
Smian |

Smian eyes the octopus corpse cautiously, slowly approaching the area to get a better look at the axe Gothard is holding.
He nods to himself, satisfied that the octopus is finally dead.
"Interesting," Smian murmurs as he turns his attention to the axe. He studies the blade, trying to discern more about the item.
Appraise 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge arcana1d20 + 7 ⇒ (9) + 7 = 16

Addam River |

While he doubts he could fight properly with the axe Addam raises an eyebrow from behind the elf, who did most of the tanking that round? ;)
"Its probibly best not to wait around to long in here, we should continue moving."
I think I hear a DM coming, we should move along haha, do we have a map of the area so we can figure out where we can continue to explore?

DM organized |

Smian takes 10, and identifies the magic weapon as a 'Keen +1 Battle Axe'
keep property doubles the critical threat range of the weapon.
Perhaps you are feeling shaken up after the giant octopuses surprise attack. It occurs to you that you could easily exit the cavern, repair the light house, and wait things out in relative safety.
One might also begin to suspect that this island must hold something of great importance for Ieanna to go through the lengths that she did in order to get here.

DM organized |

Alyosha begins to look at all four the passages leading from this room and attempts to check for any traps at the entrances.
No traps are located, and everything seems calm. You here water drips echoing throughout unseen chambers. The same drips can be heard from the east, west, and south exits leading you to believe that they are not isolated, but further connected with each other.

DM organized |

The party takes the eastern passage.
Again the composition of the tunnel changes when the passage empties into another room. Smooth carved stone lines a rectangular chamber 20' wide and 110' long.
This long chamber evokes the feel of an ancient, hideous cathedral. The walls are carved with images of serpents walking upright like humans snakes coiling around and eating hapless women and children, and stranger scenes.
Four stone pillars carved like coiling snakes support the vaulted ceiling 30 feet above. To the north, an immense carving of a snake’s head looms, an ash-caked door clenched in its jaws, while to the south rises a horrific mound of bones and partially decayed bodies in an eight-foot-tall heap arranged almost as if to evoke the imagery of a coiled snake made of corpses.
Roll knowledge religion, history, and spell craft checks

DM organized |

I'll go ahead and make these rolls, as Smian is the only one that can help.
Smian history check: 1d20 + 8 ⇒ (10) + 8 = 18
Smian spellcraft check: 1d20 + 8 ⇒ (13) + 8 = 21
The carvings and stonework are ancient, perhaps thousands of years, Smian thinks, maybe....
Smian notes that the ashes by the door were likely the result of a spell.
Rorie finds several empty potion vials nearby. They look very similar to the one's that he had seen Ieana carrying once or twice aboard the Jenivere.
Past the ashes beyond the door way, lies a small room which appears to be the cathedrals inner sanctum.
The walls of the chamber are carved with images of anthropomorphic serpents using strange, pointed megaliths of stone to work great feats of magic—transforming an army of humans into zombies, calling down flaming bolts of lightning from the stars, or parting the waters of the sea to dash human ships upon the exposed rocks of the seabed below.
This final image seems to have been recently cleaned of dust, and several lines of text have been made more legible via the application of inks and perhaps blood.
roll knowledge nature, geography, history
Does any one speak Anklo?

DM organized |

Gothard's axe passes through the doorway normally.
Smian enters and identifies the carvings as contemporary with ancient Azlant.
Carefully examining the architecture of the mound of bodies, Blue is horrified to realize that the construction is in fact an altar composed of the dead.
Blue then joins Smian and is able to identify part of the carvings as the Red Mountain.
Smaller carvings nearby depict serpentfolk splashing blood on curved runes carved on upright stones before the red mountain, and then holding venomous snakes against the blood that they might lick the stones, pouring water onto a pyramid-shaped block of red stone from a bowl, and standing before the pyramid of stone with arms upraised and mouths agape as if shouting to the heavens as a bolt of lightning arcs up from the stones into the sky.
Under this is a long series of symbols and runes that none of you understand or recognize.
There is an exit to the south that takes a westward curve. There is also the passage to the west which you took from the pool cavern.

DM organized |

The smoke virtually forces you into the south passage.
It bends west and shortly opens to a small natural cavern. It is empty except for a few words carved into the wall, which none of you comprehend.
A north exit leads back to the pool room, as indicated by the wafting smoke. Avoiding the smoke you continue to along through a passage that leads west.
This tunnel curves northward and leads to another natural room.
Bones lie strewn about the floor of this cavern. The grisly
remains appear to have been gnawed upon so that they are
cracked and jagged.
An eastern exit accounts for the final spoke leading to the pool room. Another exit heads west. The sound of moving water is pronounced from somewhere down the passage.

DM organized |

Finding nothing else of interest in this room you continue west.
A cavern ledge leads down to a small sandy beach in this large cave,
the majority of which is taken up by a sloshing pool of seawater.
The beach shows evidence of tidal activity. It appears to be currently low.
There is a vertical tunnel in the north east corner of the room. It goes up ten feet and appears to bend east, to the best that you can see.
Alyosha searches for traps. perception check:1d20 + 7 ⇒ (5) + 7 = 12
Nothing is found.

Addam River |

Addam walks over to the beach area outside the cavern to see what is around and attempt to determine where they are in relation to the canibals village.
Perception Check 1 (see what he can see): 1d20 + 6 ⇒ (3) + 6 = 9
Perception Check 2 (determine the parties location): 1d20 + 6 ⇒ (1) + 6 = 7

DM organized |

Addam approaches the beach to the edge of the foamy green water. The ground is littered with pebbles and very small pieced of wood debris.
The water extends out nearly 200 feet before meeting a downward sloping cave wall. Your light spell reflects dropping arches and columns carved over many millennia.
Perception won't help you much here for determining your location. You might have some luck with knowledge: dungeoneering and geography, if trained.

DM organized |

Blue detects nothing unusual about the composition of this particular cavern or its tidal activity.
Gothard sets the hook and easily climbs up, followed by Addam. They help everyone else get up the tunnel and back on horizontal ground. An easy take 10 climb check once the rope was there.
You face east where the tunnel widens and continues on for sixty feet or so. The ceiling is just under six feet, causing the taller members of the party to bend and hunch awkwardly. This long cavern is scattered with bones, body parts, and bits of seaweed. You can see that the other end of the tunnel takes a turn north.
Addam hears a low groaning sound coming from that same direction.