are lost.
Cost
250sp Weight: 1 oz
Zahrik Dust
Affect
It creates a 5ft cloud of dust, which sticks to anyone or anything in the area.
If the target is undead, it becomes vulnerable to radiant damage.
Duration
1 minute.
Availability
Extremely rare.
Shelf Life
indefinite.
Ingredients and preparation
Preparing Zahrik Dust takes 3 days. The fungi are dried and ground into a fine powder with beeswax, spirits, white clay, pine oil, and cobwebs.
The Apothecary must make a DC20 Herbalism Kit check. On a fail, half the ingredients can be recovered.
Cost
250sp Weight: 1 oz
Book - Grotgruie's Pharmacopoeia of Luminous Fungi
Grotgruie's Phamacopia of Luminous Fungi was originally authored in 330TR by the Dwarven Apothecary Grotgruie Kluzmaal.
Content
This manual catalogs Grotgruie's extensive studies and experimentation on subterranean fungi, especially ones that create light, and the alchemical and herbal potions his clan has created over the centuries.
The Pharmacopeia was stolen and found its way into a library of the Coranan's Guild of Arcane lore in 520TR, where 3 copies, translated into Hârnic, were scribed.
Properties:
This book contains a wide range of alchemical and herbal recipes. It grants the user a +2 bonus to Nature, Herbalism Kit, Alchemy Tools, and Poisoner's Kit check when referring to or using subterranean fungi.
Price: Original 450sp and Copies 120sp
Weight: Orginal 5 lbs, Copies 2 lbs
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