2d6 ⇒ (2, 5) = 7
Mell grabs the Chelaxian and drags the unresponsive man out the door, the smaller woman grunting as she shifts the brawlers wide shoulders and considerable mass.
Finally coalesced to a fog more than the size of a man the screaming buzzing mosquito/fly creatures hum across the room. They swing past Fjori and Hassan (AOO for you both), seemingly moved purely by a need to revenge against that which hurt them. Quillin finds himself harried by the tiny creatures pecking and picking at him.
Quillin I need a Fort save. You also take 7 damage.
Init is up, act away.
Ok actually that works. +3+3+1+1 = 8, 8-4 = +4. I can do math! It is subtracting -4 because the cutlasses aren't light. Moving forward if you can get the off hand to a light weapon you would be +6/+6. I actually was scratching my head at this because I thought you should be hitting harder (I thought cutlasses were light)and was disturbed that your attach was too low...Funny. Don't mess with HeroLab!
Are you carrying two +1 cutlasses because your attack and damage is the same in each hand? Am I forgetting another magical weapon? Ugh living with a toddler makes the brain tired!
Quillin banks the flask off the building and the contents splash in a loud popping whoosh of sudden sputtering flame. The liquid conflagration does not utterly destroy the now significant swarm of creatures but many certain do die from the flame.
Mel and then the swarm
Edit: Daniel something is weird and Herolab isn't right? In your primary is the Tidewater (I assume) so you should be +3 BAB +3 Str +1 WF + 1 Magical (7 Total). Also note that cutlasses are not light so with TWF you are at a net -4 to each hand. So you should be +3/+2 unless you off hand is magical or masterwork? Can you check that for me? Also as an aside don't forget your bane ability, it a group buff too.
Fjori savages the creature with cutlass strikes and his blades bite deep into the thing that was surely once a man. Is he carrying the
The creature bellows out a hollow moan as the first blade passes easily into the ribs as Fjori practically tears the creature's torso in half. The second cutlass swing strike a clean divot in the creature's forehead, tearing the mask clean off and abruptly ending the creatur's yell. The distorted rotting face of a man gasps a final time and slumps to ground dead.
Master Quillin and Mistress Evendale you may fire when ready.
Sorry weird tech issues
Mel and Ajani responds as best they can; MEl's shot goes wide and while Ajani does catch the creature in a spray of water it only moves a few feet pushed against the bed.
The creature surges forward into the gap, this time lashing out with claws at Fjori and Bart as it continue to issue a sort of warbling gurgle noise. You can see that rotting jagged teeth are starting to work at the hood as the creature is struggling to unmask itself while fighting.
Claw v Bart: 1d20 + 5 ⇒ (17) + 5 = 22
Calw v Fjori: 1d20 + 5 ⇒ (7) + 5 = 12
Damage!: 1d6 + 3 ⇒ (4) + 3 = 7
Bart is caught by the wicked claws of the creature as a thin gashes rupture on the brawler's skin. Bart can feel a sinister sensation seizing at his limbs to render him paralyzed. DC 15 or be paralyzed for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
Fjori manages to fend off the wild strike from the creature as it lashes out at the pair.
[Same order, Round 1, no more surprise.]
Perception DC 15, anyone not in melee:
Many of the large fly/mosquito like creatures that had been buzzing in the space seem to be in a frenzy due to all the movement. In fact more and more seem to be manifesting in the area. A swarm may be forming.
Bad GM NAUGHTY! Sick...again...hot...family...anyway back to the show...
Quillin opens the door to find the small lodge is stuffed with furniture including a comfortable bed, writing desk, cooking gear, an armoire and several barrels of food. The room stinks of rotting flesh and food with large botflys buzzing about the space.
In the center of the room, just a pace or two off the bed is a hooded corpse, draped in a hodge podge of wrecked sailor clothing. The body hangs from a chain that has been wrapped and is hanging from the center ceiling beam. A grim welcome to what once was a cozy cabin in the woods.
I'll begrudgingly allow it as your party is apparently blind Wellard :)
Looking over the map and then looking up at the tree Mel looks over the canopy and finds little of interest. Yet just as she moves to look elsewhere she notes that the shape and texture of three looks odd in a couple of spots, just as the map might suggest. Mel squints and notes that one of this misshapen lumps is actually a creature, bipedal like humanoid with bark colored skin, and flinty eyes that are following the party.
Fjori steps forward just over the threshold into the courtyard. A series of crude ladders serve to provide access to the planks that serve as a walkway around the stockade wall though this platform only extends around roughly half of the wall, mostly on the south and western facing sides. In the center a wooden lodge of sorts sits complete with a rough roof made from mixed materials and a wooden slat door made from smaller pieces of wood then then stockade. That door is closed.
The large tree casts ample shade and the stockade is quite cool. Fjori also can see a pool of water and the continuing bubbling of the spring that seems to sit right between the massive tree and the building.
There is no response to the calls of greeting save the random birds and other wildlife noises that normally have filled the jungle.
The map shows much of you might have expected from the outside, a high wall with walks surrounding a single one floor building. The map seems to show a dead body inside the structure. Mel also notes that on the map, around where the massive tree that shades the area is illustrated the map undulates ever so slightly in three places throughout the shaded canopy.
Is it good or bad that Bart sorta creeps me out at this point? He's always had that sort of "menace" about him but now that Hector has rolled amazingly and Bart has liquefied a few people with his bare hands I have a hard time not hearing something sinister in phrases like "Lets go knock and say 'hi" :)
The group hacks its way through the brush for about an hour and comes to a clearing in the jungle. Within, a well built stockade wall surrounds a building of some sort, the likes of which is only visible as the doors that lead inside the stockade's perimeter are slightly ajar. The walls rise high and atop the southern edge you catch the brass, wood and leather of a spyglass that has been fixed to a pole to look out over the jungle. Other than the building within a tall tree towers next to the lodge providing ample shade over the entire area. The sounds of a bubbling spring can also be heard within.
Resolving to move on to the building spotted by the ever talking parrot, you all load your new gear upon ou and make way to the jungle line. Coming on off the beach the jungle that grows is quite thick and whatever paths or trails formerly led to the building in question seem completely gone. Look like old fashioned bushwhacking is the next course.
Sorry I've been a little out of it the last week or so but I'm back and focused. Can I get a marching order please?
Ajani pockets the shackles wordlessly while the gnome feels the satisfying pop of teeth loosening from Scourge's skull.
Fjori takes the potion... Fjori may regret trusting me...: 3d8 + 5 ⇒ (2, 7, 1) + 5 = 15 and finds that though many of his ills are fixed, the potion might have been stronger. (Maybe it was old ;-p)
Already a group of seagulls have formed overhead, the heat from the sand and sun already doing their work on the freshly slain pirates. It takes a few minute to scoop the treasure back into the chest and since the lock is broken it require a somewhat steady hand and strong build to keep its contents contained.
Stopping their game of dueling insults long enough to work through the treasure the gnome and Qadiran manage to identify everything in the pile:
3 elaborate crossobw bolts that radiate magic [Plugg] Screaming Bolts
Shackles of Compliance:
These battered iron manacles magically adjust themselves to
fit around the wrists or ankles of any creature from Small to
Huge size and automatically lock. A creature wearing shackles
of compliance becomes more susceptible to intimidation.
Any creature attempting to intimidate or demoralize a
target wearing shackles of compliance gains a +4 bonus on
Intimidate checks. In addition, the holder of the manacles’
key can cast command (DC 25) on the wearer of the shackles
three times per day.
Shackles of compliance have hardness 10 and 10 hit points,
and a DC 30 Disable Device check is required to pick the
shackles’ lock. A manacled creature can break free with a DC 28
Strength check or DC 35 Escape Artist check, or the lock can
be opened with a DC 30 Disable Device check
2 Potion [Scourge]
Potion of Barksin (CL 3)
Potion of Cure Moderate Wounds (CL 3)
3 elaborate crossobw bolts that radiate magic [Plugg]
2 Potion [Scourge]
3 Cutlass [Pirates]
Associated coinage, gems, trinkets and so on worth estimated 10,000 gp [Chest and coins from people]
Mel sees the surrounding landscape in finely detailed ink. All of the group's previous efforts have been recorded in exquisite detail making it very plain, of the surrounding landscape, what trails the group took. The effect remains limited however perhaps casting about only within 100 feet of where the map has been taken. Nonetheless given the detail and speed of the drawing, even that function is useful.
Mel does note however that closer to her still the map shows even more detail. Within about 15 feet Mel can see a handful of symbols that seem to populate the map around her current position. One obvious one seems to relate to gold as little versions of the symbol litter the sand where the opened chest has cascaded across the sand. (This is how Mel can tell the distance of the second effect as it doesn't illustrate the gold past a certain point.)
At this point Mel probably can figure the rest out. It auto-maps all geography within in 50 feet or so and leaves that information intact. Closer (15 feet) it shows "heightened detail" which seems to include things like dead bodies, treasure and other items of interest like magic.
Apologies but I had a hard drive with all my notes bite the big one last night, I am running recovery today and should have treasure distro tonight. Basically money money money with a really nice sword (Plugg) some pretty nice weapon (Scourge) and a couple of things that Hassan and Quillin will want to look over. As a reminder, who is carrying that weird map? In the meantime make your next move...
I'm not sure how people feel about alignment and alignment shift in general. I tend to view them as a weather forecast not a prophecy and I don't tend to penalize people when I note that it might be in the winds to change. Folks can hit up the OOC to let me know how they feel about things but I will note that many more "peaceful sleep knife lullabies" will probably push Quillin into NE territory from my perspective...Not that I care mind you, just an observation.
I should have treasure and fluff up a bit later today. I rolled up the damn chest's contents now I need to find my notes ;)
Plugg does not survive the sudden brutal entrance of Bart as the Chelaxian manages to somehow snap Plugg's neck from the force of their collision but also rip off pluge ponytail in a brutal scalping maneuver to end the fight. Like Scourge before him Plugg's life ends well before his body hits the sand.
Quillin sets about his task of "ending the fight" with satisfaction.
Ajani doesn't see anything and white that is disheartening, it makes sense. If they had the option they would find something more defensible like in a cove or off a bluff rather than open sand. Considering the size of the island there is probably only one tribe and they probably have a range of the entire circumference of the shore.
Octopi AoO: 1d20 + 5 ⇒ (13) + 5 = 18
Octopi Damage!: 1d6 + 1 ⇒ (1) + 1 = 2
Ajani turns to see Hassan pass out with his final effort. Seeing the grindylow druid as the primary threat Ajani turns away from the octopus to intercede on the sorcerer's behalf. The octopus nips at Ajani, breaking the skin but otherwise Ajani is able to close the distance to the other druid. Ajani takes 2 damage and needs to make a DC 13 fort save or suffer -1 STR poison damage
Ajani strikes the grindylow with his magic infused hand. The creature shudders from the sudden cold of the touch and becomes visibly fatigued. The druid gestures past Ajani and the octopus wheels to the druids side as the grindlow itself uses the opportunity to swim backwards its spear raised in a guarding position Withdraw
Ajani has the distinct sense that his "brother" in nature is willing to leave this a draw.
On the sand Fjori continues his assault. A wide cutlass swing falls short but as tempers flare Fjori spits his blood at Plugg and hammers at the mate with his axe, this time catching Plugg along the ribs and bloodying the pirate once more.
Plugg cat: 1d20 + 6 ⇒ (5) + 6 = 11
Plugg Cut: 1d20 + 8 ⇒ (14) + 8 = 22
Plugg cut dam: 1d6 + 6 ⇒ (5) + 6 = 11
Tate: 1d20 + 4 ⇒ (4) + 4 = 8
Plugg flushes a crimson red and screams at Fjori in rage, I'll not fall to the likes of you, you lackwitted brute! Plugg strikes at Fjori with his cat'o nine tails but the freebooter easily turns its aside. If I'm to die you'll reach the depths with me. We drown together! Plugg strikes Fjori fiercely with his cutlass the blade biting deep against Fjori's skin. Fjori takes 11 Both men appear vut up and wounded but Plugg looks the worse for wear and he continue to fight wildly in desperation.
Meanwhile Tate once more tries to take advantage of Bart's reoccupation with Scourge but now that the Chelaxian is done with the bosun he easily sees Tate's lazy strike and steps aside.
Quillin, Mel, Bart, Ajani. Hassan roll to stabilize!
Ajani can cast a touch spell and attack with it in the same round, the casting of it in melee does provoke AoO. (though not striking with it) I will roll concentration for Ajani just for speed's sake.
Ajani Concentration: 1d20 + 3 ⇒ (19) + 3 = 22
Octopi AoO: 1d20 + 3 ⇒ (14) + 3 = 17
Octo Grab!: 1d20 + 5 ⇒ (2) + 5 = 7
Under the water the intensity increases as the battle breaks out in earnest. As Ajani attempts to cast his spell the octopus attempts to strike but Ajani easily evades and maintains his concentration. Sadly he misses the octopus with his enchanted hand but the spell energy remains cold and crackling in the druid's hand awaiting his next attempt
The Vanara manages to evade the octopus as it closes the gap and attempts to wrap Ajani up in its long tentacles. The beak of the octopus clacks and menaces near Ajani's face but the druid remains injury free.
The grindylow druid screams in pain, its gills flaring and seeping blood as Hassan's magic missiles arc through the water and slam into the goblin-octopi abberation. The druid hisses and closes with the sorcerer and stabs at Hassan again. The serrated blade sinks deep into Hassan's flesh and as dark blood fills the water the Qadiran struggles to stay conscious. ]Hassan take 7
Plugg cat: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Plugg Cut: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Shikivah: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
cat damage: 1d4 + 1 ⇒ (4) + 1 = 5
Cut damage: 1d6 + 6 ⇒ (4) + 6 = 10
Tate!: 1d20 + 4 ⇒ (15) + 4 = 19
Tate Dam: 1d8 + 2 ⇒ (7) + 2 = 9
On the land the fight turns poorer and poorer for the mutinous former command staff of the Wormwood.
Fjori continues his assault. Locked between the pirates the Ulfen continues to cut away at the first mate. Seeing the cutlass strike a solid blow, Fjori brigs his axe across at chest level. Plugg attempts to block with his blade but turns the axe away with the cross-guard of cutlass instead. The mate's hand twists against the force of the blow and he screams at the unnatural bend to his hand. Fjori knows he has done great harm to the mate even as Plugg brings his own weapons to bare.
Plugg lashes and cuts at Fjori and through superior position with the barely capable Shikivan, manages to find gaps in Fjori's defense. The mate's blad and cat land about Fjori stunning and cutting him. 5 nonlethal from the Cat, 10 lethal from the cutlass Fjori. Shikivan is unable to land a blow on the freebooter.
Narwhal Tate takes advantage of the chaos and lands a sucker's blow against Bart as the Chelaxian beats on the bosun. [ooc]Bart takes 9[/dice]
Quillin, seeing the mate still on his feet (though listing perilously), tosses a spit of acid at the mate who screams as the acid bubbles and boils on his skin. In fact the screaming reaches a crescendo as the blinded, bubbling, stunned bosun seems to loose his mind as he starts to curse everyone and everything he can think of in an utterly incoherent tongue.
The tall Shikivak turns to see the screaming. Her lazy defense and lack of good combat skills serves her poorly as Mel uses the opportunity to bury a bolt in the tall woman's chest the ex-slaver drops to the sand dying.
Bart ends the gibbering lunacy of Scourge a second later with another sickening Ker-ACK of his signature fist based brutality. Scourge drops to the sound with a thud as blood oozes from his mouth and nose. The bosun is alive but probably only for a few more seconds without assistance.
Jape continues to lie on the sand, unperturbed.
Fort Scourge: 1d20 ⇒ 7
For Jape: 1d20 ⇒ 5
Fort Shivikan: 1d20 ⇒ 13
Quillin appears from nowhere in the middle of the chaos emitting a sort of Ha! ha! as color projects forth from his fingers hitting a wide cone that capture Scourge, Shivikah and Jape.
Scourge screams and grips at his eyes as he suddenly lists on his feet yelling curses at the gnome. Jape collapses into a heap barely breathing. while Shikivah is the only one of three to stand unaffected.
Octo Attack!: 1d20 + 3 ⇒ (7) + 3 = 10
Grindy Attack!: 1d20 + 3 ⇒ (16) + 3 = 19
Grindy Damage!: 1d6 + 1 ⇒ (3) + 1 = 4
Under the water the pair move forward to the spot where the symbol lies tangled in the coral. Ready for danger, neither the sorcerer nor druid are caught unawares when a pair of almost perfectly chameleon creatures erupt from the coral bed.
An octopus attempts to snap at Ajani with its sharp protruding beak but flails just out of distance of the cautious Vanara.
Hassan however is caught by the biting blade of a serrated coral spear as a grindylow, adorned in various aquatic fetishes returns to its "normal" color and strike out at the Quadiran. Hassan takes 3
Hassan and Ajani are up.
@Ajani - You've seen it, its her holy symbol.
Weaving between the poorly spaced pirates Fjori closes the gap to Plugg easily smashing into the first mate with the long cutting edge of his cutlass. Ever exposed, Plugg's chest erupts in a bloom of red as a long gash bites into his chest, the pirate totally unprepared for such brutality. Despite the blow Fjori knows it could have been even worse had he been able to press into Plugg's defenses just a little bit harder.
Plugg on Fjori (Cat o Nine): 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Plugg on Fjori (Cutlass): 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage (Cat o Nine - Non LEthal): 1d4 + 1 ⇒ (2) + 1 = 3
Scourge on Bart (Handaxe): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Shivikah on Bart: 1d20 + 5 ⇒ (19) + 5 = 24
Narwal on Fjori: 1d20 + 5 ⇒ (8) + 5 = 13
Narwal Tate moves to flank Fjori with Plugg but the freebooter throws aside the errant cutlass strike easily. Plugg meanwhile steps to take advantage of superior numbers and pulls his cat'o nine tails into his off hand. Striking at Fjori with both weapons the Ulfen sailor turns aside another blade but is struck upon the shoulder with the nubs of the cat. Fjori takes 3 non lethal
Meanwhile Scourge drops his whip and closes the gap to Bart, winging the Chelaxian with a wicked looking hand axe. Bart takes 3 Shivikah, the tall mwangi ex-slaver formerly of the Wormwood takes the opportunity to harrass Bart as well and places a well struck cutlass blow onto Bart's arm. Bart takes another 8
Jape take the opportunity to rise to his feet and pull his own blade, seeing the closing Mel he move to intercept but proves too slow to do more than approach her menacingly.
Mel! Quillin! Bart! Mel you are in easy distance to charge Jape or Shivikah but risk an AoO from Jape if you try to move past him. (Or you can move around folks). I will post for Quillin at rounds end, he will wait for the rest of you to act. Ajani and Hassan what next?
Pirates!: 1d20 + 1 ⇒ (17) + 1 = 18
Mel: 1d20 + 3 ⇒ (7) + 3 = 10
Bart: 1d20 + 1 ⇒ (1) + 1 = 2
Quillin: 1d20 + 3 ⇒ (2) + 3 = 5
Fjori: 1d20 + 5 ⇒ (20) + 5 = 25
Bart and Mel start to close the gap (though Bart stumbles slightly on the shifting sand and comes just outside of reaching the other group.) Quillin continues his unseen advance while Scourge and Plugg seemingly resign themselves to the fight. Brking for the other 2 pirates to close the gap Plugg pull's his signature skull handled cutlass.
[ooc]Fjori is up because he is like lighting and the init is as follows:]
Under the water the pair advance gingerly to the spot where Ajani notices the chain. Ajani comes upon the coral outcropping and sees, entangled in the coral, not only a silver chain but a brooch featuring the marks of Besmara, Pirate Goddess.
As the squid and grindlows fade in the distance Ajani casts his eyes about one final time as Hassan offers a shrug and a gesture. Below, some 45 feet or so off of one of a number of coral extrusions that are growing of the bar, Ajani notes a glint of silver, a chain of some kind waves gently in the current of the water.
Shakes head at the underwater crew
Moving to the drop off of the sandbar it is clear the grindylow are continuing to pursue to the squid up the coast to further water. The bootom of the water is about 50 feet from where the bar breaks and the slopes further and further into the blue beyond. Now grindlowless, the pair notices not a damn thing :p
Bart plan to do something to Jape or move past and get closer to Plugg et al? Mel are you running or double moving?
I need perception checks from Ajani and Hassan please
Quillin - I know you are faster :p Looking at about 40 feet to the chest bearer and 75 to the rest. I also wanted to be sure to note the sand only for due dilligence, you have always struck me as "aware" of such things but not every player is so I just try to preempt if I can.
Fjori manages to barrel in to the bloke with the chest which turns out to be none other than Jaundiced Jape, a half orc from the Wormwood. The half-orc looses his footing easily and the chest and man both land with a resounding thud on the sand as a cascade of coins, clothes and other trinkets spray onto the beach. In the other group Narwhal Tate lets out a NO! at the sudden exposure of the treasue.
In the water Ajani notices a movement at the ledge between the sandbar and the drop off to the ocean floor below. A strange itching sensation niggles at the back of the druid's mind and he sees, for just a second, one more Grindylow, more elaborate in its decoration flit into sight and then disappear from sight.
Hassan sees none of this and, in fact, is almost drawn to distraction taking to looking about errantly in a less than subtle manner.
On the sand Mel continues to look anxiously between the group and the water as things escalate.
Bart and Quillin see that Scourge has managed to find a crossbow and lobs a bolt that goes whizzing by Fjori as the freebooter runs across the sand. Quillin finds his movement hampered for a moment as the sand shifts too easily beneath his feet, restricting the gnome's speed. 3/4 move this round. Basically moving fast on the sand can be a problem but it isn't true difficult terrain so there is only a chance of failuer.
Fjori and Bart can close on the errant chest carrier with a charge next round (as long as you make you ref save for the sand. Another charge from there will get you to Plugg, Scourge and the other two. Quillin is currently looking at 2 and 3 rounds respectively at double move. Quillin will note he is leaving foot prints in the sand...well..boot "scuffs" really.
Under the water the squid moves forward and then jets about dramatically, moving its tentacles about and in general conveying a threatening presence. The grindylows notice this for sure, and from the perspective of Ajani and Hassan, move to follow the squid. Two more of the creatures emerge from below the sandbar that dropped off in the distance. 5 grindylows, all armed, seem invested in moving after this interloper.
Mel tamps her feet impatiently as Bart, Fjori and Quilling dash away. The gnome disappears and the hastily retreating pirates, still a decent distance from the charging men, take notice of the approaching interlopers. Warily, Plugg turns and gestures to the rest. They turn and pull blades, apparently ready for what is to come. The lone straggler attempts to pick up his pace with the chest as he tries to meet up with his companions.
Perception checks from everyone, Reflex saves for the land based folks save Mel. Wil saves for the water based folks.
Under the water it is crystal clear and with the sun in the sky, and the lightly undulating wall of supernatural air protecting you, it is easy to see a decent distance. Indeed not far from your current position, 50-60 yeard or so, a group of three grindylow seem to be moving about the water, just as the sand drops dramatically to the ocean floor beyond.
Meanwhile Bart, Quillin, Fjori and Mel see that a bit of an animated conversation erupts in the distance but it is the tell tale *KerACK* of Scourge's whip that punctuates the sounds of surf and sun. After another few seconds it is clear that the group is *not* moving to engage you in the open, as they pick the nearest part of the treeline to them and break out in a hustle to get to cover.
Being a city girl Mel doesn't know much about nature but the glint of sunlight off of metal or glass is something she knows by instinct. As the group stands by discussing the "gridylow" situation", Mel notes that a glint has come from your former first mate. Someone has a spyglass and they apparently see you.
Druid and Sorcerer takin a quick swim? Perception checks!
Eaten posts! Fie on your Postmonster!
Smudge Spot!: 1d20 + 6 ⇒ (11) + 6 = 17
Smudge confirms most of what has been discussed but does note that at the tree line to the west, and in the water to the south and east he sees some movement. In the trees he isn't really sure -what- but bigger than him. In the water it looks like off the back, maybe 30-50 yards are creatures the size of you swimming -under- the water. He counts "more than one, less than a lot".
Smudge also note that past the stretch of beach, where the hills that mark the center of island fade , there appears to be an overgrown building off to the West. To the south there appears to be a clearing not too far after the jungle takes the beach back over (this is where Plugg and Scourge seem to be heading)
Kno Nature 20:
About 4 feet long from head to tentacle tip, grindylows appear to be half-goblin and half-octopus, the split occurring at the waist. Grindylows are violent, ravenous creatures that use their spears to hunt or just to poke at things that scream and cry.
While grindylows resemble goblins, they are not humanoid creatures. Nonetheless, these aquatic monsters are just as wicked as the most sadistic of goblins, and take immense pleasure in others' misfortunes and the spread of mayhem. Thanks to this twisted desire, grindylows have a nasty reputation among both other intelligent water-dwelling creatures and most land-dwelling beings.
Grindylows eat whatever they can kill, giving them a rather wide selection of meals. High or low, no one is safe from the brutish assaults; tribes of merfolk have been overwhelmed by bands of grindylows, as have galleons full of experienced sailors. While obvious predators such as giant eels or sharks evoke great fear from grindylows, no enemies are more hated than the squid, be it common or giant. None are sure where this disdain stems from, but it is speculated that a squid is to an octopus for a grindylow what a dog is to a goblin dog for goblins. Incredibly fond of their similarly designed kin, grindylows believe octopuses to be the epitome of beauty, with squids being regarded as hideous freaks in comparison. There is no greater insult to a grindylow than being called a squid.
You realize that what you saw were not footprints but handprints and the chaos of the beach was the tentacles moving about.
Kno Natrure 25:
Read the other spoiler but you also know that these creature are adept at stealth, can tangle and trip others with their myriad tentacles and most important is this: if they are emboldened enough to make landfall and take people with them, they are certainly a large group. As Grindylow populations grow in size it is common, much like goblins, to find a powerful specimen at the lead. [Class levels basically] They probably have a lair somewhere. A cove or cave system right off the beach or under the island.
Ajani follows the tracks and finds that instead of wheeling into the trees or farther down the beach they seem to lead to the water itself. the crashing surf has quickly eroded the subtle signs of these creatures though Ajani can be certain there was at least 5 or 6 of them and the were dragging a person into the water.
These should be enough to trigger another Kno:Nature check. Roll better this time :p