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The Caves Have Eyes

Plot points/Scenes

The cave system is entirely devoid of light, meaning those without darkvision will be effectively blind and even those with it will have disadvantage on all sight-based Perception checks. The only exception to this rule is area 4.

1. Entrance

A colony of bats has taken up roost in the outer cave, and will react violently to any light or loud noise. If provoked, they will swarm the PCs, dealing 1 point of piercing damage per round until the PCs leave the cave in either direction. Attempting to run across the space will require a DC 12 Dexterity check to maintain their footing.

2. Combat

Poised above the entrance to the second cave is a cave fisher waiting in ambush (passive Stealth 15). It normally attempts to ensnare any bats that stray too far from the entrance tunnel, but it will gladly reel in an unsuspecting PC if given the opportunity.

3. Trap

This cave is peppered with small openings, each just large enough for a small creature to squeeze through. The silverstalks use them to travel between this area and area 4 (Silverstalk Colony). Fully half of the floor is occupied by a seemingly still body of water. In truth, it is actually a fast-flowing underground river. Just under the surface, the current is strong enough to pull a Medium or smaller sized creature down and through the winding tunnels to deposit them in area 4.

When the PCs arrive, there will be a single silverstalk anchored to the ceiling of the cavern (about 25 ft. off the ground), directly above the water. If a PC moves within 20 ft. of it, the silverstalk will emit a faint siilver glow that grows stronger as the PC draws nearer. If the PC approaches within 10 ft., it will flee by dropping into the water and be swept under by the current, disappearing into area 4.

4. Reward

This is the only area in the cave system that is lit, and only dimly lit by the glow of the silverstalks. Creatures without darkvision will have disadvantage on all sight-based perception checks. Nearly a dozen silverstalks are gathered along the waterline, faintly glowing blue as the PCs draw near.

Collecting the silverstalks is not a difficult task, as they are incapable of fast speeds. About 5 stalks will be sufficient for the creation of a Sentinel Shield.

5. Puzzle

Once the PCs are ready to leave, they will be faced with a choice. Either find some way to swim back through the river to area 3 (the current is too swift for a normal creature to swim), or squeeze their way through the narrow tunnels (roll 1d20; on an even result, a given tunnel leads to area 4, possibly depositing the PC back into the river; on an odd result, the tunnel leads to the cave fisher's perch in area 3.

Plot type
One-Shot

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