TEXT:  
   
  Caverns​ ​of​ ​the​ ​Fish-folk 
  -​Written​ ​and​ ​Illustrated​ ​by​ ​Casey​ ​Hoekstra 
  Casey.Hoekstra@gmail.com 
   
   
  
   
   
  Note​ ​on​ ​Pricing: 
  $10​ ​for​ ​a​ ​3-4​ ​hour​ ​module​ ​means​ ​that​ ​with​ ​a​ ​party​ ​of​ ​4​ ​and​ ​1​ ​DM​ ​that’s​ ​$2​ ​a​ ​piece,​ ​or​ ​50​ ​cents​ ​to​ ​$1​ ​per 
  hour,​ ​per​ ​player.​ ​Not​ ​too​ ​shabby​ ​with​ ​a​ ​cup​ ​of​ ​coffee​ ​running​ ​at​ ​$5​ ​and​ ​a​ ​movie​ ​at​ ​$10.  
  Note​ ​on​ ​Descriptions:​ ​Descriptions​ ​of​ ​the​ ​rooms​ ​and​ ​contents​ ​will​ ​likely​ ​change​ ​depending​ ​on​ ​what​ ​your 
  PC’s​ ​do.​ ​A​ ​room​ ​might​ ​be​ ​flooded,​ ​or​ ​better​ ​lit​ ​than​ ​described​ ​because​ ​a​ ​PC​ ​has​ ​a​ ​light​ ​spell​ ​cast. 
  Note​ ​on​ ​“Creator’s​ ​Two​ ​Cents”​ ​sections:​ ​These​ ​sections​ ​are​ ​my​ ​personal​ ​take​ ​on​ ​using​ ​this​ ​module​ ​and 
  the​ ​monsters​ ​within.​ ​They​ ​are​ ​not​ ​law.​ ​They​ ​are​ ​suggestions,​ ​ideas,​ ​and​ ​tactics​ ​that​ ​I​ ​believe​ ​can​ ​lead​ ​to​ ​a 
  richer​ ​gaming​ ​experience.​ ​If​ ​you​ ​don’t​ ​find​ ​them​ ​useful,​ ​stumble​ ​upon​ ​a​ ​better​ ​idea​ ​in​ ​the​ ​moment,​ ​or​ ​want​ ​to 
  infuse​ ​the​ ​module​ ​with​ ​Player​ ​Character​ ​driven​ ​material,​ ​by​ ​all​ ​means​ ​do​ ​so! 
  Support​ ​WoTC!​ ​I​ ​mention​ ​page​ ​numbers​ ​from​ ​the​ ​PBH,​ ​MM,​ ​and​ ​DM’s​ ​Guide,​ ​but​ ​no​ ​full​ ​contentent​ ​therein. 
  That’s​ ​because​ ​I​ ​believing​ ​in​ ​supporting​ ​the​ ​people​ ​who​ ​make​ ​our​ ​games​ ​possible.​ ​Buy​ ​the​ ​books,​ ​don’t 
  yank​ ​them​ ​offline​ ​for​ ​free.​ ​People,​ ​real​ ​life​ ​people,​ ​with​ ​families​ ​to​ ​feed​ ​and​ ​bills​ ​to​ ​pay,​ ​craft​ ​the​ ​products  
  we​ ​enjoy.​ ​Show​ ​appreciation​ ​financially. 
   
  Thank​ ​you​ ​and​ ​Enjoy! 
   
  Synopsis 
  The​ ​Kuo-Toa​ ​Caverns​ ​is​ ​an​ ​adventure​ ​supplement​ ​for​ ​characters​ ​level​ ​1-3.​ ​For​ ​use​ ​as​ ​a​ ​one​ ​off​ ​(2-4 
  hours),​ ​or​ ​as​ ​a​ ​campaign​ ​supplement.​ ​The​ ​players​ ​begin​ ​by​ ​meeting​ ​Tomen,​ ​a​ ​shipwrecked​ ​halfling,​ ​whose 
  brother​ ​has​ ​been​ ​abducted​ ​by​ ​Kuo-Toa​ ​living​ ​off​ ​the​ ​coast.​ ​Tomen​ ​washed​ ​ashore​ ​on​ ​this​ ​forlorn​ ​coast​ ​thirteen 
  years​ ​ago,​ ​and​ ​will​ ​do​ ​anything​ ​to​ ​escape,​ ​but​ ​first​ ​he​ ​must​ ​save​ ​Silvus,​ ​his​ ​younger​ ​brother,​ ​from​ ​the 
  sacrificial​ ​fanaticism​ ​of​ ​the​ ​fish-folk.​ ​In​ ​addition,​ ​Kertol,​ ​Prince​ ​of​ ​the​ ​sprites​ ​has​ ​a​ ​bone​ ​to​ ​pick​ ​with​ ​the​ ​halfling 
  brothers​ ​over​ ​the​ ​destruction​ ​of​ ​his​ ​summer​ ​court. 
  This​ ​module​ ​contains​ ​a​ ​bonus​ ​monster​ ​not​ ​found​ ​in​ ​the​ ​MM,​ ​and​ ​a​ ​bonus​ ​item! 
   
  Setting 
  Shipwreck,​ ​or​ ​Wandering​ ​down​ ​the​ ​Coast​:  
  You​ ​can​ ​make​ ​this​ ​coastal​ ​adventure​ ​part​ ​of​ ​an​ ​Island,​ ​or​ ​an​ ​extension​ ​of​ ​your​ ​ongoing​ ​world.​ ​It​ ​works 
  just​ ​as​ ​well​ ​either​ ​way.​ ​If​ ​it's​ ​part​ ​of​ ​a​ ​bigger​ ​continent,​ ​than​ ​Tomen​ ​is​ ​trying​ ​to​ ​buy​ ​passage​ ​to​ ​his​ ​homeland 
  that​ ​he​ ​hasn’t​ ​seen​ ​in​ ​13​ ​years,​ ​if​ ​it​ ​IS​ ​an​ ​Island,​ ​than​ ​he’s​ ​been​ ​stranded​ ​here,​ ​unable​ ​to​ ​go​ ​anywhere​ ​else​ ​for 
  the​ ​same​ ​13​ ​years.  
  Creator’s​ ​Two​ ​Cents​:​ ​If​ ​you’re​ ​beginning​ ​a​ ​campaign​ ​and​ ​groping​ ​about​ ​for​ ​bigger​ ​themes,​ ​I​ ​suggest 
  starting​ ​your​ ​PC’s​ ​on​ ​an​ ​isolated​ ​Island.​ ​It​ ​gives​ ​both​ ​you​ ​as​ ​a​ ​DM,​ ​and​ ​the​ ​Players,​ ​a​ ​chance​ ​to​ ​get​ ​to​ ​know 
  their​ ​characters,​ ​their​ ​party,​ ​and​ ​what​ ​they​ ​might​ ​want​ ​out​ ​of​ ​a​ ​bigger​ ​game,​ ​but​ ​stops​ ​the​ ​game​ ​from​ ​getting 
  too​ ​big​ ​too​ ​quickly. 
   
  Monsters​ ​from​ ​the​ ​MM: 
  Sprites​ ​p.​ ​283​ ​MM,​ ​Kuo-Toa​ ​p.​ ​199​ ​MM,​ ​Quipper​ ​Swarm​ ​p.​ ​338​ ​MM,​ ​Dark​ ​Mantle​ ​p.​ ​46​ ​MM,  
  Giant​ ​Octopus​ ​p.​ ​326​ ​MM,​ ​Reef​ ​Shark​ ​p.​ ​336​ ​MM 
   
  Kuo-Toa​ ​Water​ ​Shaman​ ​(not​ ​found​ ​in​ ​the​ ​MM)  
  Armor​ ​Class:​ ​13​ ​(natural​ ​armor) 
  Hit​ ​Points:​ ​27​ ​(5d8+5) 
   
  
   
  Speed:​ ​30​ ​ft,​ ​swim​ ​40ft 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10​ ​(+0) 
  12(+1) 
  10​ ​(+0) 
  13​ ​(+1) 
  14(+2) 
  14​ ​(+2) 
  Skills:​ ​Perception​ ​+6,​ ​Religion​ ​+6 
  Senses:​ ​darkvision​ ​120ft,​ ​Passive​ ​perception​ ​16 
  Languages:​ ​Undercommon 
  Challenge​ ​Rating:​ ​2 
  Amphibious​:​ ​The​ ​kuo-toa​ ​can​ ​breath​ ​air​ ​and​ ​water. 
  Otherworldly​ ​Perception​:​ ​The​ ​kuo-toa​ ​can​ ​sense​ ​the 
  presence​ ​of​ ​any​ ​creature​ ​within​ ​30​ ​ft​ ​of​ ​it​ ​that​ ​is 
  invisible​ ​or​ ​on​ ​the​ ​ethereal​ ​plane. 
  Slippery:​ ​The​ ​kuo-toa​ ​has​ ​advantage​ ​on​ ​ability 
  checks​ ​and​ ​saving​ ​throws​ ​made​ ​to​ ​escape​ ​a​ ​grapple. 
  Sunlight​ ​Sensitivity:​ ​While​ ​in​ ​sunlight,​ ​the​ ​kuo-toa 
  has​ ​disadvantage​ ​on​ ​attack​ ​rolls,​ ​as​ ​well​ ​as​ ​on 
  Wisdom​ ​(perception)​ ​checks​ ​that​ ​rely​ ​on​ ​sight. 
  Spellcasting:​ ​The​ ​kuo-toa​ ​is​ ​a​ ​5th​ ​level​ ​spellcaster. 
  It’s​ ​spellcasting​ ​ability​ ​is​ ​Wisdom​ ​(spell​ ​save​ ​DC​ ​12, 
  +4​ ​to​ ​hit​ ​with​ ​spell​ ​attacks).​ ​The​ ​kuo-toa​ ​has​ ​the 
  following​ ​spells​ ​prepared: 
  Cantrips:​ ​thaumaturgy,​ ​guidance 
  1st​ ​level​ ​(4​ ​slots)​:​ ​fog​ ​cloud,​ ​healing​ ​word, 
  create/destroy​ ​water 
  2nd​ ​level​ ​(3​ ​slots)​:​ ​hold​ ​person,​ ​blindness/deafness,  
  3rd​ ​level​ ​(2​ ​slots)​:​ ​revivify,​ ​speak​ ​with​ ​dead,​ ​control 
  water* 
  *The​ ​Shaman​ ​may​ ​only​ ​use​ ​the​ ​flood​ ​option​ ​of​ ​the 
  control​ ​water​ ​spell,​ ​and​ ​instead​ ​of​ ​raising​ ​the​ ​water 
  level​ ​20ft,​ ​he​ ​can​ ​only​ ​raise​ ​it​ ​5.​ ​If​ ​he​ ​creates​ ​a​ ​wave 
  with​ ​it,​ ​the​ ​wave​ ​is​ ​only​ ​10ft​ ​tall. 
   
  ACTIONS 
  Multiattack:​ ​The​ ​kuo-toa​ ​makes​ ​two​ ​melee​ ​attacks. 
  Staff​ ​melee​ ​attack:​ ​+3​ ​to​ ​hit,​ ​reach​ ​5​ ​feet,​ ​one​ ​target. 
  5​ ​(1d6+1)​ ​piercing​ ​damage. 
  Bite​ ​melee​ ​attack:​ ​+3​ ​to​ ​hit,​ ​reach​ ​5​ ​feet,​ ​one​ ​target.​ ​3 
  (1d4+1)​ ​piercing​ ​damage. 
   
   
   
   
   
   
   
  
   
  Cast​ ​of​ ​Characters 
   
  Tomen​ ​Leward​ ​(halfling,​ ​male) 
  Tomen​ ​was​ ​shipwrecked​ ​on​ ​these​ ​shores​ ​thirteen​ ​years​ ​ago​ ​with​ ​his​ ​brother,​ ​Silvus.​ ​Their​ ​merchant 
  vessel​ ​was​ ​pulled​ ​beneath​ ​the​ ​waves​ ​and​ ​crushed​ ​by​ ​enormous​ ​tentacles,​ ​and​ ​they’ve​ ​been​ ​attempting​ ​to 
  escape​ ​ever​ ​since.​ ​The​ ​pirate​ ​Lorguard​ ​is​ ​willing​ ​to​ ​provide​ ​Tomen​ ​and​ ​Silvus​ ​with​ ​safe​ ​passage​ ​across​ ​the 
  waves---for​ ​a​ ​price.​ ​Lorguard​ ​and​ ​his​ ​brigands​ ​collect​ ​precious​ ​stones​ ​from​ ​the​ ​Isle​ ​and​ ​carry​ ​them​ ​to​ ​distant 
  ports​ ​for​ ​a​ ​sizable​ ​profit.​ ​Tomen​ ​dives​ ​beneath​ ​the​ ​waves​ ​every​ ​day​ ​seeking​ ​the​ ​giant​ ​clams​ ​that​ ​lie​ ​in​ ​the​ ​bed 
  of​ ​the​ ​bay.​ ​He​ ​cracks​ ​them​ ​open​ ​with​ ​his​ ​knife,​ ​and​ ​steals​ ​the​ ​glittering​ ​pearls​ ​within.​ ​After​ ​thirteen​ ​years, 
  Tomen​ ​is​ ​more​ ​in​ ​debt​ ​to​ ​Lorguard​ ​than​ ​ready​ ​to​ ​buy​ ​his​ ​passage.​ ​Lorguard​ ​takes​ ​a​ ​monthly​ ​tax​ ​of​ ​10​ ​pearls, 
  and​ ​ever​ ​since​ ​Silvus’​ ​abduction,​ ​Tomen​ ​has​ ​fallen​ ​further​ ​in​ ​debt. 
   
  Silvus​ ​Leward,​ ​(halfling,​ ​male)​ ​(Tomen’s​ ​younger​ ​brother) 
  Silvus​ ​was​ ​abducted​ ​doing​ ​exactly​ ​what​ ​Tomen​ ​told​ ​him​ ​NOT​ ​to​ ​do:​ ​fish​ ​off​ ​the​ ​coast​ ​at​ ​night​ ​when​ ​the 
  Kuo-Toa​ ​are​ ​most​ ​active.​ ​Silvus​ ​brought​ ​a​ ​harpoon​ ​and​ ​torch,​ ​intent​ ​on​ ​driving​ ​the​ ​fish-folk​ ​away​ ​from​ ​the 
  brother’s​ ​pearl​ ​pools,​ ​but​ ​the​ ​Kuo-Toa​ ​seized​ ​his​ ​small​ ​boat​ ​and​ ​dragged​ ​him​ ​beneath​ ​the​ ​waves.​ ​If​ ​he​ ​is 
  rescued,​ ​he​ ​vividly​ ​remembers​ ​being​ ​seized​ ​by​ ​slimy​ ​hands​ ​and​ ​dragged​ ​beneath​ ​the​ ​water​ ​until​ ​he​ ​lost 
  consciousness.​ ​He​ ​also​ ​remembers​ ​an​ ​underwater​ ​passage​ ​along​ ​which​ ​the​ ​fish-folk​ ​brought​ ​him. 
   
  The​ ​Kuo-Toa 
  The​ ​Kuo-Toa​ ​only​ ​arrived​ ​in​ ​the​ ​last​ ​year,​ ​and​ ​made​ ​their​ ​home​ ​in​ ​the​ ​smaller,​ ​rockier​ ​island​ ​off​ ​the 
  Western​ ​coast.​ ​They’ve​ ​drawn​ ​Tomen​ ​and​ ​Silvus’​ ​hatred​ ​by​ ​collecting​ ​the​ ​pearls​ ​that​ ​he​ ​so​ ​desperately​ ​needs, 
  eating​ ​the​ ​fish​ ​that​ ​used​ ​to​ ​be​ ​abundant,​ ​and​ ​now​ ​by​ ​kidnapping​ ​Silvus.​ ​The​ ​Kuo-Toa​ ​emerge​ ​from​ ​their​ ​caves 
  at​ ​night​ ​to​ ​fish,​ ​swim,​ ​and​ ​dance​ ​about​ ​their​ ​crude​ ​fires​ ​croaking​ ​to​ ​their​ ​mad​ ​gods. 
   
  Octkrist 
  Raised​ ​in​ ​captivity​ ​by​ ​the​ ​Kuo-toa,​ ​Octkrist​ ​is​ ​only​ ​dimly​ ​aware​ ​of​ ​his​ ​own​ ​existence.​ ​He​ ​dwells​ ​in​ ​a 
  deep​ ​subterranean​ ​pool​ ​and​ ​eats​ ​fish​ ​caught​ ​by​ ​the​ ​kuo-toa.​ ​The​ ​shaman​ ​periodically​ ​swims​ ​with​ ​Octkrist​ ​in 
  the​ ​pool,​ ​muttering​ ​incantations​ ​and​ ​running​ ​his​ ​web​ ​fingers​ ​across​ ​the​ ​octopus’​ ​tentacles​ ​until​ ​Octkrist​ ​hears 
  the​ ​command​ ​of​ ​the​ ​Sea​ ​Mother​ ​and​ ​leaves​ ​the​ ​pool​ ​in​ ​search​ ​of​ ​a​ ​sailing​ ​ship.​ ​When​ ​the​ ​vessel​ ​nears​ ​the 
  island,​ ​he​ ​crushes​ ​it​ ​in​ ​his​ ​terrible​ ​grasp​ ​and​ ​sends​ ​the​ ​surface​ ​dwellers​ ​to​ ​a​ ​watery​ ​grave​ ​and​ ​the​ ​waiting 
  embrace​ ​of​ ​the​ ​Sea​ ​Mother. 
  Octkrist​ ​has​ ​grown​ ​enormous​ ​and​ ​violent​ ​in​ ​the​ ​depths​ ​of​ ​the​ ​Kuo-Toa​ ​caverns.​ ​His​ ​proximity​ ​to​ ​the 
  fish-folk​ ​has​ ​greatly​ ​increased​ ​his​ ​intelligence.​ ​He​ ​knows​ ​no​ ​languages,​ ​but​ ​his​ ​Intelligence​ ​ability​ ​score​ ​is 
  12(+1). 
   
  *​Lorguard:​ ​Lorguard​ ​does​ ​not​ ​appear​ ​in​ ​this​ ​adventure,​ ​but​ ​he​ ​does​ ​play​ ​a​ ​big​ ​part​ ​in​ ​Tomen’s​ ​life.​ ​Lorguard​ ​is 
  a​ ​Pirate​ ​King​ ​living​ ​south​ ​along​ ​the​ ​coast​ ​in​ ​a​ ​hidden​ ​bay.​ ​He​ ​harbours​ ​his​ ​ship​ ​there​ ​when​ ​not​ ​out​ ​raiding​ ​and 
  selling​ ​his​ ​stolen​ ​wares.​ ​He​ ​sends​ ​men​ ​into​ ​the​ ​island​ ​for​ ​food​ ​and​ ​water,​ ​and​ ​men​ ​beneath​ ​the​ ​waves​ ​to 
  collect​ ​pearls.​ ​He​ ​taxes​ ​Tomen​ ​10​ ​pearls​ ​a​ ​month​ ​for​ ​his​ ​protection​ ​from​ ​the​ ​troglodytes​ ​living​ ​ ​to​ ​the​ ​north. 
   
   
   
   
  
   
  The​ ​Adventure 
   
  Part​ ​1:​ ​Tomen’s​ ​Hut,​ ​a​ ​Missing​ ​Brother,​ ​and​ ​an​ ​Unhappy​ ​Prince 
   
   
   
  Description:​ ​A​ ​brisk​ ​wind​ ​blows​ ​inland​ ​off​ ​the​ ​sea,​ ​bending​ ​the​ ​tops​ ​of​ ​the​ ​pines.​ ​Dark​ ​waves​ ​lap​ ​against 
  the​ ​beach,​ ​and​ ​the​ ​smell​ ​of​ ​a​ ​cooking​ ​fire​ ​greets​ ​your​ ​nose.​ ​A​ ​hut​ ​perches​ ​by​ ​the​ ​water's​ ​edge,​ ​it’s​ ​stilt​ ​legs 
  making​ ​it​ ​look​ ​like​ ​an​ ​enormous​ ​stork.​ ​Water​ ​drips​ ​from​ ​the​ ​ramshackle​ ​rain​ ​gutter​ ​to​ ​a​ ​collection​ ​barrel 
  below​ ​and​ ​birds​ ​chirp​ ​at​ ​a​ ​feeder​ ​overhead.​ ​You​ ​can​ ​faintly​ ​hear​ ​the​ ​low​ ​hum​ ​of​ ​a​ ​sea​ ​shanty​ ​escaping​ ​the 
  window​ ​above. 
   
  Tomen’s​ ​Hut:  
  -Set​ ​on​ ​20ft​ ​stilts,​ ​the​ ​hut​ ​is​ ​precariously​ ​built.  
  -A​ ​small​ ​bell​ ​hangs​ ​off​ ​one​ ​of​ ​the​ ​stilts​ ​as​ ​a​ ​primitive​ ​doorbell.  
  -A​ ​rope​ ​ladder​ ​with​ ​wooden​ ​steps​ ​is​ ​hauled​ ​in​ ​a​ ​bundle​ ​at​ ​the​ ​doorstep​ ​above. 
  -The​ ​side​ ​window​ ​is​ ​open. 
  -The​ ​hut​ ​is​ ​much​ ​too​ ​small​ ​for​ ​the​ ​average​ ​human. 
   
   
  
   
   
  Interior​ ​of​ ​Tomen’s​ ​Hut:  
  Description:​ ​A​ ​pair​ ​of​ ​unmade​ ​bunkbeds​ ​leans​ ​against​ ​the​ ​west​ ​wall.​ ​A​ ​diving​ ​mask​ ​and​ ​bent​ ​knife​ ​lie​ ​on 
  the​ ​floor.​ ​A​ ​few​ ​dry​ ​logs​ ​await​ ​burning​ ​in​ ​the​ ​cast​ ​iron​ ​stove​ ​against​ ​the​ ​north​ ​wall,​ ​and​ ​the​ ​smell​ ​of​ ​a​ ​fishy 
  stew​ ​fills​ ​the​ ​room.​ ​A​ ​clapboard​ ​bookshelf​ ​filled​ ​with​ ​shells,​ ​bones,​ ​and​ ​local​ ​flowers​ ​sags​ ​in​ ​the​ ​southeast 
  corner.​ ​scraps​ ​of​ ​paper​ ​lie​ ​on​ ​top.​ ​The​ ​room​ ​is​ ​10ft​ ​by​ ​10ft. 
   
  Tomen:  
  Initial​ ​Reaction​:​ ​Tomen​ ​is​ ​suspicious​ ​of​ ​intruders.​ ​He​ ​ ​will​ ​think​ ​that​ ​the​ ​PCs​ ​are​ ​new​ ​recruits​ ​of​ ​Lorguard​ ​(the 
  pirate​ ​living​ ​further​ ​south​ ​along​ ​the​ ​coast)​ ​to​ ​collect​ ​their​ ​tax​ ​of​ ​pearls.​ ​If​ ​the​ ​PCs​ ​persuade​ ​him​ ​they​ ​are​ ​not 
  from​ ​Lorguard​ ​(DC​ ​8​ ​Persuasion)​ ​he​ ​will​ ​invite​ ​them​ ​in​ ​and​ ​tell​ ​them​ ​they’ve​ ​come​ ​to​ ​a​ ​nasty​ ​place.  
  Tomen:​ ​“You​ ​shouldn’t​ ​have​ ​come.​ ​Not​ ​with​ ​the​ ​troglodytes​ ​on​ ​the​ ​prowl​ ​(the​ ​great​ ​scally​ ​brutes)​ ​and 
  Lorguard’s​ ​men​ ​harassing​ ​anybody​ ​the​ ​troglodyes​ ​haven’t​ ​eaten---and​ ​now​ ​the​ ​stinking​ ​fish-folk​ ​are 
  kidnapping​ ​my​ ​kin.​ ​The​ ​coast​ ​has​ ​gone​ ​mad.​ ​I​ ​thought​ ​it​ ​was​ ​bad​ ​before​ ​when​ ​we​ ​was​ ​just​ ​stranded, 
  but​ ​if​ ​I​ ​don’t​ ​leave​ ​soon​ ​it​ ​might​ ​be​ ​me​ ​snatched​ ​away.” 
   
  Personality​:​ ​Tomen​ ​does​ ​NOT​ ​react​ ​well​ ​to​ ​intimidation,​ ​and​ ​will​ ​become​ ​very​ ​icy​ ​if​ ​threatened,​ ​potentially 
  locking​ ​himself​ ​inside​ ​and​ ​using​ ​the​ ​hut​ ​like​ ​a​ ​bunker​ ​if​ ​attacked.​ ​He​ ​is​ ​however​ ​in​ ​need​ ​of​ ​help​ ​to​ ​rescue​ ​his 
  brother​ ​Silvus,​ ​who​ ​he​ ​believes​ ​has​ ​been​ ​kidnapped​ ​by​ ​the​ ​fish-folk,​ ​and​ ​will​ ​offer​ ​a​ ​bag​ ​of​ ​10​ ​pearls,​ ​worth 
  10GP​ ​a​ ​piece,​ ​if​ ​assisted.  
   
  If​ ​assistance​ ​is​ ​offered:​ ​Tomen​ ​will​ ​respond​ ​by​ ​granting​ ​the​ ​PCs​ ​the​ ​use​ ​of​ ​his​ ​small​ ​home,​ ​the​ ​eel​ ​soup​ ​he’s 
  cooking,​ ​and​ ​a​ ​willingness​ ​to​ ​accompany​ ​the​ ​PCs​ ​on​ ​a​ ​rescue​ ​mission. 
   
  Knowledge​:​ ​Entrance​ ​to​ ​Kuo-Toa​ ​Cavern,​ ​and​ ​all​ ​about​ ​Lorguard’s​ ​pearl​ ​operation.​ ​He​ ​knows​ ​NOTHING​ ​of 
  Octkrist. 
   
  Tomen​ ​Stats: 
  Strength 
  Dexterity 
  Constitution 
  Intelligence 
  Wisdom 
  Charisma 
  13​ ​(+1) 
  14​ ​(+2) 
  10​ ​(+0) 
  14​ ​(+2) 
  11​ ​(+0) 
  10​ ​(+0) 
  Skills:​ ​Investigation​ ​+5,​ ​Survival​ ​+5 
  Languages:​ ​common,​ ​dwarvish,​ ​and​ ​a​ ​smattering​ ​of​ ​elvish 
  CR:​ ​¼ 
  ACTIONS:​ ​Heavy​ ​Crossbow​.​ ​ranged​ ​weapon​ ​attack.​ ​+2​ ​to​ ​hit.​ ​range​ ​100/400,​ ​one​ ​target.​ ​Hit:​ ​(1d10)+2 
   
   
   
   
   
   
   
  
   
  Optional​ ​Encounter​ ​before​ ​the​ ​Kuo-Toa​ ​Caverns 
  Creator’s​ ​Two-Cents:​ ​If​ ​you​ ​want​ ​to​ ​shorten​ ​the​ ​game​ ​by​ ​an​ ​hour​ ​you​ ​can​ ​skip​ ​this​ ​encounter.​ ​But​ ​If​ ​a 
  mini-quest​ ​involving​ ​diplomacy​ ​and​ ​possible​ ​combat​ ​would​ ​strengthen​ ​the​ ​bond​ ​between​ ​your​ ​players​ ​and 
  Tomen,​ ​than​ ​I​ ​would​ ​introduce​ ​Kertol​ ​and​ ​his​ ​warrior​ ​sprites. 
   
  Kertol:​ ​is​ ​Prince​ ​of​ ​a​ ​nearby​ ​colony​ ​of​ ​Sprites.​ ​He​ ​has​ ​the​ ​same​ ​stats​ ​as​ ​a​ ​regular​ ​Sprite,​ ​but​ ​with​ ​10HP.​ ​His 
  kingdom​ ​includes​ ​this​ ​section​ ​of​ ​the​ ​coast,​ ​but​ ​when​ ​Silvus​ ​and​ ​Tomen​ ​began​ ​chopping​ ​down​ ​trees​ ​to​ ​build 
  their​ ​hut​ ​and​ ​boat,​ ​as​ ​well​ ​as​ ​cutting​ ​copious 
  firewood,​ ​they​ ​displaced​ ​the​ ​thriving​ ​kingdom 
  so​ ​well​ ​hidden​ ​in​ ​the​ ​branches​ ​above.​ ​Those 
  were​ ​terrible​ ​days​ ​for​ ​the​ ​sprites.​ ​Their 
  empire​ ​toppled​ ​about​ ​them,​ ​trees​ ​supporting 
  hundreds​ ​of​ ​sprites​ ​fell​ ​with​ ​terrible​ ​thuds​ ​that 
  shook​ ​the​ ​earth,​ ​and​ ​then​ ​the​ ​great​ ​fires 
  began​ ​that​ ​burned​ ​their​ ​homes.​ ​The​ ​sprites 
  were​ ​mostly​ ​civilians​ ​who​ ​fled​ ​when​ ​the​ ​tree 
  chopping​ ​began,​ ​becoming​ ​invisible​ ​as​ ​their 
  kind​ ​can,​ ​and​ ​dispersing​ ​into​ ​the​ ​forest. 
  Kertol’s​ ​father,​ ​king​ ​Mertag,​ ​has​ ​sent​ ​his​ ​son 
  to​ ​drive​ ​out​ ​the​ ​invaders​ ​and​ ​reclaim​ ​their 
  coastal​ ​land. 
  Being​ ​noble,​ ​and​ ​truly​ ​good,​ ​Kertol​ ​will​ ​first 
  attempt​ ​diplomacy​ ​by​ ​sending​ ​one​ ​of​ ​his 
  warriors​ ​to​ ​the​ ​door​ ​of​ ​Tomen’s​ ​hut​ ​to​ ​ask​ ​for 
  a​ ​formal​ ​parley. 
  Demands​:​ ​(1)​ ​That​ ​Tomen​ ​immediately 
  relocate,​ ​(2)​ ​that​ ​no​ ​more​ ​trees​ ​be​ ​cut,​ ​and 
  (3)​ ​that​ ​the​ ​cooking​ ​fire​ ​be​ ​extinguished. 
  Kertol​ ​plans​ ​on​ ​pulling​ ​down​ ​the​ ​hut​ ​(which 
  stands​ ​as​ ​a​ ​symbol​ ​of​ ​massacre​ ​to​ ​him​ ​and 
  his​ ​people).​ ​He​ ​will​ ​demand​ ​his​ ​warriors 
  break​ ​it​ ​to​ ​driftwood.​ ​As​ ​they​ ​are​ ​very​ ​small 
  this​ ​will​ ​take​ ​a​ ​very​ ​long​ ​time,​ ​but​ ​they​ ​are​ ​determined​ ​to​ ​see​ ​it​ ​done. 
  Tactics:​ ​Appealing​ ​to​ ​the​ ​PCs​ ​better​ ​nature,​ ​Kertol​ ​will​ ​tell​ ​them​ ​how​ ​he​ ​and​ ​his​ ​people​ ​built​ ​their 
  summer​ ​homes​ ​in​ ​the​ ​trees​ ​along​ ​this​ ​coast​ ​for​ ​generations​ ​before​ ​Tomen​ ​and​ ​his​ ​brother​ ​arrived.​ ​But​ ​Tomen 
  and​ ​his​ ​brother​ ​felled​ ​their​ ​grove,​ ​unknowingly​ ​smashing​ ​the​ ​summer​ ​village​ ​in​ ​the​ ​branches,​ ​and​ ​lit​ ​pine​ ​fires 
  which​ ​made​ ​the​ ​Sprites’​ ​eyes​ ​burn.​ ​So​ ​the​ ​sprites​ ​retreated​ ​deeper​ ​into​ ​the​ ​forest.​ ​Kertol​ ​will​ ​attempt​ ​to​ ​use​ ​the 
  Sprites’​ ​heartsight​ ​ability​ ​to​ ​read​ ​the​ ​PCs,​ ​and​ ​appeal​ ​to​ ​their​ ​natures. 
  Tomen’s​ ​side​ ​in​ ​all​ ​this:​ ​This​ ​is​ ​the​ ​only​ ​home​ ​that​ ​Tomen​ ​has​ ​known​ ​for​ ​thirteen​ ​years.​ ​He​ ​has 
  shared​ ​it​ ​with​ ​his​ ​brother​ ​and​ ​has​ ​grown​ ​to​ ​love​ ​the​ ​little​ ​hut.​ ​He​ ​will​ ​argue​ ​truthfully​ ​that​ ​he​ ​didn’t​ ​mean​ ​to 
  destroy​ ​anyones​ ​home,​ ​and​ ​he’s​ ​sorry,​ ​but​ ​that​ ​doesn’t​ ​mean​ ​he’ll​ ​let​ ​his​ ​hut​ ​be​ ​destroyed​ ​now.​ ​When​ ​Tomen 
  and​ ​Silvus​ ​cleared​ ​this​ ​coast,​ ​the​ ​sprites​ ​fled​ ​invisible,​ ​meaning​ ​that​ ​the​ ​halfling​ ​brothers​ ​honestly​ ​has​ ​no​ ​idea 
  of​ ​what​ ​they’d​ ​done.​ ​The​ ​warriors​ ​were​ ​away​ ​fighting​ ​the​ ​Troglodytes​ ​to​ ​the​ ​North​ ​during​ ​the​ ​destruction. 
  If​ ​diplomacy​ ​fails,​ ​Kertol​ ​will​ ​try​ ​to​ ​drive​ ​Tomen​ ​and​ ​PCs​ ​away​ ​from​ ​their​ ​summer​ ​grounds​ ​by​ ​force. 
  They​ ​will​ ​use​ ​a​ ​harry​ ​and​ ​retreat​ ​system,​ ​turning​ ​invisible​ ​and​ ​striking​ ​with​ ​their​ ​bows​ ​at​ ​a​ ​distance.​ ​Their​ ​goal 
  is​ ​to​ ​put​ ​the​ ​party​ ​to​ ​sleep​ ​with​ ​the​ ​toxins​ ​coating​ ​their​ ​weapons,​ ​and​ ​burn​ ​the​ ​hut​ ​before​ ​they​ ​wake​ ​up. 
   
  
   
  Part​ ​2:​ ​Rescue​ ​from​ ​the​ ​Kuo-Toa​ ​Caverns 
  DM’s​ ​Cavern​ ​Interior​ ​Map 
   
   
  
   
   
  Kuo-Toa​ ​Island 
  The​ ​coast​ ​off​ ​the​ ​mainland​ ​is​ ​covered​ ​in​ ​sharp​ ​rocks​ ​and​ ​nesting​ ​seabirds.  
  Moss​ ​grows​ ​thick,​ ​but​ ​little​ ​else​ ​dwells​ ​on​ ​the​ ​island,​ ​perhaps​ ​sensing​ ​the​ ​madness​ ​of​ ​the​ ​Kuo-Toa​ ​beneath 
  their​ ​feet. 
  The​ ​Island​ ​has​ ​two​ ​(2)​ ​entrances.​ ​The​ ​first​ ​(and​ ​most​ ​obvious)​ ​being​ ​the​ ​cave​ ​mouth​ ​leading​ ​straight 
  into​ ​the​ ​rock​ ​above​ ​the​ ​beach.​ ​The​ ​second​ ​is​ ​60ft​ ​south​ ​of​ ​the​ ​first,​ ​and​ ​60ft​ ​below​ ​the​ ​water.​ ​The​ ​Kuo-Toa​ ​are 
  amphibious​ ​(breathing​ ​air​ ​and​ ​water)​ ​with​ ​a​ ​30ft​ ​swim​ ​speed,​ ​so​ ​this​ ​entrance​ ​is​ ​a​ ​backdoor​ ​for​ ​them,​ ​but​ ​not 
  so​ ​for​ ​the​ ​average​ ​humanoid.​ ​It​ ​is​ ​also​ ​VERY​ ​WELL​ ​HIDDEN​​ ​and​ ​a​ ​Kuo-Toa​ ​will​ ​die​ ​before​ ​revealing​ ​it’s 
  existence.​ ​It​ ​leads​ ​directly​ ​into​ ​the​ ​holy​ ​chamber​ ​of​ ​Octkrist​ ​and​ ​is​ ​primarily​ ​used​ ​by​ ​the​ ​Giant​ ​Octopus​ ​and 
  occasionally​ ​by​ ​the​ ​Kuo-Toa​ ​returning​ ​with​ ​fish​ ​for​ ​Octkrist​ ​to​ ​eat.​ ​As​ ​well​ ​as​ ​other,​ ​more​ ​humanoid​ ​sacrifices. 
   
  Kuo-Toa​ ​Caverns​ ​Room-by-Room​ ​Breakdown​ ​(Map) 
   
  1. The​ ​Beach 
  Description​:​ ​Fine​ ​white​ ​sand​ ​slopes​ ​gently​ ​upward​ ​from​ ​the​ ​water​ ​toward​ ​a​ ​dark​ ​crevasse​ ​in​ ​the 
  rock​ ​above.​ ​Sheer​ ​cliffs​ ​rise​ ​to​ ​either​ ​side​ ​of​ ​the​ ​cave​ ​mouth,​ ​and,​ ​if​ ​looked​ ​for,​ ​the​ ​remains​ ​of​ ​a 
  bonfire​ ​can​ ​be​ ​found​ ​covered​ ​with​ ​sand.​ ​Burnt​ ​brush​ ​and​ ​the​ ​skeleton’s​ ​of​ ​recently​ ​eaten​ ​fish​ ​are 
  scattered​ ​everywhere. 
  DC​ ​12​ ​Survival​ ​spots​ ​2​ ​pairs​ ​of​ ​large​ ​footprints​ ​with​ ​three​ ​webbed​ ​toes​ ​leading​ ​into​ ​the​ ​cave.  
  DC​ ​10​ ​Nature​ ​will​ ​tell​ ​you​ ​these​ ​are​ ​kuo-toa​ ​(DM​ ​decide​ ​what​ ​more​ ​they​ ​might​ ​know​ ​about​ ​the​ ​fish-folk) 
  DC​ ​10​ ​Investigation​ ​finds​ ​the​ ​remnants​ ​of​ ​a​ ​bonfire​ ​covered​ ​in​ ​sand. 
   
  If​ ​approached​ ​during​ ​the​ ​day​ ​there​ ​is​ ​no​ ​encounter​ ​on​ ​the​ ​beach.​ ​The​ ​Kuo-Toa​ ​have​ ​an​ ​intense​ ​dislike 
  for​ ​sunlight,​ ​which​ ​Tomen​ ​is​ ​well​ ​aware​ ​of. 
  If​ ​approached​ ​at​ ​night,​ ​2​ ​Kuo-Toa​ ​(p.199​ ​MM)​ ​will​ ​make​ ​their​ ​way​ ​out​ ​of​ ​the​ ​caves​ ​to​ ​fish​ ​and​ ​dive​ ​for 
  pearls.​ ​They​ ​are​ ​intensely​ ​territorial,​ ​and​ ​do​ ​not​ ​brook​ ​trespassers​ ​so​ ​near​ ​their​ ​lair.​ ​They​ ​will​ ​attempt​ ​to 
  either​ ​(a)​ ​drive​ ​the​ ​party​ ​away​ ​by​ ​force​ ​or​ ​(b)​ ​capture​ ​any​ ​party​ ​member​ ​they​ ​can​ ​and​ ​drag​ ​them​ ​back 
  to​ ​the​ ​Kuo-Toa​ ​Shaman​ ​below.  
   
  2. Tunnel​ ​and​ ​Water​ ​Trap 
  Description​:​ ​Stalactites​ ​and​ ​stalagmites​ ​fill​ ​the​ ​tunnel​ ​like​ ​jagged​ ​teeth.​ ​The​ ​moist​ ​rock​ ​is​ ​slippery​ ​to 
  the​ ​touch​ ​and​ ​little​ ​light​ ​makes​ ​it​ ​past​ ​the​ ​first​ ​10ft​ ​of​ ​the​ ​entrance.​ ​After​ ​that,​ ​darkness​ ​crowds​ ​the 
  cavern.​ ​It​ ​smells​ ​sickeningly​ ​of​ ​rotting​ ​fish​ ​and​ ​damp​ ​seaweed​ ​clings​ ​to​ ​the​ ​rock.​ ​(if​ ​seen)​ ​A​ ​circular 
  pair​ ​of​ ​double​ ​doors​ ​seals​ ​off​ ​the​ ​far​ ​end​ ​of​ ​the​ ​tunnel. 
  The​ ​entrance​ ​is​ ​an​ ​intentional​ ​trap​ ​meant​ ​to​ ​wash​ ​uninvited​ ​guests​ ​out​ ​to​ ​sea.​ ​The​ ​door​ ​at​ ​the​ ​end​ ​of 
  the​ ​tunnel​ ​is​ ​damp,​ ​and​ ​if​ ​a​ ​player​ ​puts​ ​an​ ​ear​ ​to​ ​the​ ​stone​ ​(DC10​ ​investigation)​ ​the​ ​sound​ ​of​ ​bubbling 
  water​ ​can​ ​be​ ​heard​ ​on​ ​the​ ​other​ ​side.​ ​All​ ​other​ ​sounds​ ​from​ ​the​ ​other​ ​side​ ​are​ ​thick​ ​and​ ​slow,​ ​because 
  they​ ​are​ ​passing​ ​through​ ​water.​ ​The​ ​Shaman​ ​has​ ​trapped​ ​a​ ​cylinder​ ​of​ ​water​ ​behind​ ​the​ ​door​ ​with​ ​a 
  maintained​ ​control​ ​water​ ​ritual​ ​drawn​ ​on​ ​the​ ​floor.​ ​The​ ​kuo-toa​ ​can​ ​pass​ ​through​ ​the​ ​door​ ​freely,​ ​but 
  intruders​ ​disrupt​ ​the​ ​binding.​ ​MEANING:​ ​if​ ​the​ ​party​ ​opens​ ​the​ ​door,​ ​a​ ​burst​ ​of​ ​water​ ​slams​ ​outward. 
  (DC​ ​15​ ​Arcana​ ​can​ ​discern​ ​some​ ​of​ ​this,​ ​and​ ​a​ ​DC​ ​15​ ​Investigation​ ​will​ ​comprehend​ ​the​ ​nature​ ​of​ ​the 
  trap. 
   
   
   
  
   
  Water​ ​traps​ ​stats​: 
  If​ ​the​ ​door​ ​is​ ​opened​ ​a​ ​DC​ ​15​ ​Strength(Athletics)​ ​is​ ​required​ ​to​ ​hold​ ​onto​ ​the​ ​doors,​ ​or​ ​rock 
  formations,​ ​and​ ​NOT​ ​take​ ​bludgeoning​ ​damage.​ ​A​ ​failed​ ​save​ ​means​ ​a​ ​PC​ ​takes​ ​2d6 
  bludgeoning​ ​damage​ ​as​ ​they​ ​are​ ​slammed​ ​against​ ​rocks,​ ​and​ ​washed​ ​onto​ ​the​ ​beach.​ ​There​ ​is 
  no​ ​avoiding​ ​the​ ​trap​ ​with​ ​DEX​ ​due​ ​to​ ​the​ ​water​ ​filling​ ​the​ ​entire​ ​tunnel. 
  Avoiding​ ​the​ ​trap​:​ ​A​ ​DISPEL​ ​MAGIC​ ​spell​ ​erases​ ​the​ ​shaman’s​ ​water​ ​binding​ ​on​ ​the​ ​other 
  side​ ​of​ ​the​ ​door,​ ​and​ ​the​ ​water​ ​releases​ ​harmlessly​ ​into​ ​the​ ​pools​ ​on​ ​the​ ​other​ ​side.​ ​Sensing​ ​the 
  trap,​ ​or​ ​at​ ​least​ ​water​ ​behind​ ​the​ ​door,​ ​players​ ​may​ ​attempt​ ​to​ ​jerry​ ​rig​ ​a​ ​solution.​ ​Any​ ​solution 
  that​ ​would​ ​slowly​ ​release​ ​the​ ​water​ ​between​ ​the​ ​doors​ ​(chiseling​ ​a​ ​hole​ ​through​ ​the​ ​stone, 
  propping​ ​something​ ​very​ ​heavy​ ​against​ ​the​ ​door​ ​and​ ​opening​ ​the​ ​doors​ ​only​ ​enough​ ​to​ ​release 
  pressure,​ ​tying​ ​a​ ​rope​ ​around​ ​the​ ​door​ ​handles​ ​and​ ​opening​ ​the​ ​doors​ ​from​ ​the​ ​safe​ ​distance​ ​of 
  the​ ​beach​ ​etc)​ ​might​ ​also​ ​work. 
   
  Creator’s​ ​Two​ ​Cents​:​ ​Be​ ​liberal​ ​with​ ​what​ ​the​ ​PCs​ ​can​ ​discern​ ​about​ ​the​ ​door​ ​if​ ​they​ ​inspect​ ​it.​ ​The 
  party​ ​figuring​ ​out​ ​the​ ​danger,​ ​and​ ​coming​ ​up​ ​with​ ​a​ ​creative​ ​solution​ ​on​ ​how​ ​to​ ​avoid​ ​the​ ​problem​ ​is 
  way​ ​more​ ​fun​ ​than​ ​“roll​ ​an​ ​athletics​ ​check,​ ​here’s​ ​your​ ​2d6​ ​damage.”​ ​On​ ​the​ ​other​ ​hand,​ ​if​ ​they​ ​just 
  blast​ ​in​ ​with​ ​no​ ​caution,​ ​then​ ​2d6​ ​isn’t​ ​a​ ​bad​ ​way​ ​to​ ​learn​ ​that​ ​D&D​ ​monsters​ ​can​ ​be​ ​a​ ​crafty​ ​lot. 
   
  3. Pearl​ ​Pools 
  Description​:​ ​Drops​ ​of​ ​condensation​ ​fall​ ​from​ ​the​ ​domed​ ​ceiling​ ​into​ ​murky​ ​pools​ ​beneath.​ ​A​ ​ring​ ​of 
  crude​ ​runes​ ​(undercommon)​ ​run​ ​in​ ​a​ ​circle​ ​about​ ​the​ ​door,​ ​and​ ​the​ ​stone​ ​stones​ ​underfoot​ ​are​ ​slick 
  with​ ​water.​ ​Three​ ​large​ ​barrels​ ​lie​ ​sprawled​ ​against​ ​the​ ​far​ ​wall.​ ​Another​ ​door​ ​leads​ ​to​ ​a​ ​flight​ ​of 
  descending​ ​steps.​ ​The​ ​northern​ ​wall​ ​is​ ​covered​ ​with​ ​etchings,​ ​runes,​ ​and​ ​writing​ ​scratched​ ​willy-nilly 
  into​ ​the​ ​rock.​ ​The​ ​odor​ ​of​ ​fish​ ​is​ ​overpowering. 
  The​ ​pools:​ ​There​ ​are​ ​four(4)​ ​pools​ ​filled​ ​with​ ​murky​ ​water​ ​that​ ​obscures​ ​their​ ​depths.​ ​The​ ​two​ ​large​ ​pools 
  each​ ​contain​ ​two(2)​ ​oysters.​ ​DC​ ​10​ ​STR(Athletics)​ ​to​ ​open​ ​an​ ​oyster,​ ​on​ ​a​ ​success,​ ​the​ ​PC​ ​rolls​ ​a​ ​percentile 
  die​ ​on​ ​the​ ​following​ ​table. 
   
  Percentile​ ​Roll 
  Pearl​ ​Type 
  Pearl​ ​Value 
  1-49% 
  N/A 
  Oyster​ ​contains​ ​no​ ​pearl. 
  50-60 
  Badly​ ​Flawed 
  10GP​ ​Pearl 
  61-70 
  Flawed 
  20GP​ ​Pearl 
  71-80 
  Dark 
  30GP​ ​Pearl 
  81-90 
  Cloudy 
  40GP​ ​Pearl 
  91-100 
  Pristine 
  70GP​ ​Pearl 
  *Tomen​ ​will​ ​want​ ​these​ ​to​ ​buy​ ​passage​ ​from​ ​Lorguard,​ ​and​ ​will​ ​attempt​ ​to​ ​open​ ​the​ ​Oysters​ ​himself.  
   
  The​ ​Barrels:​ ​The​ ​barrels​ ​contain​ ​a​ ​few​ ​small​ ​fish,​ ​but​ ​are​ ​otherwise​ ​empty​ ​and​ ​very​ ​foul​ ​smelling. 
   
   
   
   
  
   
  The​ ​Writing​ ​on​ ​the​ ​Walls:​ ​Any​ ​PC​ ​that​ ​attempts​ ​to​ ​read​ ​the​ ​runes​ ​(written​ ​in​ ​undercommon)​ ​must 
  make​ ​a​ ​DC​ ​15​ ​WIS​ ​saving​ ​throw​ ​or​ ​take​ ​1d10​ ​psychic​ ​damage,​ ​or​ ​half​ ​damage​ ​on​ ​a​ ​success.​ ​The 
  Kuo-Toa​ ​are​ ​mad​ ​themselves,​ ​and​ ​when​ ​they​ ​write​ ​and​ ​dabble​ ​in​ ​magic,​ ​their​ ​writing​ ​are​ ​tainted​ ​with 
  madness.  
  Rough​ ​Translation:​ ​“Octkrist,​ ​god-prince​ ​of​ ​the​ ​deep​ ​places​ ​has​ ​risen​ ​from​ ​his​ ​watery​ ​abode​ ​to​ ​bless 
  the​ ​fish-folk.​ ​We​ ​will​ ​rise​ ​as​ ​his​ ​many​ ​arms.​ ​Together​ ​we​ ​shall​ ​drown​ ​the​ ​world​ ​and​ ​cleanse​ ​the​ ​filth​ ​of 
  the​ ​surface​ ​dwellers.” 
   
  4. Darkmantle​ ​Stairs 
  Description:​ ​A​ ​hollow​ ​echo​ ​sounds​ ​from​ ​the​ ​darkness​ ​below,​ ​and​ ​a​ ​trickle​ ​of​ ​small​ ​stones​ ​cascade​ ​down 
  the​ ​wall​ ​of​ ​the​ ​tunnel.​ ​Rough​ ​steps,​ ​cut​ ​haphazardly​ ​into​ ​the​ ​stone,​ ​descend​ ​90ft​ ​toward​ ​an​ ​open​ ​archway​ ​at 
  the​ ​foot​ ​of​ ​the​ ​stairs.​ ​Stalactites​ ​bare​ ​jagged​ ​teeth​ ​from​ ​the​ ​ceiling,​ ​and​ ​the​ ​walls​ ​are​ ​furry​ ​with​ ​dark​ ​green 
  moss​ ​that​ ​eats​ ​the​ ​murmur​ ​of​ ​every​ ​footstep. 
  The​ ​room​ ​is​ ​90ft​ ​long​ ​and​ ​there​ ​is​ ​no​ ​visible​ ​obstacle,​ ​but​ ​a​ ​Darkmantle​ ​(p.​ ​46MM)​ ​clings​ ​patiently​ ​to​ ​the​ ​ceiling 
  above.​ ​The​ ​Mantle​ ​feeds​ ​on​ ​creatures​ ​of​ ​the​ ​underdark​ ​unlucky​ ​enough​ ​to​ ​wander​ ​beneath.​ ​It​ ​has​ ​struck​ ​up​ ​a 
  simpatico​ ​relationship​ ​with​ ​the​ ​Kuo-Toa,​ ​who​ ​treat​ ​it​ ​like​ ​an​ ​octopoid​ ​watchdog.​ ​The​ ​darkmantle​ ​hunts​ ​with 
  primordial​ ​patience. 
   
  Creator’s​ ​Two​ ​Cent’s:​ ​If​ ​you​ ​want​ ​to​ ​turn​ ​a​ ​simple​ ​combat​ ​encounter​ ​into​ ​a​ ​more​ ​memorable​ ​experience, 
  try​ ​giving​ ​a​ ​dangerous​ ​hint​ ​of​ ​the​ ​Mantle’s​ ​presence​ ​without​ ​revealing​ ​the​ ​monster​ ​itself.​ ​I’ve​ ​had​ ​Tomen 
  sprint​ ​down​ ​the​ ​chamber​ ​first,​ ​desperate​ ​to​ ​find​ ​his​ ​brother​ ​in​ ​the​ ​depths​ ​of​ ​the​ ​caverns,​ ​and​ ​when​ ​the​ ​party 
  enters​ ​the​ ​corridor,​ ​the​ ​Mantle​ ​has​ ​already​ ​struck​ ​and​ ​disappeared,​ ​leaving​ ​Tomen​ ​terrified,​ ​bloody,​ ​and​ ​too 
  confused​ ​to​ ​give​ ​a​ ​clear​ ​picture​ ​of​ ​what​ ​attacked​ ​him.​ ​OR​ ​Place​ ​a​ ​skeleton​ ​of​ ​a​ ​previous​ ​adventurer​ ​against 
  a​ ​well,​ ​it’s​ ​skull​ ​crushed​ ​from​ ​the​ ​Mantles​ ​grasp,​ ​and​ ​it’s​ ​flesh​ ​long​ ​since​ ​devoured.​ ​Let​ ​them​ ​know​ ​that 
  SOMETHING​ ​horrible​ ​haunts​ ​this​ ​space,​ ​let​ ​them​ ​make​ ​Nature​ ​checks​ ​for​ ​hints​ ​on​ ​what​ ​kind​ ​of​ ​creature 
  might​ ​live​ ​down​ ​here.​ ​Let​ ​them​ ​stew​ ​in​ ​the​ ​terrible​ ​possibilities.​ ​This​ ​is​ ​a​ ​favorite​ ​monster​ ​of​ ​mine.​ ​It’s​ ​unique 
  camouflage,​ ​it’s​ ​strike​ ​and​ ​disappear​ ​tactics,​ ​and​ ​it’s​ ​ability​ ​to​ ​cast​ ​DARKNESS​ ​(which​ ​extinguishes​ ​sources 
  of​ ​light​ ​3rd​ ​lvl​ ​and​ ​below!)​ ​make​ ​it​ ​terrifying​ ​in​ ​the​ ​underdark.​ ​Play​ ​up​ ​the​ ​terrible​ ​unknown,​ ​or​ ​just​ ​have​ ​a 
  combat​ ​encounter.​ ​You’re​ ​the​ ​DM​ ​and​ ​this​ ​is​ ​just​ ​a​ ​suggestion. 
   
  5. Prison 
  Description:​ ​The​ ​large​ ​domed​ ​room​ ​glows​ ​a​ ​phosphorescent​ ​blue​ ​that​ ​emanates​ ​from​ ​the​ ​moss 
  covering​ ​the​ ​walls.​ ​Four​ ​large​ ​cages​ ​crouch​ ​against​ ​the​ ​north​ ​wall,​ ​and​ ​you​ ​can​ ​see​ ​the​ ​slumped 
  form​ ​of​ ​an​ ​emaciated​ ​man​ ​in​ ​the​ ​largest​ ​cage,​ ​his​ ​eyes​ ​wide​ ​and​ ​white​ ​with​ ​blindness.​ ​One​ ​cage​ ​is 
  empty,​ ​one​ ​contains​ ​a​ ​mangy​ ​monkey​ ​picking​ ​itself​ ​for​ ​fleas,​ ​and​ ​the​ ​last​ ​a​ ​molting​ ​vulture​ ​not​ ​looking 
  long​ ​for​ ​this​ ​world.​ ​A​ ​cold​ ​draft​ ​comes​ ​from​ ​somewhere​ ​on​ ​the​ ​west​ ​wall.​ ​You​ ​can​ ​hear​ ​the​ ​faint​ ​slap 
  of​ ​approaching​ ​footsteps,​ ​and​ ​something​ ​is​ ​being​ ​dragged​ ​up​ ​the​ ​steps​ ​into​ ​the​ ​room.... 
  The​ ​blind​ ​man:​ ​is​ ​Stills​ ​Quaymar.​ ​He​ ​is​ ​blind​ ​and​ ​always​ ​has​ ​been.​ ​He​ ​used​ ​to​ ​work​ ​for  
  Lorguard​ ​the​ ​pirate,​ ​diving​ ​for​ ​pearls​ ​by​ ​touch,​ ​and​ ​mending​ ​the​ ​other​ ​sailor’s​ ​fishing​ ​nets,​ ​until​ ​the​ ​was 
  captured​ ​by​ ​the​ ​Kuo-toa.​ ​He​ ​is​ ​nearly​ ​dead,​ ​very​ ​weak,​ ​and​ ​jumpy​ ​from​ ​being​ ​tortured​ ​The​ ​Kuo-toa 
  view​ ​as​ ​an​ ​elevated​ ​form​ ​of​ ​worship. 
  Knowledge:​ ​Stills​ ​knows​ ​about​ ​Lorguard’s​ ​pearl​ ​operation,​ ​the​ ​habits​ ​of​ ​the​ ​Kuo-toa,​ ​but​ ​little 
  else​ ​about​ ​the​ ​island. 
  Desire​:​ ​Freedom,​ ​and​ ​return​ ​to​ ​the​ ​surface. 
  The​ ​Animals​ ​in​ ​cages:​ ​The​ ​monkey​ ​and​ ​vulture​ ​are​ ​kept​ ​for​ ​the​ ​Kuo-toa’s​ ​amusement,​ ​and​ ​possible 
  future​ ​consumption.  
   
  
   
  The​ ​cages:​ ​Are​ ​made​ ​from​ ​a​ ​bamboo​ ​found​ ​on​ ​the​ ​island,​ ​and​ ​well​ ​crafted.​ ​The​ ​cage​ ​containing​ ​Stills 
  Quaymar​ ​is​ ​hung​ ​with​ ​a​ ​heavy​ ​metal​ ​lock 
  Lock,​ ​to​ ​pick:​ ​DEXTERITY​ ​or​ ​INTELLIGENCE​ ​DC​ ​12 
  Lock,​ ​to​ ​break​:​ ​STRENGTH​ ​DC​ ​12 
  The​ ​cages​ ​containing​ ​animals​ ​have​ ​a​ ​simple​ ​latch​ ​that​ ​is​ ​easy​ ​to​ ​open​ ​and​ ​close. 
  Secret​ ​door:​ ​The​ ​door​ ​is​ ​stone,​ ​and​ ​blends​ ​perfectly​ ​with​ ​the​ ​wall​ ​about​ ​it,​ ​save​ ​for​ ​a​ ​horizontal​ ​slit 
  along​ ​its​ ​base​ ​that​ ​appears​ ​manmade.​ ​A​ ​draft​ ​issues​ ​from​ ​behind​ ​the​ ​slit,​ ​and​ ​any​ ​PC​ ​near​ ​the​ ​west 
  wall​ ​will​ ​feel​ ​this. 
  Seeing​ ​the​ ​opening:​ ​Perception​ ​or​ ​Investigation​ ​DC​ ​13. 
  Creator’s​ ​Two​ ​Cents:​ ​If​ ​the​ ​PCs​ ​are​ ​flat​ ​rolling​ ​(they​ ​haven’t​ ​done​ ​any​ ​questioning,​ ​asking,​ ​probing,​ ​around 
  this​ ​room,​ ​or​ ​about​ ​the​ ​draft,​ ​I’d​ ​increase​ ​the​ ​DC​ ​for​ ​the​ ​secret​ ​door’s​ ​discovery.​ ​However,​ ​reward​ ​dice 
  independent​ ​investigation​ ​and​ ​questioning​ ​with​ ​more​ ​information​ ​and​ ​a​ ​lowered​ ​DC​ ​to​ ​comprehend​ ​the 
  nature​ ​of​ ​the​ ​slit​ ​and​ ​the​ ​door​ ​it​ ​belong​ ​to. 
  Opening​ ​the​ ​door:​ ​Once​ ​spotted,​ ​the​ ​door​ ​is​ ​easily​ ​opened​ ​by​ ​reaching​ ​into​ ​the​ ​crack,​ ​or​ ​inserting 
  something​ ​to​ ​like​ ​effect,​ ​and​ ​swinging​ ​it​ ​outward​ ​into​ ​the​ ​room.​ ​STRENGTH​ ​DC​ ​10. 
  Kuo-toa​ ​shown​ ​on​ ​map:​ ​The​ ​trigger​ ​for​ ​the​ ​Kuo-toa​ ​to​ ​enter​ ​the​ ​room​ ​is​ ​the​ ​players​ ​reaching​ ​the​ ​bottom​ ​of 
  the​ ​darkmantle​ ​stairs.​ ​This​ ​allows​ ​the​ ​encounter​ ​with​ ​the​ ​Dark​ ​Mantle​ ​to​ ​be​ ​a​ ​separate​ ​event,​ ​that​ ​can​ ​be 
  handled​ ​in​ ​more​ ​intricate​ ​ways​ ​than​ ​one​ ​large​ ​combat​ ​encounter.​ ​There​ ​are​ ​two​ ​Kuo-Toa,​ ​they​ ​enter​ ​the​ ​room 
  dragging​ ​a​ ​large​ ​net​ ​which​ ​is​ ​in​ ​need​ ​of​ ​repair.​ ​If​ ​the​ ​players​ ​are​ ​cautious,​ ​they​ ​should​ ​be​ ​unsuspecting​ ​and 
  easy​ ​to​ ​surprise.​ ​(Kupo-toa​ ​p.​ ​199​ ​MM) 
   
  6. Secret​ ​Room! 
  Description​:​ ​The​ ​smell​ ​of​ ​mildew​ ​fills​ ​the​ ​soggy​ ​dome​ ​behind​ ​the​ ​door.​ ​Old​ ​carpets​ ​sit​ ​moldering​ ​in​ ​a​ ​pile 
  against​ ​the​ ​south​ ​wall,​ ​a​ ​large​ ​wooden​ ​chest​ ​hunkers​ ​against​ ​the​ ​west​ ​wall,​ ​and​ ​a​ ​pile​ ​of​ ​soggy​ ​papers 
  slumps​ ​dejectedly​ ​nearby.​ ​The​ ​ceiling​ ​above​ ​peaks​ ​high​ ​above​ ​and​ ​drips​ ​water​ ​into​ ​a​ ​growing​ ​pool​ ​on​ ​the 
  stone​ ​floor. 
  Carpets:​ ​There​ ​are​ ​three​ ​carpets,​ ​all​ ​large​ ​and​ ​very​ ​ornate.​ ​They​ ​might​ ​once​ ​have​ ​fetched​ ​a​ ​pretty 
  price​ ​at​ ​market,​ ​but​ ​are​ ​near​ ​worthless​ ​from​ ​water​ ​damage.​ ​One​ ​of​ ​the​ ​carpets,​ ​is​ ​quite​ ​exceptional.​ ​It’s 
  been​ ​woven​ ​with​ ​a​ ​magical​ ​pattern​ ​(ARCANA​ ​DC​ ​15​ ​tells​ ​you​ ​all​ ​this)​ ​and​ ​a​ ​command​ ​word​ ​“AMBAST” 
  is​ ​written​ ​in​ ​elvish​ ​along​ ​one​ ​end.​ ​When​ ​activated​ ​the​ ​carpet​ ​has​ ​the​ ​same​ ​properties​ ​as​ ​an​ ​immovable 
  rod,​ ​except​ ​that​ ​being​ ​made​ ​of​ ​fabric,​ ​it​ ​is​ ​much​ ​easier​ ​to​ ​destroy. 
   
  Immovable​ ​Rug,​ ​uncommon 
  HP:​ ​25​ ​AC:​ ​10 
  vulnerable​ ​to​ ​fire​ ​damage 
  This​ ​8x6ft​ ​carpet​ ​is​ ​of​ ​elvish​ ​make​ ​and​ ​a​ ​command​ ​word​ ​is​ ​woven​ ​along​ ​one​ ​edge.​ ​You​ ​can​ ​use​ ​an​ ​action​ ​to 
  speak​ ​the​ ​command​ ​word,​ ​which​ ​causes​ ​the​ ​rug​ ​to​ ​become​ ​magically​ ​fixed​ ​in​ ​place.​ ​The​ ​rug​ ​doesn’t​ ​move, 
  even​ ​if​ ​defying​ ​gravity.​ ​The​ ​rug​ ​can​ ​hold​ ​up​ ​to​ ​5,000​ ​pounds​ ​of​ ​weight.​ ​Excess​ ​weight​ ​causes​ ​the​ ​rug​ ​to 
  deactivate​ ​and​ ​fall.​ ​A​ ​creature​ ​can​ ​use​ ​an​ ​action​ ​to​ ​make​ ​a​ ​DC​ ​25​ ​STRENGTH​ ​check​ ​to​ ​move​ ​the​ ​rug​ ​up​ ​to 
  10ft​ ​on​ ​a​ ​success.​ ​Speaking​ ​the​ ​command​ ​word​ ​again​ ​causes​ ​the​ ​rug​ ​to​ ​relax​ ​into​ ​a​ ​normal​ ​rug.​ ​A​ ​hostile 
  creature​ ​would​ ​have​ ​to​ ​make​ ​a​ ​conscious​ ​ARCANA​ ​check​ ​(DC​ ​17)​ ​to​ ​understand​ ​the​ ​rug’s​ ​nature.​ ​It​ ​would 
  also​ ​have​ ​to​ ​see​ ​and​ ​know​ ​the​ ​command​ ​word​ ​to​ ​access​ ​the​ ​rug’s​ ​ability.  
   
   
   
   
   
  
   
  The​ ​Chest:  
  DC​ ​15​ ​STRENGTH​ ​to​ ​break​ ​it​ ​open 
  DC​ ​12​ ​lockpick​ ​with​ ​thieve’s​ ​tools.​ ​Contains​ ​a​ ​jewel​ ​studded​ ​goblet​ ​worth​ ​100​ ​GP,​ ​50​ ​GP​ ​in​ ​coins,​ ​a​ ​captain’s 
  hat,​ ​three​ ​peacock​ ​feathers,​ ​and​ ​a​ ​rabbit’s​ ​foot. 
  The​ ​Pile​ ​of​ ​Soggy​ ​Papers:​ ​These​ ​are​ ​the​ ​ship’s​ ​logs​ ​from​ ​the​ ​Orca,​ ​Endurance,​ ​Pelican,​ ​ ​and​ ​Storm’s 
  Panache.​ ​These​ ​are​ ​all​ ​ships​ ​that​ ​passed​ ​near​ ​this​ ​very​ ​island,​ ​their​ ​last​ ​recorded​ ​navigation​ ​is​ ​not​ ​far​ ​from​ ​the 
  place​ ​the​ ​PC’s​ ​are​ ​standing.​ ​Anyone​ ​with​ ​cartography​ ​skills​ ​(DC​ ​10)​ ​or​ ​Survival​ ​(DC12)​ ​can​ ​discern​ ​a​ ​pattern 
  in​ ​the​ ​papers:​ ​That​ ​these​ ​were​ ​merchant​ ​ships,​ ​bound​ ​on​ ​similar​ ​trading​ ​routes,​ ​and​ ​that​ ​sailors​ ​on​ ​board​ ​each 
  vessel​ ​began​ ​to​ ​report​ ​outlandish​ ​tales​ ​of​ ​enormous​ ​tentacles​ ​hanging​ ​beneath​ ​the​ ​waves. 
   
  7. Shaman’s​ ​Sanctuary 
  Description:​ ​An​ ​enormous​ ​cavern​ ​stretches​ ​outward​ ​in​ ​all​ ​directions,​ ​and​ ​the​ ​clinging​ ​dampness 
  thickens​ ​with​ ​every​ ​step.​ ​The​ ​air​ ​vibrates​ ​with​ ​the​ ​lip​ ​smacking​ ​chant​ ​of​ ​a​ ​large​ ​Kuo-Toa​ ​waving​ ​a 
  staff​ ​over​ ​a​ ​fire.​ ​Strange​ ​blue​ ​runes​ ​rise​ ​from​ ​the​ ​flames​ ​in​ ​front​ ​of​ ​him,​ ​twisting​ ​together​ ​to​ ​form​ ​the 
  ghostly​ ​apparition​ ​of​ ​a​ ​sailing​ ​ship. 
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​A​ ​short​ ​flight​ ​of​ ​stairs​ ​leads​ ​down​ ​to​ ​the​ ​left,​ ​and​ ​at​ ​the​ ​bottom​ ​lie​ ​two​ ​trunks,​ ​one​ ​spilling​ ​over 
  with​ ​a​ ​menagerie​ ​of​ ​clothing,​ ​the​ ​other​ ​is​ ​shut.  
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​The​ ​skeleton​ ​of​ ​a​ ​small​ ​whale,​ ​bleached​ ​white​ ​and​ ​long​ ​dead,​ ​lies​ ​propped​ ​against​ ​the​ ​flight​ ​of 
  steps​ ​and​ ​papers​ ​are​ ​strewn​ ​about​ ​the​ ​eastern​ ​end​ ​of​ ​the​ ​room.​ ​Against​ ​the​ ​far​ ​east​ ​wall,​ ​a​ ​sailing 
  ship​ ​hangs​ ​suspended​ ​from​ ​the​ ​ceiling​ ​in​ ​three​ ​large​ ​pieces​ ​as​ ​if​ ​crushed​ ​and​ ​sloppily​ ​reconstructed. 
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​A​ ​round​ ​pool​ ​glimmers​ ​at​ ​the​ ​center​ ​of​ ​the​ ​room,​ ​reflecting​ ​the​ ​Kuo-toa’s​ ​fire,​ ​and​ ​small 
  shadows​ ​can​ ​be​ ​seen​ ​feeding​ ​on​ ​the​ ​half​ ​submerged​ ​carcass​ ​of​ ​a​ ​deer. 
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​On​ ​the​ ​south​ ​wall​ ​a​ ​very​ ​tall,​ ​very​ ​thin​ ​door​ ​leads​ ​further​ ​into​ ​the​ ​depths. 
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​The​ ​entire​ ​room​ ​is​ ​dimly​ ​lit​ ​by​ ​the​ ​fire​ ​and​ ​the​ ​unearthly​ ​blue​ ​light​ ​of​ ​the​ ​Kuo-toa’s​ ​runes. 
  The​ ​Kuo-Toa:​ ​The​ ​Shaman​ ​is​ ​head​ ​of​ ​this​ ​small​ ​tribe,​ ​and​ ​the​ ​direct​ ​contact​ ​to​ ​Octkrist,​ ​the​ ​giant 
  octopus​ ​in​ ​the​ ​next​ ​chamber.​ ​He​ ​is​ ​utilizing​ ​his​ ​mad​ ​magic​ ​to​ ​lure​ ​another​ ​unsuspecting​ ​ship​ ​toward 
  this​ ​coast,​ ​coaching​ ​it​ ​into​ ​range​ ​of​ ​Octkrist’s​ ​grasping​ ​tentacles.​ ​ARCANA​ ​DC​ ​14​ ​discerns​ ​much​ ​of 
  this. 
  Shaman’s​ ​Goal:​ ​Protect​ ​the​ ​sanctuary​ ​and​ ​complete​ ​the​ ​sacrifice​ ​of​ ​Silvus​ ​in​ ​the​ ​next​ ​room.​ ​(Octkrist’s 
  Cavern) 
   
  Creator’s​ ​Two​ ​Cents​ ​on​ ​Shaman​ ​Tactics:​ ​The​ ​shaman​ ​can’t​ ​stand​ ​up​ ​to​ ​foes​ ​toe-to-toe,​ ​and​ ​with​ ​a 
  WISDOM​ ​of​ ​14,​ ​he​ ​knows​ ​it.​ ​He​ ​can​ ​however​ ​manipulate​ ​water​ ​and​ ​fog​ ​and​ ​will​ ​do​ ​so​ ​as​ ​soon​ ​as​ ​he 
  realizes​ ​his​ ​precious​ ​sanctuary​ ​is​ ​under​ ​threat.​ ​Because​ ​his​ ​goal​ ​is​ ​to​ ​complete​ ​the​ ​sacrifice​ ​of 
  Silvus,​ ​he​ ​will​ ​seek​ ​to​ ​escape​ ​to​ ​the​ ​next​ ​room,​ ​casting​ ​Fog​ ​Cloud​ ​as​ ​his​ ​first​ ​action.​ ​On​ ​his​ ​next 
  action​ ​he​ ​will​ ​continue​ ​to​ ​move​ ​into​ ​Octkrist’s​ ​chambers​ ​and​ ​will​ ​cast​ ​his​ ​less​ ​powerful​ ​Control​ ​Water. 
  This​ ​will​ ​allow​ ​the​ ​Quipper​ ​Swarm​ ​in​ ​the​ ​pool​ ​access​ ​to​ ​the​ ​entire​ ​Shaman‘s​ ​Sanctuary.​ ​He​ ​will​ ​then 
  use​ ​the​ ​wave​ ​aspect​ ​of​ ​Control​ ​Water​​ ​to​ ​attempt​ ​to​ ​keep​ ​the​ ​heroes​ ​out​ ​of​ ​the​ ​inner​ ​sanctum.​ ​He​ ​will 
  then​ ​attempt​ ​to​ ​slit​ ​Silvus​ ​throat,​ ​and​ ​spill​ ​the​ ​blood​ ​into​ ​the​ ​pool​ ​to​ ​summon​ ​the​ ​octopus. 
  WARNING:​ ​First​ ​level​ ​characters​ ​are​ ​in​ ​serious​ ​danger​ ​here,​ ​2nd​ ​and​ ​3rd​ ​level​ ​characters​ ​will​ ​have 
  to​ ​be​ ​on​ ​their​ ​toes.​ ​ ​Also,​ ​the​ ​Shaman​ ​doesn’t​ ​have​ ​a​ ​lot​ ​of​ ​health,​ ​and​ ​if​ ​the​ ​PC’s​ ​get​ ​the​ ​drop​ ​on 
  him,​ ​he​ ​shouldn’t​ ​accomplish​ ​half​ ​of​ ​the​ ​above. 
   
  The​ ​Chest​ ​with​ ​Clothes:​ ​Sailors​ ​clothes​ ​from​ ​many​ ​coasts​ ​are​ ​stuffed​ ​in​ ​this​ ​chest.​ ​Upon​ ​further 
  inspection​ ​(and​ ​if​ ​the​ ​PC’s​ ​are​ ​interested)​ ​the​ ​styles​ ​match​ ​up​ ​with​ ​the​ ​various​ ​ship’s​ ​logs​ ​found​ ​in​ ​the 
  secret​ ​room. 
   
   
  
   
  The​ ​Shut​ ​Chest:​ ​a​ ​DC​ ​10​ ​ARCANA​ ​can​ ​reveal​ ​this​ ​chest​ ​to​ ​be​ ​very​ ​magical,​ ​a​ ​DC​ ​15​ ​ARCANA​ ​will​ ​tell 
  a​ ​PC​ ​that​ ​this​ ​is​ ​a​ ​L’s​ ​Secret​ ​Chest​ ​that​ ​has​ ​been​ ​left​ ​on​ ​the​ ​material​ ​plane.​ ​If​ ​a​ ​player​ ​attunes​ ​to​ ​this 
  item​ ​during​ ​a​ ​short​ ​rest,​ ​they​ ​gain​ ​the​ ​4th-level​ ​conjuration​​ ​Secret​ ​Chest,​ ​and​ ​can​ ​use​ ​the​ ​spell​ ​1​ ​per 
  long​ ​rest.​ ​(p.​ ​254​ ​PH​ ​for​ ​the​ ​spell.) 
   
  The​ ​Whale​ ​Skeleton:​ ​Is​ ​of​ ​a​ ​whale​ ​local​ ​to​ ​these​ ​waters,​ ​but​ ​only​ ​known​ ​to​ ​swim​ ​in​ ​great​ ​depths. 
  NATURE​ ​DC​ ​15​ ​will​ ​inform​ ​a​ ​PC​ ​that​ ​these​ ​whales​ ​are​ ​known​ ​for​ ​hunting​ ​and​ ​eating​ ​giant​ ​squid,​ ​and 
  usually​ ​swim​ ​at​ ​great​ ​depths. 
   
  The​ ​Broken​ ​Ship:​ ​This​ ​is​ ​the​ ​Storm’s​ ​Panache,​ ​and​ ​it​ ​says​ ​so​ ​on​ ​the​ ​port​ ​side​ ​of​ ​the​ ​bow.​ ​It​ ​is​ ​broken 
  into​ ​three​ ​large​ ​pieces,​ ​and​ ​it’s​ ​figurehead​ ​is​ ​of​ ​a​ ​Petrel​ ​bird.  
   
  The​ ​Strewn​ ​Paper:​ ​This​ ​is​ ​a​ ​collection​ ​of​ ​written​ ​reports​ ​detailing​ ​an​ ​encounter​ ​the​ ​Storm's​ ​Panache 
  had​ ​with​ ​a​ ​large​ ​octopus,​ ​and​ ​culminating​ ​in​ ​a​ ​final​ ​report​ ​written​ ​while​ ​the​ ​ship​ ​was​ ​under​ ​attack.​ ​The 
  papers​ ​describe​ ​tentacles​ ​rising​ ​over​ ​the​ ​sides​ ​and​ ​descending​ ​upon​ ​the​ ​deck.​ ​They​ ​are​ ​signed,​ ​Stills 
  Quaymar,​ ​who​ ​was​ ​previously​ ​employed​ ​on​ ​the​ ​Panache​ ​before​ ​it’s​ ​destruction​ ​and​ ​his​ ​arrival​ ​on​ ​the 
  island. 
   
  The​ ​Quipper​ ​Pool:​ ​The​ ​quippers​ ​are​ ​probably​ ​finished​ ​with​ ​the​ ​deer​ ​carcass,​ ​and​ ​will​ ​be​ ​more​ ​than 
  happy​ ​to​ ​nibble​ ​on​ ​the​ ​PC’s​ ​if​ ​the​ ​water​ ​rises,​ ​or​ ​anyone​ ​falls​ ​in.​ ​They​ ​are​ ​however​ ​low​ ​intelligence 
  animals,​ ​and​ ​if​ ​a​ ​PC​ ​proves​ ​dangerous,​ ​they​ ​will​ ​retreat​ ​rather​ ​than​ ​fight​ ​to​ ​the​ ​last​ ​fish. 
   
  Creator’s​ ​Two​ ​Cents:​ ​Drop​ ​the​ ​Quipper​ ​Swarm’s​ ​HP​ ​to​ ​10​ ​for​ ​1st​ ​level​ ​characters,​ ​or​ ​15​ ​for​ ​2nd 
  level​ ​PCs.​ ​They’re​ ​resistant​ ​to​ ​most​ ​damage,​ ​effectively​ ​doubling​ ​their​ ​HP.​ ​I​ ​would​ ​also​ ​lower​ ​their 
  damage​ ​from​ ​4d6​ ​to​ ​2d6,​ ​(still​ ​great​ ​axe​ ​damage).​ ​The​ ​quippers​ ​are​ ​not​ ​the​ ​main​ ​event,​ ​but​ ​only​ ​an 
  appetizer​ ​for​ ​Octkrist​ ​who​ ​the​ ​PCs​ ​are​ ​about​ ​to​ ​fight.  
   
  8. Octkrist’s​ ​Cavern 
  Description:​ ​A​ ​dark​ ​pool​ ​fills​ ​the​ ​room,​ ​and​ ​reflections​ ​flit​ ​from​ ​the​ ​surface​ ​to​ ​dance​ ​across​ ​the 
  stalactites​ ​overhead.​ ​The​ ​walls​ ​shimmer​ ​with​ ​pearls​ ​set​ ​into​ ​the​ ​rock,​ ​and​ ​a​ ​rotting​ ​pier​ ​juts​ ​50ft​ ​from 
  the​ ​doorway​ ​to​ ​the​ ​center​ ​of​ ​the​ ​pool.​ ​A​ ​large​ ​pile​ ​of​ ​fish​ ​at​ ​the​ ​end​ ​on​ ​the​ ​pier​ ​fills​ ​the​ ​room​ ​with​ ​a 
  repugnant​ ​odor,​ ​and​ ​lying​ ​sprawled​ ​unconscious​ ​atop​ ​the​ ​slippery​ ​mound,​ ​is​ ​a​ ​halfling.​ ​He​ ​looks 
  bedraggled,​ ​his​ ​hair​ ​wet​ ​and​ ​his​ ​clothes​ ​torn. 
  ​ ​ ​ ​ ​ ​ ​Water​ ​laps​ ​against​ ​the​ ​sides​ ​of​ ​a​ ​rowboat​ ​bobbing​ ​against​ ​the​ ​pier,​ ​and​ ​a​ ​tunnel​ ​leads​ ​into​ ​the 
  north​ ​wall. 
  The​ ​Room:​ ​100ft​ ​across,​ ​60ft​ ​high. 
  Silvus:​ ​Silvus​ ​is​ ​unconscious,​ ​but​ ​he​ ​can​ ​be​ ​woken​ ​with​ ​physical​ ​contact​ ​like​ ​shaking​ ​or​ ​a​ ​good​ ​slap​ ​to 
  the​ ​face. 
   
  Octkrist:​ ​If​ ​the​ ​Shaman​ ​survives​ ​this​ ​far,​ ​he​ ​summons​ ​Octkrist​ ​by​ ​shedding​ ​Silvus​ ​blood,​ ​or​ ​his​ ​own. 
  Any​ ​will​ ​do.​ ​If​ ​he​ ​doesn’t​ ​survive​ ​this​ ​far,​ ​Octkrist​ ​comes​ ​to​ ​claim​ ​Silvus​ ​of​ ​his​ ​own​ ​accord.​ ​Either​ ​way, 
  battling​ ​a​ ​giant​ ​octopus​ ​in​ ​a​ ​subterranean​ ​cavern​ ​studded​ ​with​ ​pearls​ ​is​ ​too​ ​cool​ ​a​ ​thing​ ​to​ ​NOT​ ​let 
  happen.​ ​Giant​ ​Octopus​ ​(p.​ ​326​ ​MM) 
   
   
   
   
   
  
   
   
   
  Fighting​ ​Octkrist,​ ​tactics​ ​and​ ​ideas: 
  Octkrist​ ​is​ ​intelligent​ ​enough​ ​to​ ​use​ ​his​ ​natural​ ​environment​ ​to​ ​his​ ​advantage.​ ​He​ ​is 
  capable​ ​of​ ​plunging​ ​PCs​ ​underwater​ ​in​ ​an​ ​attempt​ ​to​ ​drown​ ​them.​ ​(I​ ​would​ ​use​ ​a​ ​PC’s 
  Constitution​ ​Modifier​ ​as​ ​the​ ​number​ ​of​ ​rounds​ ​a​ ​PC​ ​can​ ​hold​ ​their​ ​breath.​ ​The​ ​PBH​ ​says 
  MINUTES,​ ​but​ ​in​ ​combat​ ​this​ ​makes​ ​the​ ​potential​ ​of​ ​drowning​ ​too​ ​far​ ​removed​ ​to​ ​put​ ​any 
  pressure​ ​on​ ​the​ ​players.) 
  Octkrist​ ​will​ ​throw​ ​players​ ​bodily​ ​against​ ​each​ ​other,​ ​knock​ ​stalactites​ ​from​ ​the​ ​ceiling​ ​with​ ​his 
  tentacles​ ​forcing​ ​Dexterity​ ​saving​ ​throws,​ ​and​ ​in​ ​desperation​ ​he​ ​can​ ​snap​ ​the​ ​supporting 
  pillars​ ​of​ ​the​ ​pier​ ​sending​ ​the​ ​entire​ ​structure​ ​sinking​ ​into​ ​the​ ​depths​ ​of​ ​his​ ​pool.  
  If​ ​he​ ​drops​ ​below​ ​10HP​ ​he​ ​will​ ​release​ ​an​ ​ink​ ​cloud​ ​and​ ​retreat​ ​deep​ ​below​ ​the​ ​surface​ ​to 
  nurse​ ​his​ ​wounds.  
   
  Pearls​ ​in​ ​the​ ​walls:​ ​Each​ ​pearl​ ​takes​ ​a​ ​DC​ ​17​ ​STRENGTH​ ​to​ ​remove​ ​from​ ​the​ ​wall​ ​where​ ​they’ve 
  been​ ​set.​ ​If​ ​the​ ​players​ ​defeat​ ​Octkrist​ ​they​ ​can​ ​take​ ​all​ ​the​ ​time​ ​required​ ​to​ ​pluck​ ​them​ ​from​ ​the​ ​walls​ ​if 
  they​ ​want.​ ​There​ ​are​ ​25​ ​of​ ​them.​ ​Roll​ ​on​ ​the​ ​PEARL​ ​VALUE​ ​CHART​ ​for​ ​worth. 
   
  The​ ​Tunnel:​ ​The​ ​escape​ ​tunnel​ ​leads​ ​to​ ​a​ ​dead​ ​end,​ ​but​ ​a​ ​U​ ​of​ ​water​ ​beneath​ ​leads​ ​to​ ​freedom.​ ​You 
  have​ ​to​ ​dive​ ​underwater​ ​30ft,​ ​swim​ ​straight​ ​for​ ​60ft,​ ​and​ ​then​ ​swim​ ​up​ ​60ft​ ​to​ ​escape​ ​this​ ​way.​ ​Easy​ ​for 
  an​ ​Octopus,​ ​or​ ​fish-folk,​ ​more​ ​challenging​ ​for​ ​PC’s.​ ​The​ ​boat​ ​has​ ​to​ ​be​ ​dragged​ ​with​ ​you​ ​underwater 
  (talk​ ​about​ ​difficult),​ ​or​ ​walked​ ​out​ ​the​ ​way​ ​you​ ​came​ ​in,​ ​if​ ​they​ ​want​ ​it. 
   
   
  Casey​ ​Hoekstra 
  Casey.Hoekstra@gmail.com 
  Thanks​ ​for​ ​playing! 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Casey Hoekstra/Casey Hoekstra - Caverns of the Fish-Folk.pdf