
DM - Voice of the Voiceless |

You already know 95% of what you're asking...
Plus just a small reminder: The gate to the stockade lies slightly ajar and you spot a spyglass affixed to the top of the stockade fence, curiously fixed so as to point a specific direction.
Lastly - it would take a couple of hours for Shadow to fly out and around... willing to wait while that happens?

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Cedrick notes the tree has already been climbed, so instead investigates the spyglass. "Don't suppose it's pointed at a friendly tavern or a well provisioned ship by chance" he jests on the way over.

Peq-pez 'Fish' Elez-mek |

Was hoping things might be stirring since it's morning. Give us a better idea of what's moving on the island. Also, opps. Thanks for treating Fish like the Int 18 she is rather than whatever score her player has. ^_^
Fish suddenly remembers the spyglass and hurries to look through it. Gah! First Joneth, now the spyglass! What's wrong with me?

DM - Voice of the Voiceless |

Was also morning when the previous review by Shadow was conducted ;)
Cedrick easily finds a few handholds to get up to where the spyglass sits and gazes through the lens... after cleaning off a layer of grime that had built up over time. Tracking the angle of the glass it's clearly pointed towards the sea cove that was picked out earlier... and Cedrick is able to spot a couple of octo-goblins swimming in the waters just in front of the cove's entrance.

Obisyth |

No reason to wait for hours for Shadow to return. Once we have finished searching the area, we can pack up and head out back out the path and then take the other fork, which I think leads to the cove.
Shadow should be able to find us and give us his report when he is done.
Really, the only major change I would expect would be what is happening with the ship.

Peq-pez 'Fish' Elez-mek |

Once Cedrick tells the others about the octo-goblins in the cove, Assuming you choose to do so. Fish excitedly picks up her pike and helps anyone who needs it get their packs in order. Let's go! We found their lair, maybe, so no time to waste.

DM - Voice of the Voiceless |

The cove is at the extreme Southern tip of the island. So you've a choice of going back the way you came and past the farmland - or trying to come overland at the cove. Remember that the raised section on the West is mountainous.
Shadow is sent aloft once more and the party begins to set off into the isle again. A hundred feet out or so from the barricade you find some scuffs and markings that would suggest that perhaps there were visitors during the night of some kind.

Peq-pez 'Fish' Elez-mek |

Fish joins Obi in examining the prints. Survival & K:N 1d20 + 5 ⇒ (15) + 5 = 201d20 + 10 ⇒ (12) + 10 = 22 Let's follow the ridge down to the cove. Less brush and we get to keep an eye on things.
Looks like we have a nice ridge from where we are sloping down to the cove. Usually a good way to travel through wilderness. Also gives us a view of what's going on around us. Also, that field gives me the creeps. VoV, where would our characters have to be in order to spot the underwater wreck?

DM - Voice of the Voiceless |

Fish gauges that the scuffs were likely made by man sized creatures... perhaps the she-ghouls came near last night.
You set off travelling along the ridge towards the cove and after an hour or so of slugging through the brush Shadow returns. Of the Wormwood it is imparted that it still flounders, though men are over the side with wood and tools. You also hear of a shadow of a ship that lies beneath the sea to the West and South. You now know of the shipwreck on the map.
It takes all of the morning, slow time being made with the undulating terrain and brush - but you arrive at the top of the scarp overlooking the cove. The cove itself is shielded somewhat from the surf and churns with dark seawater. Gauging by the waterline you infer that high tide is past and the sea is beginning to retreat from the cove - which looks to be submerged completely when the tide is high.
The dark water betrays the lack of rocks hidden under the surface, leaving the pool deep enough to perhaps chance a dive. Otherwise access would need to be by climbing the cliffs down. The cove does not appear to have any octo-friends waiting to greet you at this point.

Peq-pez 'Fish' Elez-mek |

Fish activates her water breathing, Care to join me? before before launching herself over the edge. If anyone else seems inclined to go with her, she activates water breathing on them before jumping. Swim 1d20 + 8 ⇒ (11) + 8 = 19

Obisyth |

Obi looks to the others.
Might as well follow Fish to make sure she does not get into any trouble.
With that Obi also casually dives, floundering a little, into the water below.
Swim: 1d20 + 16 ⇒ (2) + 16 = 18

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Cedrick looks at Tindalos, who looks at Cedrick.
"Pretty unlikely, so yes, we will have to move quickly"
Cedrick and Tindalos break into a jog, looking for an alternative entry point.

Nachni Charan |

Nachni takes a moment to examine the waters below and confident that the dive is not too hazardous, approaches with a practiced grace and plummets head-first into the waters. Activates Derring-Do so everyone gets a +2 bonus to Acrobatics (not Swim) if you dive. Ok to take 10? 10+5+2=17.

DM - Voice of the Voiceless |

Down in the pool proper you see the upper ridge of a tunnel leading deeper into a cave complex. The tide is still retreating, and so the entrance itself is still mostly underwater. You'd wager with a short delay (about as long as it will take for the others to rejoin) there'd be enough of an air gap at the top of the tunnel to allow for heads to remain above water without scraping on rock as you try to move inside.
Perception checks please :)
If I could get a Perception check please :)

Peq-pez 'Fish' Elez-mek |

Fish 1d20 + 1 ⇒ (8) + 1 = 9 Pweza1d20 + 1 ⇒ (19) + 1 = 20I need to invest in perception and an item that improves it.
Activating her water breathing, Fish whispers to Pweza, Take a peek, see anything? As the octopus slowly move to the front of her neck to get a better view. Fish will continue to activate water breathing on the others until everyone is able to breathe or something happens.

DM - Voice of the Voiceless |


John Rhasp |

"Hurk." Deader grunts as he surfaces. Taking a moment to force his lungs to work again, he giggles and coughs. "This whole breathing thing is completely overrated." he mutters to himself before making his way across the surface toward the entrance to the cave.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Obisyth |

Obi waits until Fish has given her the ability to breathe water. She then swims down and more carefully examines the sides of the passage to determine how hard it will be to swim by, and how far the knife filled passage stretches.
Swim speed 15'
Swim: 1d20 + 16 ⇒ (18) + 16 = 34 <-- if necessary

Peq-pez 'Fish' Elez-mek |

Fish advances carefully behind Obi, ready to extend her spear and impale anything emerging from the passage. To Pweza, Say if anything looks interesting, okay? To Obi, Anything?
As Deader moves on ahead, Be careful.

Obisyth |

Before Obi dives, she points out the razor sharp rocks.
All stay back, the rocks here are razor sharp. Let me swim in and investigate before anyone gets injured. If it is safe, I can help you all through.

DM - Voice of the Voiceless |

Obisyth can see that the cavern extends back before banking to the right and out of her direct eyeline. The waters at the entrance are swirling and treacherous... it won't be easy for those not as adept in the water to make their way through without suffering at least a few scrapes from the passage.
Just remember Water Lung only lasts a minute and costs a standard action per application.
Also, are the water group waiting for Joneth and Cedrick to catch up first? - or forging ahead without?

Obisyth |

I am exploring as far into the cave as I deem safe while waiting for the land bound to arrive. I think the others are staying out.
Do I see any place farther in where we can surface to breathe?
Effectively, I would swim in for 4 rounds (double move should allow me to go 120'), and then return so that I have some air/time to spare.

Peq-pez 'Fish' Elez-mek |

Yep. Since we're just taking move actions right now, shouldn't be a problem. Once combat starts, then it gets more tricky. Sounds like Obi and deader are moving forward without waiting. *edit Ninja'd! Fish will try to stay close to Obisyth, preferably close enough that she can use the pike to threaten anything attacking her.

Obisyth |

Fish - I have a swim speed of 15' and figure that I can swim in and out of the rough water without taking damage. I figured that Fish would stay with the others. I am only swimming in a few feet and then coming back to do some initial scouting.

DM - Voice of the Voiceless |

Obisyth manages to tread the treacherous waters with some effort, but an ease that she thinks perhaps beyond some of her companions who are less able in the sea. She swims fifteen feet or so into the cave mouth and peers around the corner to find that the tunnel doubles back upon itself again and she needs swim a little further to see deeper. The floor of the tunnel is still well below her feet, while the waters above are only just receding from the cavern's roof. Judging by the passage of time it will still be an hour or more until the tide has receded sufficiently to allow for footing to be garnered with heads above water.
Going around the second cutback Obisyth is driven to pause. The tunnel continues on to a Y intersection and splits in two directions. Roughly 40ft away and near the intersection at least a pair of octo-goblins swim lazily back and forth. They cast an occasional glance towards the entrance - but do not seem to have seen the aquatic tiefling yet...
Just waiting to see if the ones at the bottom decide to pause or wait for you.

Obisyth |

Seeing the octo-goblin, Obi quickly swims back to the others. When she reaches them:
This is definitely a home of these underwater monstrosities. As she says this, Obi is apparently oblivious to the fact that most would probably place her in that same monstrosity category.
It looks as though the tide is going out, but it is going to be a rough swim for you all for a while. I think we should attempt to get back to the beach and wait for the others. I can stay out here and keep an eye on the entrance to see if any of these aquatic goblins do anything.

DM - Voice of the Voiceless |

Beach? - ain't no beach here :P
While there isn't a beach in the offing, the soggy pirates find a section of the rockwall that lines the cove that offers a little bit of shelter against the tide and settle in for a wait.
About a half hour later Cedrick and Joneth manage to find a track that gets them to within a eight foot drop into the water... though the question of whether his hound will be help or hindrance in the watery tunnels remains.
For clarity - the floor of the caverns is uneven, even at low tide some sections will still be in 6ft+ deep water.
The tunnel's entrance betrays no internal activity and the waters continue to recede - leaving an arms length of free air at the top of the tunnel by the time you are all rejoined as a group.