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After some quick patching up, Damian's wounds look pretty minor.
Where to?

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If the pirates left a trail, Damian finds no obvious sign of it—the sands on the beach are constantly being tossed around, covering any tracks not long after they're left.
I'm assuming you want to move north from the original spot.
Moving north a bit on the beach, no skeletons jump out to attack you.
Please move the red dot to where you want to go. If you're moving more than one square, indicate the path you would like to take.

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You don't see any smoke yourself, that was reported to you by the Major. It's been long enough since the attack that the fire would have burned itself out.
We're still dealing with the beach map on slide 10, but I'm just going to move past this to keep things moving.
After some trial and error, and some dice rolling, the group manages to fight their way through the skeletons on the beach, discovering the path the pirates cleared along the way, taking only minor damage from the skeletons.
Hodd damage: 1d4 ⇒ 4
Silvio damage: 1d4 ⇒ 1
Walrus damage: 1d4 ⇒ 4
Damian damage: 1d4 ⇒ 2
Past the dunes, the island is mostly desolate scrubland, with a few patches of hardy trees here and there. Past one such batch of trees, the heroes spot the ruins of the abbey, over 1,000 feet away. A solid-looking square building of stone blocks, the outer walls are now blackened and collapsed in places, and the inner area is nothing but scorched rubble.
Save for a couple of mules you spot wandering the land east and west of the abbey, you see no signs of life from here.

Silvio the Prolific |

Ahh, that makes sense on the smoke.
I definitely appreciate the hand waive on the skellymenfield. I assume that Healing NWP checks are not an option, but I would like to pass around my stash of goodberries to offset a bit of the damage we took. 2 to Hodd, and 3 to Walrus. That leaves us with 1 berry each for emergencies.
"Eat up, friends. Those blades the undead wielded looked filthy. The last thing you want is an infection."
"Huh. Mules. They don't strike me as common pirate tools. My guess is they belonged to the cultists at the abbey, and they're now masterless. Let me see if they share the tongue of their cousins."
Silvio clears his throat and neighs at the mule.

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Hodd (-2)
Walrus (-1)
Damian (-2)
Silvio (-1)
The group approaches one of the mules, which gives the heroes a baleful glance before returning to eating the thin, sickly grass that grows here.
When Silvio speaks, it looks up suspiciously before approaching to eat a berry.
"Men came, killing and burning. I escaped my pen and fled."

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"Most of the masters dead. The ones that still live hide in the shell of the abbey. Smell of fear and desperation.
The men who attacked left, carrying many things."

Silvio the Prolific |

"Well, you should steer clear of the shore. There are evil creatures hiding in the sand. Soon we'll leave the island for supplies and we can bring you with us if you'd like."
He pats the neck of the mules then sends them on their way before relaying what he learned to his allies, "Well it sounds like the pirates are long gone with their boots. The cultists are apparently holed up in the remnants of the building. 'Smelling of fear and desperation' they say. An animal is at its most dangerous when it's cornered so we should be careful. Who wants a pep talk?"

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Soaring above the island, Cooper spots a couple of figures moving among the ruins of the abbey, one harvesting food from a garden that blessedly wasn't burned in the fire, and another gathering water from a well. The figures appear to be human or demihuman, and wear long black cloaks with hoods up. The one in the garden carries no weapons, but the one at the well wears a broadsword slung across his back.

Silvio the Prolific |

Silvio strokes his chin ponderously at the descriptions that Walrus relays.
"I am certainly getting less and less of a death cult vibe from the inhabitants of this island. Hells, they sound more like the people I grew up with. I wonder if our benefactor lied, or was simply mistaken about their faith. Either way, let's approach them peacefully and see if we can talk things out with them. Afterall Lurrus's instructions were to clear the island of any hazards. If the monks here are harmless, then there's no need to quarrel with them. Lead on, Damian."
As the group gets within shouting distance of the ruins Silvio calls out, "Ho there! We come in peace. Come, tell us what happened here."

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When the heroes get within 500 feet of the abbey's ruins, one of the figures notices them. He turns and must have said something to the other, and soon both are scurrying into the mass of ruined stones, disappearing.

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All the remains of the abbey is a great square of stones filled with burned and blackened rubble. However, as you approach the sooty stones, it is obvious someone has been sorting through the debris. Assorted oddments are piled inside the scorched square of the foundation stones. Ruined cooking utensil,s crushed pots and pans, mangled kettles, and less identifiable metal objects lie in one pile. Broken crockery, platters, plates, porcelain and pottery are heaped in another. A great deal of wood has been sorted into one large mound of badly burned scraps.
In the center of the ruins is an opening, and as you move nearer, you see a stone staircase leading down into the darkness...

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There is very little of value here, but there's evidence a great deal of effort was made to preserve anything that could be useful as a tool, makeshift weapon, raw material, or for repairs. It strikes you that these are the actions of people who expect to be here, possibly without resupply, for some time.

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Map on slide 11. Note that each square here is 10'.
This appears to be a combination dining hall and recreation area. The room reeks of greasy, soured food. The main feature of this room is a makeshift table made of two badly burned blanks placed side by side and supported at either end by up-ended barrels. Beneath the table are several small empty kegs that serve as chairs. The table is not very clean; scraps of food are strewn across the planks and on the floor nearby. Scattered about the room are smaller makeshift tables. Several have dice, cards, or other gaming tokens on them.
There are four guards in this room. Three are wearing wielding short swords, while fourth (Red) is a hulking man carrying a broadsword.
"Put 'em down, boys!" Red shouts.
1d10 ⇒ 8
1d10 ⇒ 10
1d10 ⇒ 3
1d10 ⇒ 2
1d10 ⇒ 1
1d10 ⇒ 3
1d10 ⇒ 4
1d10 ⇒ 3

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Silvio
Blue
Red
Hodd
Walrus
Damian
Yellow
Green
Silvio is up first! These men look none too friendly.

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Silvio
Blue - Held
Red - Held
Hodd
Walrus
Damian
Yellow
Green - Held
Breaking out the big guns.
Save vs. spell: 1d20 ⇒ 9 Fail
Save vs. spell: 1d20 ⇒ 19 Pass
Save vs. spell: 1d20 ⇒ 14 Fail
Save vs. spell: 1d20 ⇒ 7 Fail
Silvio's spell freezes three of the guards.
Hodd, Walrus, and Damian are up!

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Silvio (-14)
Blue - Held
Red - Held
Damian
Purple
Hodd
Walrus
Yellow
Green - Held
Yellow seems to hesitate for a moment, until one of the doors here bursts open. On the other side, another robed figure holds forked fingers towards the heroes and casts a spell, causing three bolts of arcane energy to fly out of his hand and strike Silvio.
3d4 + 3 ⇒ (4, 3, 4) + 3 = 14
Holding here in case Hodd or Walrus want to come off delay.

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Silvio (-14)
Blue - Held
Red - Held
Damian
Purple (Blinded, 4 rounds)
Hodd
Walrus
Yellow
Green - Held
Save vs. Spell: 1d20 ⇒ 3
1d4 ⇒ 4The magic user is buffeted by Walrus' spell, and appears to be suddenly blind.
Hodd is up, if he wants to come off delay.

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Silvio (-22)
Blue - Held
Red - Held
Damian
Purple (Blinded, 4 rounds)
Hodd
Walrus
Yellow
Green - Held
Black
???
Hodd makes a mighty swing, but the guard manages to avoid it.
Yellow responds in kind.
Attack Hodd: 1d20 ⇒ 11
But he's unable to connect.
Green remains frozen in place, but another of the doors opens, discharging an elf wielding a sword, who steps toward Silvio and makes an attack.
Attack: 1d20 ⇒ 20
Damage: 1d8 ⇒ 4
He strikes well and draws blood.
From the room in the northwestern corner, the party can hear the sounds of divine spellcasting, as someone invokes a prayer to Syrul, god of deceit.
Silvio and Damian are up!

Silvio the Prolific |

"Did any of you ever stop to think that the God of deceit that maybe he deceives his disciples? Meanwhile I just wanted to help you see your god." he offers while falling back behind the party and touching himself.
clw: 1d4 + 4 ⇒ (1) + 4 = 5

Damian Wightsbane |

Seeing their ploy for nonviolence failed, Damian switches targets. Dropping his bow and unslinging his axes he steps up to black and double slices
main hand thac0 15: 1d20 ⇒ 19
slashing: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
off hand thac0 15: 1d20 ⇒ 19
slashing: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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Silvio (-17)
Blue - Held
Red - Held
Damian
Purple (2 images, Blinded, 3 rounds)
Hodd
Walrus
Yellow
Green - Held
Black (-13)
???
The elf is wiry and quick, but Damian's two attacks get through his defenses and leave the elf bleeding on the ground.
The blinded purple casts another spell, causing 1d4 + 1 ⇒ (1) + 1 = 2 duplicates to appear around him, making it impossible to tell which is the real one.
Hodd and Walrus are up!

Hodd |

Hodd attempts to break the stalemate with Yellow, bringing two mighty swings of his sword.
Attack 1 Thac0 18: 1d20 ⇒ 12
Damage 1: 2d10 + 5 ⇒ (9, 7) + 5 = 21
Attack 2 Thac0 18: 1d20 ⇒ 9
Damage 2: 2d10 + 5 ⇒ (5, 7) + 5 = 17

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Silvio (-17)
Blue - Held
Red - Held
Damian
Purple (2 images, Blinded, 3 rounds)
Hodd
Walrus
Yellow (-21)
Green - Held
???
One stroke from Hodd's sword cuts yellow down.

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Silvio (-17)
Blue - Held
Red - Held
Damian
Purple (2 images, Blinded, 3 rounds)
Hodd
Walrus (-6)
Green - Held
Orange
1d20 ⇒ 1
1d3 ⇒ 2Walrus misses.
The door to the northwestern room opens, and a man strides out wearing leather armor and wielding a warhammer. He swings at Walrus.
Attack: 1d20 ⇒ 19
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Silvio and Damian are up!

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Silvio (-17)
Blue - Held
Red - Held
Damian
Purple (2 images, Blinded, 2 rounds)
Hodd (Rage incited)
Walrus (-6)
Green - Held
Orange
Damian misses on his attacks. (Red is held, but as far as I can tell you still have to make an attack at their surprised AC in such cases.)
Still blinded, purple casts another spell and stumbles backwards away from the fight.
Hodd and Walrus are up!

Hodd |

Hodd will turn his attention to Orange and attempt strike them with his sword (assuming I can step away from Red as they are being held).
Attack Thac0 16: 1d20 ⇒ 11
Damage: 2d10 + 7 ⇒ (6, 5) + 7 = 18

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Silvio (-17)
Blue - Held
Red - Held
Damian
Purple (2 images, Blinded, 2 rounds)
Hodd (Rage incited)
Walrus (-6)
Green - Held
Orange
A single blow from Hodd is sufficient to bring down the cleric.
Walrus is up!

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He's dead already. Red/Blue/Green are held and purple is blinded.