Zarek manages to spot the attacker and sends a stone flying into the bushes. Resulting in a stasifying cruch accompanied by a stifled groan. All can then see a arm protude from the underbrush and hang limply.
However the Javalin hits Cato inflicting 9 points of damage.
It is a realitively easy climb up the cliff and reach the ledge.
Once there you find: A very dead male, very tanned covered in many scars. Noteable numerous Pentagram shaped ones. The teeth have been filed to points.
You also find:light wooden shield, 1 javelin, broken scimitar, red pearl
amulet worth 50 gp.
Ky’s observation of the trap was so detailed she notices the trip vine, the trap lasso, the trigger stick and another vine also attached to the trigger. The odd thing is that this vine runs up the cliff wall.
A second later this vine is pulled tight from somewhere above and the trap goes off. The lasso whips up into the air with a crack. It finally comes to rest 25 feet up the western cliff face.
A moment later a javelin comes flying down from above.
You left camp this morning at around 8am. It took 2 1/2 hours to get to Pezock. Figure you were there for an hour. The trap is 1/2 hour to the south. It is right around noon. The camp is 3 hours away.
Peazock alternates between waving you goodbye and caressing the sabre.
You cross the field of tall grass, following the path south toward the narrow valley.
The path winds through a 10-foot-wide gulch here, flanked on either side by steep 50-foot-high slopes. Not quite vertical cliffs, these slopes host numerous scraggly plants and a number of hanging vines—it’s a DC 10 Climb check to scramble up or down either steep slope.
You all manage to notice that there is another snare trap in the path ahead. KY is able to disern that the device would pull a victim up the wwstern sloap.
Pezcock looks thoughtful at Cato’s question. ”Contact me? Well I do enjoy conversation.” Glancing to Ky.”Have your bird fly over the lagoon and I’ll meet you on the beach by the abandoned camp.He then pulls out the sabre and looks at it.”That’s a good plan. Don’t you think so?” He nods as if the item answered.him.
From Pezock’s crab (I 7) you see the two islands, about a mile distant to the northwest along the beach. Directly west along the beach also a mile away appears to be the coast. Southwest is a swath of jungle that quickly rises to jungle covered hills. Finally directly south is the path that leads…South of course it appears to head into a narrow valley between two tree covered escarpments. The last time Pezock saw the others they were heading south or southwest.
”It. Is big and is only about at night. The red hill is its home. The others? Now when was it I seen em?’ Pezock looks about. ”Oh, lets see, was it more than a week? Maybe. I don’t keep track of the days so much anymore. Oh right I had those gull eggs. Well. It must have been almost two weeks ago now.”
At the mention of the sabre. He draws it and looks it over several times.
”Aye, she’s a beauty. So shiny. A wonderful gift.” He suddenly clutches the weapon to his chest covering the blade from sight.”But remember she is mine. Yes, all mine.” He seems to recover his composure and sheathes the sabre. ”Now we eat.”
He then treats you to a lunch of poorly smoked fish and raw sea urchins. Pezock is grateful for conversation, and points out that talking to real people is so much more rewarding than talking to fish and sea birds and the ghosts in the surf, none of whom are particularly talkative.
The Tengu listens to the group often cocking his head to the side and quickly moving his gaze and facing from person to person in a very bird-like fashion.
To Cato.
”Yeah, the Maneaters are a damn menace. Good thing I’m not human. Only thing worse is ‘It’.” He says looking up at the sky.
Noticing Ki admiring his sabre.
”She's a beauty ain’t she?” Drawing the weapon and holding it up. He proceeds to relate a long and very inconsistent story of how the captain of the Crow’s Tooth, who he describes as a bright red plumaged Tengu. Gifted him the weapon. He actually gets teary-eyed as he talks. He also has a habit of petting the blade.
Sense Motive 13:
You have never heard of a Red Tengu, but who knows what’s out there. His story also changes events and characters as he tells it. While he may believe the tale. It is not the real story.
To Zarek’s question.
So you know them two.
Pezock proceeds to describe the two humans matching the descriptions of Captain Kovack of the Jenivere and the Varisian scholar Ieana. Pezock didn’t approach the two, but he can confirm that the Varisian was obviously the leader, giving curt orders to the other as they made their way along the jungle trail toward the south.
The interior of the crab is spacious but becomes cramped with the addition of the three party members.
Your host is a Crow-headed humanoid covered in dirty black feathers. The hands and feet ending in long talons. A Tengu.
Wearing a tattered sail-cloth wrap and a necklace of seashells he looks every bit the castaway. The only item that seems to be well kept is a shiny saw-toothed saber tucked into his dingy leather belt.
The crab shell has been turned into a living space. Wooden planks cover the sandy floor. A small iron stove sits along one wall, its stove pile piercing the ceiling. A pile of bedding, that could be describe as a nest is along another side.
The birdman looks the group over.
”I’m Pezock. Great warrior and former first mate of the Mediogaltian flagged vessel ‘Crow’s Tooth’. And the soul survivor of the crew. So who be you?”
”Oh, I see how it is. If you can talk that casually about the cannibals. It means you ain’t met em yet. Come on in and we’ll chat some more. Round back climb up, ladder down.” A hatch pops open atop the crab’s back.
The moaning and movement from the ‘Crab’ cease when Cato speaks.
”Hey!. Don’t throw things at my home!.” Shouts a raspy voice from within the shell.
A moment later you see a spyglass poke out from a small hole in the shell. It moves about giving the party the once over.
”Say, you all ain’t them cannibal freaks. So you must be shipwrecked. Well go away. No need to talk with ya. None of them last very long anyway. Now off with you.”
You head toward the…Whatever it is, along the lagoon beach.
GM rolls:
Wandering Monster:1d100 ⇒ 90 15%
It takes you about 15 minutes. The journey is suddenly interrupted by...Nothing. The Island is choosing to be good. Probably just saving up for later.
The waves crash against a narrow beach of white sand, swirling
around an immense red and orange crab the size of a small
house that crouches on spiny legs.
As you approach.
The crab’s pincers rise and fall, its legs twitch, and its stalked eyes wriggle and shift. It then begins a rather unsettling display as it begins making hideous shrieking sounds and low-pitched moans not unlike that of a dying man.
DC 15 Knowledge (nature) check:
will realize that the crab is dead and that something else is going on—You also notice that although the claws and legs move. However, no matter how loud and violent the “crab” gets' The 26-foot-wide thing it never moves from its spot high on the beach.
Perception 18:
The shell has rigged been with a number of fairly well disgusied ropes
and pulleys.
You spend a quiet, restful night in camp. Setting out in the morning. You wave goodby to the others and head west.
Following previously traveled paths and the lagoon beach. Allows you to cover the 3 miles back to the empty survivor camp in under 2 hours. It also helped that nothing attacked you on the way. J8
Looking around you see: The lagoon to the north. The two islands to the northwest that form the western edge of the lagoon. The first of which is about a mile away. Directly south is a field of tall grass with the trail running farther south and looks to go into a narrow valley between two large jungle covered hills. The eastern hill you explored and contained the abandoned hut where you found the information on the cannibals. Southeast and east are the already explored portions of the island. To the southwest the island rises to jungle covered hills.
Perception 20+:
To the west along the northwest running beach. You can just barely make out what must be a large orange and red object. Whatever it might be is about a ⅓ of a mile away. I 7
Sasha is immediately interested in the dagger. She examines it intently, turning it over in her hands. Her eyes light up and a maniacal grin spreads across her face as she makes several stabs into the air. Stopping quickly stops upon realizing the others are looking at her.
”This is the real deal. Not a knock-off. But remember not everyone who gets one of these is a Mantis professional. It is also issued to support staff as well. However if it was a pro’s weapon then the owner is definitely dead. Losing your blade is a big no-no. You can be assured that several, at the very least of attackers are also no longer with us.”
Gelik nods to your assurances. and makes several jokes.
”I’ll be here. By the way, I'm working on a comedy tale of our adventures. I might even finish it one day. That is if anything humorous should ever happen here.”
”I will set more and better traps to guard the approach to the camp.” Says Ishirou.
Ayers and Jask both agree to help the others
Sasha jumps up. ”Oh! I know. I can train my pet to be a watch…lizard-bird.”
Okay. I guess you are heading west? But will it be farther along the lagoon or are you following the trail> Or maybe even striking out through the jungle?.
Cato’s first arrow misses the second, however, sinks into the wounded dino-bird dropping it. Zarek’s rock impacts the second bird-lizard with such force that it slams into the cliff wall. Causing numerous large rocks to tumble down upon it. The creature is crushed to a bloody pulp on the beach.
The remainder of your trip back to camp is without further incident.
GM notes:
7857 exp
The others report nothing unusual. They are all very interested in hearing about what you have found so far.
”Big enough to fly carrying a goat.” Says Sasha as she looks toward the sky. ”That would make some pet.”
Ayers and Ishirou both express concern over the apparent presence of actual cannibals. And the fact that all other castaways seem to have been taken by these savages. And wonder if the camp should be moved.
Jask suggests a more diligent watch be set.
Gelik nods to the comments from the others. But once your tales are done he approaches you. ”This is some island. So no luck finding the wreck of the Night Voice yet? Well do please keep an eye out. You know when you are not fighting off critters that is.”
Ky completely impails the wounded crab and now has crab on a stick. Cato’s arrow punctures the crustation’s shell causing it to leak blue blood. However when Zarek telekinetically yanks the dead crab from Ky’s pike and hurls it at the other. The resulting impact shatters both creatures. And makes it easier to collect the legs.
DM rolls:
Wandering Monster:1d100 ⇒ 14 15% Wow got one
random monster:1d100 ⇒ 77 number:1d4 ⇒ 1
After collecting the crab meat, you continue up the beach. You pass the remains of the camp where you encountered and destroyed the Yellow Musk Zombie. The camp is now empty and quiet. Farther along the beach you come to a section where the beach narrows and high cliffs (50 to 75 feet) impede inland travel. You remember encountering other giant crabs around here before. But again the area is quiet and peaceful. A quarter mile fathers up you see where the cliffs end and the beach widens. Inland travel is easier, up gently sloping hills. (You would turn east there to get to the hill slope access to the escarpment where camp is located)
From hidden perches higher on the cliffs two winged shapes suddenly swoop down. You recognize them as Dimorphodons.
Again Cato and Zarek see the threat, and act before the winged pests. However the dice continue to hate Ky. and she does not see them and acts after them.
Surprise round. Cato, Zarek act. Then the critters. They are 25 feet above you. NOTE the green foliage on map are the cliffs.
Oh BTW, Yes they are annoying, yes they are poision. And yes the island sucks
The Gnome’s rock knocks several of the giant crustaceans' legs off, making it easier to gather for later. This damage however leaves the creature teetering and barely able to stand.
The wounded animal still manages to lurch forward and attacks Cato
Crab:1d20 + 4 ⇒ (13) + 4 = 17 Looks like that hits claw damage:1d4 + 2 ⇒ (1) + 2 = 3 grab:1d20 + 8 ⇒ (6) + 8 = 14 But it does not grab
The other carb is also able to scuttle forward and try to pinch Cato.
He was just exactly close enough for both the attack
Crab:1d20 + 4 ⇒ (20) + 4 = 24 Crit confirm:1d20 + 4 ⇒ (8) + 4 = 12No joy for the crab but good for Cato claw damage:1d4 + 2 ⇒ (3) + 2 = 5
Looking back toward the hill where your camp is located you see that traveling along the lagoon beach is the quickest way back.
You set off along the gentle wave lapped beach.
20 minutes later you have traversed the tall grass without incident and are standing on the shore of the lagoon. The water here is much calmer than the ocean front beaches.
You also find the remains of yet another camp. This campsite looks almost like a series of partially ruined nests made out of palm fronds and driftwood. A large number of broken sawtooth sabres and daggers lie scattered about here.
Search Perception DC 20:
Uncovers a masterwork dagger still in its protective leather scabbard under a mound of toppled driftwood. The dagger’s blade is etched with a pair of crossed praying mantis claws—the mark of the Red Mantis.
From here the beach runs slightly northeast and northwest. East is toward your camp. West leads to the two smaller islands, The first is about a mile distant.
Not 10 minutes further along the trail the group spots another snare trap and can easily avoid it.
About 10 minutes later the trail forks. K8 Heading north and south. To the south it runs into a narrow ravine. Between two large hills. To the north it heads into a field of tall grass, flanked by more heavy jungle. Beyond which you can just make out the lagoon.
An hour and half of backtracking down the hill you arrive on the north lower edge of the hill.
K 12
And reconnect with the path, which winds southwest following the contour of the hills cliff face. The path is a refreshing change from chopping your way through the jungle. Of course there is the question of who made and uses the path?
You are currently atop the more or less central hill of the island. 200 foot cliffs west, north and south. It will take about an hour to head back east down the hill and skirt it to the north west.
You make camp here atop the hill for the night. It is possible to construct a fire in such a way as to shelter its light from the western half of the island.
Just after you eat, you have quite a selection of foods at hand. The group is setting around the campfire.
When the sound of large wings passes overhead—and suddenly the body of a goat, most of the blood drained from its broken body, falls into the middle of their fire with a crash! Nearly extinguishing it and scattering burning embers about. Including your nearby bedding and gear.
Perception 15<:
Wow, a flying goat.
Perception 20<:
That goat had to weigh 60 pounds. What could be big enough to fly and carry that?
Perception 25+:
Whatever it was, it was heading southeast.
After this incident the remainder of your night is quiet and uneventful.
Rumors hold that a group of shipwrecked Chelish soldiers, survivors of an attempted Thrune invasion of Sargava some 70 years ago, were stranded on the island. The rumors claim that they degenerated into a cannibalistic
society, and that their descendants scour the isle’s shores for shipwreck victims to add to their meals.
Ky runs the other lizard completely though, killing it instantly. So now in addition to the fish Ky caught earlier. You also have a parrot and two lizards. Of course it probably all tastes like chicken.
After any healing, resting or eating you wish to do, you continue up the hill. Another half hour trek through the underbrush brings you to the summit.
An overgrown jungle path leads to a small clearing where a partially collapsed hut stands on the banks of a gurgling stream. The hut itself seems to have been made from a combination of driftwood and tree trunks, with a roof of wide leaves and strips of rotten canvas sail. The front door to the hut hangs partially ajar. Dozens of bones and skulls—quite obviously of human origin—decorate the hut and the surrounding area, each bearing numerous nicks and scratches.
Examine bones DC 15 Heal:
The marks on the bones were made by knives and human teeth.
Inside the hut you find bits of an old chair carved from a tree stump, fragments of fabric, and rusted bits of metal.
Perception DC16:
reveals a thin, leather-bound journal wedged in a sheltered niche. While the journal was quite well made, the years have not been kind to its contents, and now only fragments remain.
Fragmentary Journal Notes
...many survived, the Thrune’s Fang will never sail again. Sargava’s assimilation must proceed without...
...fine hunting on the Shiv, but the bugs are a constant distraction. Nylithati’s skills at healing help fight the sickness, but I fear she has...
...founded. Nylithati has seized control of my crew. They are hers now. And so I have abandoned...
...fine home. Fresh water nearby and I need not endure Nylithati’s ceaseless raving about...
...will not be returning to that gray, silent island again. There is nothing there but horror...
...crew lurking about the area. They seem strange, almost feral. It has been almost a decade since the wreck. I wonder what strange beliefs Nylithati has...
...changed. There was no sign of Nylithati in the camp, but the focus of their ceremony was a cauldron they must have salvaged from the Thrune’s Fang at the base of the ruined lighthouse. It was into this they threw the half-eaten body of the still screaming man...
...all around. I can hear them chanting in the green even now. They call Nylithati “Mother Thrunefang” now, and promise me immortality if I lay down my arms and submit. I know what their immortality consists of, and I’ll have no part of that corrupt life after…
Your vantage point atop the hill affords you a good view of the rest of the island.
The Hut in in M9
To the north, a mile distant is the lagoon. Northwest and over two miles away you can just make out two smaller islands. The more distant of the two is a distinct gray in color, which sharply contrasts with the green of the rest of the Shiv. Directly east is the steep 200 foot drop of a cliff face. It descends into a narrow north to south running valley before rising again in another escarpment cliff. There appears to be a trail running through the narrow valley. Beyond this farther west the island continues for about two miles before reaching the western shores. South lies another 2 miles of lowland jungle before the southern coast. Southeast, across the ocean inlet is the rust colored mountain P13 that seems to be the tallest point on the island.
So where to? It is late afternoon with maybe 3 more hours of daylight.
Between KY’s boarding pike impaling it and Zarek crushing it’s skull one lizard is no more. Cato has less success. Though his first arrow connects, it only inflicts a minor wound. The second arrow flies off into the jungle.
The remaining lizard enraged at the death of it’s mate unleashes another shock at the Half-Elf
Shock:1d8 ⇒ 3 Non-lethal electrical damage DC13 reflex for half
One nimble lizard manages to dodge away from Ky attack. Unfortunately it hopes right into Zaek’s tree branch. This attack leaves it wobbling, obviously exerting great effort to remain standing.
Cato’s first arrow is a clean miss His second shot nicks the other lizard.
GM rolls:
rounds before area shock:1d4 ⇒ 4
The severely wounded lizard darts its head back and forth between looking at Ky and Zarek. Finally deciding on Ky, the closer target and hops closer. There is a loud crack and a visible spark can be seen from the lizard to Ky.
Shock:1d8 ⇒ 7 Non-lethal electrical damage DC13 reflex for half
The other lizard hisses while rapidly closing on Cato. It stops next to him and there is the crack and spark as it delivers a shock.
Shock:1d8 ⇒ 4 Non-lethal electrical damage DC13 reflex for half
Rounding a bend in the stream affords a view of a small clearing covered in 2 foot tall grass; there are several trees here as well.
Unfortunately the party fails to notice the inhabitants of the clearing. Two 3 foot long green scaled bipedal lizards with yellow bellies. Raise their heads from the grass.
There is a quick flash of light and a snapping/cracking sound accompanied by a thick ozone odor. Oh yeah the massive electrical discharge.
shock:4d8 ⇒ (4, 5, 2, 2) = 13 Electrical damage. DC 12 Reflex for half.
A brightly colored parrot falls to the ground near you. The unlucky bird was caught in the burst.
That was the Surprise round. They have insane stealth skills and the party rolled poorly. On the up side the save is low and they rolled low Init and damage, could have been much worse. So for round one you guys go first.
Map updated
After your encounter some of the less aggressive (and probably tasty) inhabitants of the island.
The group proceeds up the heavy jungle foliage covered slope. You quickly come across a narrow (4’ to 8’) wide stream. It can easily be seen that this is the source of the swampy delta you found below, The clear briskly moving water follows a very serpentine course as it descends the hill. You encounter several small waterfalls in just a few minutes. Each affords a brief respite from the oppressive heat due to the cooling mist they generate.
You are in K11. Will you be heading along the northern edge, southern edge, up the middle, or follow the stream as you ascend the escarpment?
There is a rustling in the tall grass and a small herd of wild goats emerges onto the trail. Bleating when they see you and scatter quickly back into cover.
A moment later from the other direction along the trail you hear a chorus of oinks and grunts. As a small sounder of wild pigs appears. They too are startled upon noticing your group. Squealing they run off into the grass. Leaving you alone on the trail.
These were on the encounter chart. Just never rolled them. So West up the hill or NW along the trail?
After about 15 minutes of slogging through very dense jungle undergrowth. Going quickly becomes much easier. As the Jungle gives way to an area of tall grass and scattered copses of trees.
In this area K12between the escarpment where the camp is located (north) and escarpment (south) you intend to explore. The tall grass suddenly parts and you find a well worn path. Running NW and SE. You remember encountering a trail like this before while exploring the lagoon abandoned camp. I 11 You figure it likely that this trail intersects with the one farther NW.
The trio, with Ky in the lead moves quickly along the path. Suddenly Ky’s foot snaps a stick set in the ground. There is a whip cracking sound as a disguised rope noose is thrown into the air by a bent tree branch, to slap against several sharp spikes positioned in the tree.. This contraption just misses hauling Ky up and against the spikes.
Obviously a trap set on the trail, by persons unknown.
Had high hopes for the trap when everyone missed the Perception test. But alas low roll on CMD failed to snag her. Oh well maybe next time.
So NW along the trail or W up the slope of the escarpment?
The group moves west, with Ky in the lead. After a 15 minute walk through heavy jungle.
The canopy parts and you are afforded an excellent view. Standing on the edge of a 75 foot cliff, that drops to a small beach. Before you (to the west L11) is a wide delta where one of the many island streams enters the sea. Beyond this is a thin strip of rocky beach ending in a 100 foot vegetation covered cliff face rise of the large plateau to the west.
It is possible to skirt the delta by heading north and then either crossing the stream (this still leaves you the issue of the 100 foot cliff) or backtracking a little to the NE (into K12) and then continuing west, which seems to be a much more gentle upslope. From your vantage point you also can see the ocean inlet extends over a mile and a half south into the island's interior.
You have been traveling a little under 4 hours so far today. So which way?
KY’s combination attacks severely wound the animal. It flies on for a while before being pinned to a tree by Cato’s arrow. Leaving it dangling by a broken wing and very dead.
You are able to reach your destination without further incident.
This appears to be another abandoned campsite. It is nestled along the beach of the inlet and features a partially completed wooden shack. There are several old blood stains that seem to indicate extreme violence occurred here once.. A large pentagram has been carved into one wall of the shack and several human teeth have been hammered into the wood in its center Nothing of value is found here.
To the West a river can be seen emerging from the jungle and emptying into the inlet. Beyond a jungle covered plateau rises. L11 To North is the small valley between the plateau where your camp is located and the western plateau. It is also the direction where you encountered and destroyed the Yellow musk creeper. And the area you found the trail cut through the jungle.K12 To the East is Treasure hill. And to the South is the inlet.
The Gnome’s rock slams into the creature, killing it instantly. The force of the hit carries the body back several feet. The other Dimorphodon charges Ky.
As Ky creeps not so quietly forward she sees two Dimorphodon's in a clearing ahead the are standing over a large very dead parrot. A stick snaps under the Aasimar's boot and both dino-birds turn in unison to look at her. They screech and hiss and take to the air.
Round 1. Zarek is up then the birds act. NOTE he cannot see the creatures until he move up at least 10 feet. Map updated
You all hear some hissing and squawking skrieks (these sounds are the same ones you heard when you encountered the Dimorphodons). The sounds are coming from ahead of you probably 20-30 feet although you can see nothing due to the thick jungle.
You are able to spend a quiet uneventful night at camp.
Before leaving the treasure hill you took a good look around the island from its vantage point.
To the east and southeast along the coast, you notice 4 shipwrecks. Located in K15, L15, N14, and P15.
To the west along the inlet coast appears to be a structure on the beach. In L12.
To the south, across the inlet. Is a peninsula that is mostly occupied by a small mountain that seems to be red and without vegetation. The peak is in P13.
Farther west are several lush jungle covered hills.
Northwest along the western edge of the lagoon are two sizeable (mile long each0 islands
Arriving back at the camp with the treasure chest lifts everyone’s spirits. Especially Ishirou.
”You found it. I only half believed in the map. But here it is. You have earned what I promised. Here let me show you a few tricks I have learned over the years.’
Ishirou tactics.:
Ishirou teaches the PCs some of his combat styles and tricks. After a day of practice,these simple but effective tricks grant a +1 bonus to CMB and CMD while wielding a melee weapon.
You are also able to open the chest
Treasure chest:
It contains the following loot: 3,500 cp, 2,000 sp, 1,000 gp, 50 pp, a silk pouch of garnets and amethysts worth 500 gp in all, a half-dozen moldered and ruined noble’s outfits, a bejeweled masterwork cold iron star knife worth 650 gp, a +1 darkwood buckler, and a scroll of raise dead in a watertight mithral scroll tube worth 500 gp. Also the following Masterwork weapons: Boarding pike, small rapier, and a Longbow.
You are easily, well it’s actually a lot of hard work hauling up the chest. But it is without further incident. And 20 minutes later the chest sits waiting to be opened.
DM Rolls:
wandering monster:1d100 ⇒ 65
If you want to go back to camp, there are no encounters
The 5-foot-diameter underwater tunnel turns north from the pit floor, then turns up sharply into a 15-foot-high shaft with a pocket of stale but breathable air at the top.
The treasure sits in this cramped chamber, inside a waterproof and airtight sea chest on a narrow ledge carved just above the water level. Illumination is provided by a torch with continual flame cast upon it. The chest is locked.
DC 30 Disable Device check to pick the lock:
It contains the following loot: 3,500 cp, 2,000 sp, 1,000 gp, 50 pp, a silk pouch of garnets and amethysts worth 500 gp in all, a half-dozen moldered and ruined noble’s outfits, a bejeweled masterwork cold iron star knife worth 650 gp, a +1 darkwood buckler, and a scroll of raise dead in a watertight mithral scroll tube worth 500 gp. 3 scroll tubes containing the following spells: Mage armor 3rd level. Cure light wounds 2nd level, and Grease 1st level.
Finding the treasure (and offering Ishirou a share) completes his quest and gains his bonus.
Excellent perception skills from Ky reveal two things to her.
First there are various magical auras emanating from the tunnel.
Second there is also faint illumination from t down the tunnel along the far roof.
This time Zarek’s rock impacts on the Undead’s shoulder. There is an audible crack and the creature’s left arm drops to its side, useless.
Ky’s diving charge is on target, her form is nice as well. The Kunai buries itself to the handle in the Ghoul’s chest. The creature goes limp and begins to sink.
The force of her dive splashes a copious amount of fetid water on Cato. Her velocity carries Ky below the surface. In fact she actually touches the bottom.
Her Darkvison allows her to see in the darkness of the water. She sees the two dead undead as well as a small tunnel in one of the pit walls.
The rock dropped by Zarek impacts perfectly on the previously injured Ghoul, crushing its skull with a popping sound. It sinks slowly into the inky black water.
The other Lacedon slashes and bites at Cato like he was a pinata.
Zarek's rock drops on one of the creatures with a satisfying crunch.
Round 1 Full round. You guys are up. Map updated
Note. Ky and Zarek's tokens are in the red square, But they are actually 10 feet down the shaft at the line of yellow boxes. Cato is over 40 feet below.
Upon entering the water Cato is immediately aware of three things.
First, the water is cool but not cold.
Second, the water is deeper than just a few feet.
And Third, he is not alone in the water, Something else is here as well., two somethings in fact.
These humanoid creatures have long, sharp needle-like teeth, and their pallid flesh is stretched tightly over their starved frames. Additionally they sport spines and fins.
Religion DC 13:
These are Lacedons, aquatic ghouls
Surprise Round
Rising quickly from deeper in the water the creatures converge on Cato. Each swiping a single clawed hand at the Half-Elf.
Cato easily descends the 40 feet and is soon just above the pool of murky foul smelling water. The light down here is dim. You are unable to tell how deep it might be.
The walls of the shaft are shored up by wooden bracing—it’s a DC 10 Climb check to use this bracing to descend to the water below. Or DC 5 with a rope.