
NPC: Chief Sull |

True to Amyrtaeus's words, the band of travelers are exhausted from their journey, and the offer of rest comes as a welcome one. The mongrel chieftain seems an agreeable sort, and doesn't seem offended by the group's forms of address. He listens gravely to Zaigan's account of a battle so mighty it split the earth, and he grows concerned. "We have wondered at the cause of the great tremors which shook our cavern home. To hear that it came from demons themselves..." He grimaces at the thought. "I and my kind may be outcasts and freaks in the eyes of surface-dwellers like you, but our ancestors helped drive back the demons in the First Crusade. We wish the demons defeated as much as anyone who lives above. If you return to the surface, will you carry a message to the city? We will stand and fight alongside the crusaders to defend it, for all the world is at risk from the demon threat."
Assuming the party agrees, Chief Sull nods in approval. "The nearest route to the surface lies to the south, through the territory of another mongrel tribe, who do not share our reverence for the old gods. These traitors," the chief says with venom in his tone, "have consorted with cultists and blasphemers from the surface, and turned to the worship of demons and their foul ilk." He stands from his throne, making his way to a wooden case in the corner of the room. "We have ignored them, but that time has passed. If you will destroy these traitors and their cultist allies as you make your way back to the city, you will have Neatholm's aid. Take these with you," he says, bringing the case over to the party. In it are nine glass flasks, with labeling which identifies their healing properties. "I will send my soldiers out into the caverns, and muster up warriors from other tribes. We are not vast in number, but the crusaders will have what support we can give."
Treasure: 6x potion of cure light wounds, 3x potion of lesser restoration
While you are here, you can sell gear, purchase items, and purchase spellcasting services. Not everything will be available since the settlement is so small, but post any purchases you would like to make and I will roll to see if the item is available here.
The mongrelfolk provide a primitive but well-furnished hut for the group to stay in. The beds are straw, but clean and very appealing after travel through miles of cramped stone tunnels. There is no day and night in the cavern, but the mongrels seem to be settling in to rest, and torches throughout the village are put out, leaving only the soft green twilight of the luminous fungus covering the massive cavern walls. The soft splash of water from a few mongrels using the dim light to fish in the large lake soon becomes the only sound outside the small hut.
When the heroes awaken, they feel invigorated from the first good rest they've had in days, and have the opportunity to interact more closely with the mongrels and trade with them before setting out for the lair of the traitors.