Eldrathar Session 4: The Invasion of the Cave
After crossing a gentle river with ease, the party set up an ambush near a suspected cultist cave. Strategically hiding in bushes and lying in wait, they managed to subdue a lone bandit who had wandered close to their position. Through a mix of fear tactics, threats, and cold intimidation—including freezing his leg and nearly snapping his toe—they extracted information about the cave’s layout, number of occupants, and a mysterious cult known as the followers of Wendonai. The prisoner provided a rough map and confessed that people were being kidnapped and delivered to the cave under cult orders. With a loose plan formed and their captive tied, they traveled to the cave and camped in a nearby rocky crevice, watching for signs of activity.Their initial incursion into the cave began well, with a few members slipping inside unseen and identifying at least three enemies and a strange side crevice. But once the full assault began, everything fell apart. Master Chief was immediately downed by a phase bolt, and the rest of the party quickly became overwhelmed by a coordinated counterattack from the cultist guards. Their frontliner was set ablaze, arrows missed their marks, and panic set in. Facing superior numbers, better positioning, and stronger spellcasters, the group initiated a frantic retreat. As they limped away from the cave, bruised and scorched, they regrouped at their camp to lick their wounds and reassess.
Back at the safety of their hideout, old frustrations boiled over. Debate over what to do with the prisoner erupted—some argued he had served his purpose, others demanded he be spared as a potential future asset. Ultimately, tempers flared, and two party members executed him on the spot. His corpse was unceremoniously dumped into the creek flowing into the cultist cave, a final insult meant to taint their water supply and send a message. With nothing left to gain from staying nearby, the group decided to retreat fully, return to town, and resupply. They set off for Duskdale, where they hoped the mayor would honor his end of the reward.Their arrival in Duskdale was met with success. The mayor, pleased that the missing captives had been rescued, rewarded the group with gold and a magical bag of holding. They also received a generous supply of healing potions from the grateful alchemist, despite lingering tensions from a previous confrontation. The party restocked their gear, hunted for fresh game, and discussed new strategies. Determined to return stronger and better prepared, they set their sights on the halfling city of Hollowend, rumored to have magical items and whimsical wares. As they traveled along the forest road, they discovered faint halfling footprints and an old campfire—evidence that Hollowend might soon bring new revelations, allies, or dangers.