
Keith S. |

The inside is mostly earth beaten flat by feet - although it now looks a bit like some weeds are growing back. There is also a building inside, built of the same material as the stockade and the same height.
The door to the building is closed.
There is a spring burbling out of a cluster of rocks. It gathers in a small pool and flows out of a small gap in the stockade and flows off down the hill behind it.
The smell of rot is stronger here, but you don't see a source of the odor.

Keith S. |

No windows but the timber of the building is not super tight. You may be able to sneak a peak past some of the gaps.

Keith S. |

Do you creep up or charge or ??
Open the gate (which is ajar) or over the wall?

Keith S. |

You sneak up to the room and peer through a gap between timbers. It takes a few moments for your eyes to adjust to the gloom.
Inside you see a comfortable bed, a small writing desk, some small casks, a couple of spears lying in the corner and an odd looking device on the desk. Atri thinks it is a pistol, although he is not positive in the gloom.
The room is dominated, however, by a figure hanging by the neck in the center of the room. The rope is affixed to a central beam in the room. The face is one of ghastly torment, eyes bugging out, tongue protruding.
Flies swarm over the corpse, and along the walls and furniture.
The stink is very strong here, almost overpowering.

Keith S. |

Everyone needs to make a DC15 fortitude save to keep from becoming sickened from the rotten stench.

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Wilma moves in closer upon, then suddenly turns green and..
Fort save: 1d20 + 1 ⇒ (4) + 1 = 5
...there goes lunch. Doesn't look too different from the last time she saw it.

Keith S. |

At this point in time, the hanging man begins to shake and thrash about violently. The rope holding him up begins the fray and break! His teeth gnash and eyes roll in his head, arms and clawed fingers grasping toward Variel!
Variel, Atri and Wilma are SICKENED
All may take one action (either move or otherwise), then the thing drops to the ground and attacks!

Keith S. |

Variel flings out an arm, shooting a blast of cold at the thing!
1d20 + 2 ⇒ (2) + 2 = 4 but misses!

Keith S. |

The creature is missed by all attacks, and then drops to the ground and attacks Variel!
1d20 + 5 ⇒ (8) + 5 = 13 for claw
1d20 + 5 ⇒ (4) + 5 = 9 for claw
1d20 + 5 ⇒ (13) + 5 = 18 for bite
hitting for 1d6 + 3 ⇒ (3) + 3 = 6 and 1d6 + 3 ⇒ (1) + 3 = 4!
The elf is rocked and barely remains on his feet!
The party may go. Assume the creature is flanked for purposes of attack.

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Wilma drops her shortbow, and draws her rapier to attack
Sick attack, flank: 1d20 + 1 - 2 + 2 ⇒ (20) + 1 - 2 + 2 = 211d6 ⇒ 4
Confirm Sick attack, flank: 1d20 + 1 - 2 + 2 ⇒ (2) + 1 - 2 + 2 = 31d6 ⇒ 3

Keith S. |

The thing is damaged from Wilma's attack, but swings again at Variel!
1d20 + 5 ⇒ (1) + 5 = 6 claw (miss)
1d20 + 5 ⇒ (18) + 5 = 23 claw (hit)
1d20 + 5 ⇒ (10) + 5 = 15 bite (hit)
for 1d6 + 3 ⇒ (5) + 3 = 8 and 1d6 + 3 ⇒ (4) + 3 = 7, a total of 15 points of damage, putting the elf down is a spray of blood and bone!
Players may go.
Variel is down (and dead, actually, at -14 hp with a con of 10)

Atri Vulturis |

Seeing his Elf companion gored apart Atri begins shouting off some random deep stuff...
""The path of the righteous Tengu is beset on all sides by the inequities of the selfish and the tyranny of evil creatures. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy My brothers. And you will know I am the Lord when I lay My vengeance upon you!!!"
1d20 + 6 ⇒ (15) + 6 = 21dmg: 1d8 + 4 ⇒ (7) + 4 = 11

Keith S. |

Atri's attack bites deep into the thing's torso, almost to the spine! A solid hit but the thing is still moving.
Wilma misses.
Darvan?

Keith S. |

The creature turns and attacks Atri!
1d20 + 5 ⇒ (20) + 5 = 25 claw possible critical
1d20 + 5 ⇒ (11) + 5 = 16 claw miss
1d20 + 5 ⇒ (6) + 5 = 11 bite miss
1d20 + 5 ⇒ (12) + 5 = 17 to confirm critical
hitting for 2d6 + 3 ⇒ (3, 2) + 3 = 8 damage!
And a DC15 fortitude save for Atri or he drops to the ground, paralyzed!
Players turn! The thing is still flanked

DM Kludde |

Wilma takes another stab with her rapier:
Attack, Flank, Sick: 1d20 - 1 + 2 + 2 ⇒ (18) - 1 + 2 + 2 = 211d6 ⇒ 3
Confirm, Flank, Sick: 1d20 - 1 + 2 + 2 ⇒ (1) - 1 + 2 + 2 = 41d6 ⇒ 6 Pfff

Keith S. |

Wilma and Darvan combine to put the nasty thing down. Atri gets shaky and almost paralyzed for a few moments, but it passes in a couple minutes.
Wilma discover's a journal on the desk under some rags,and she peruses it to find some of the basic facts.
It appears that 3 years ago, the Chelish frigate Infernus struck a reef around this isle and sank. The only survivors were 5 sailors, 1 officer, 3 ship's whores, and Arron Ivy, a cartographer on the ship. It seems the ship's task was to map portions of the Shackles.
The journal belongs to Mr. Ivy.
The survivors made is ashore and set up camp in the north swampy area - for fresh water and fishing. Ivy also planted crops in the south.
For a little while they seemed to have an idyllic life, stranded on a tropical isle. There were aware of a Grindylow tribe living in a caves near their shipwreck, and it kept them from being able to salvage much from their hold. But the two groups lived in relatively peaceful conditions.
But then it became obvious that a few of their other passengers escaped the Infernus. The Captain had kept a pack of ghouls he used as shock troops for boarding actions. The survivors thought they went down with the ship, but apparently they escaped. There were several battles, but eventually the ghouls were slain and their bodies burned. Four of the six men were also killed and their bodies burned.
Ivy is not sure of what happened next, but one by one the remaining survivors began to fall sick from ghoul fever . First the last sailor (who Ivy put down and burned). Last, the whores turned. Ivy was too slow to find this out, and fled into the brush of the island, hiding from the three ghouls, and eventually building this stockade to hide in.
Overwhelmed with grief, and knowing that he would eventually die, he decided to kill himself to keep him from changing into a ghoul. From what you can see, however, he failed to kill himself by hanging, and instead just dangled there starving, being bitten by flies and mosquitoes, and succumbing to ghoul fever.
Make a perception check if you wish to search the place further. As you slap at flies biting your exposed skin.

Darvan Waverider |

Darvan takes the potion of cure moderate wounds and masterwork dagger from Variel's corpse and adds them to party treasure.
He lowers himself to one knee and concentrates, channeling positive energy to heal his companions:
channel heal: 1d6 ⇒ 5
2nd channel heal: 1d6 ⇒ 5
then he casts Detect Magic and helps search the shack for useful or valuable items.
perception: 1d20 + 4 ⇒ (3) + 4 = 7

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Slapping at the annoying flies, Wilma reads over the journal. So the ladies we met... the ship's whores. Ivy is the one we just put down, and all the ghouls and the rest of the crew also perished. Which leaves... thinking aloud which leaves the shipwreck to us, right?
Then it strikes her:
Variel... Do you think...?

Keith S. |

And your companions who were stolen from the Man's Promise by the Grindylows.
Plus, you are all 3rd level.
So adjust your PCs as needed.
I have not found a 4th player yet, so we will continue in this vein. I am reluctant to post on the open forums for a 4th but may need to do so.

Keith S. |

You find some rum in some casks, some well made (although a bit moth eaten and stinky) clothing, some leather armor and a couple of knives, hatchets, and other tools.
Oh, and a ring in a pocket of one of the outfits. A silverish band made to look like an eel holding its tail in its mouth.
But nothing else.

Keith S. |

The ring is magical. It radiates a faint transmutation aura.
The pistol is nothing fancy, even a bit beat up.
You find 30 pieces of shot and enough powder to go along with it.
Not sure anyone is skilled with a pistol. They are quite rare.

Keith S. |

So you have to find the grindylow lair and rescue your friends.
Or you can rest and regain spells - you probably have time to do so.
What is the plan?

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We'll be eaten alive by flies if we rest here. Wilma slaps another insect. And aren't those louts just going to sail off with my ship if we don't return in time?
We do owe it to Fishguts to try and rescue him, though. He's a good feller - let's just hope that cave has the source of water we need...