[sblock=read this upon reaching row S]
The tunnel opens out into a wide cave, separated from the passage by a flowing stream. The stream emanates from a grated tunnel at the east end of the cave, and flows westward, emptying into a large area of water which extends back into the darkness. It seems likely that this connects with Daunton's inner harbor. There are some shallower sections of the water visible beyond the large central sandy area, strewn about with rocks of various sizes.
The stream is crossed by large stepping stones, allowing people to walk dry-shod from one stone-lined bank to the other.
Towards the back of the cave is a curtain of purple brocade, doubtless concealing an area behind it. The room is lit by many torches placed along the walls or stuck in the ground.
In addition to the two guards with maces that Dante saw earlier, there is the well-dressed man whose back was visible. This man matches the description of Lucius Hake.
Standing in front of him is a young woman in a wedding dress, most likely the kidnapped Edith Sturgeon. She stands still, shuddering slightly. Her face isn't visible, and the only sounds she makes are a series of terrified sobs.
Behind her is an older man in a black priestly garment of some kind, chanting.
Your eyes linger but shortly on these figures, as another creature arrests your vision.
Standing near the priest, opposite to the kidnapped girl, is a loathesome creature.
Its body is that of an enormous fat fish, with a wide, gasping mouth, and huge dead black eyes. Dull grey scales cover its bestial hide, and a tall fin marks the crest of its back. It is not totally fish-like, though. Instead of pectoral fins, it has a pair of long, grasping, scaled and clawed, but all too human looking arms. Likewise its pelvic fins are replaced by a pair of short, stubby, clawed legs.
Around it stand several creatures, much more human in appearance, but still obviously related to the monster. They have the same gaping mouth and dead eyes, the same grasping claws and stunted legs, the same dull grey scales, but all on the frame of a human.
[sblock=terrain features]Small Rocks: count as difficult terrain
Large Rocks: provide cover to medium creatures and superior cover to small creatures. Can be climbed up on top of, taking an extra square of movement, and requiring a DC 12 athletics check.
Shallow Water: the light blue areas count as difficult terrain
Deep Water: the darker areas can't be moved in normally by creatures without a swim speed. To maneuver, make an athletics check (DC 12) to move half your speed.
Current: the squares with the arrows indicate a current. At the end of their turn, any character in them will be slid in the direction of the arrows for two squares, or until they enter a square without an arrow.
Stepping Stones: the stepping stones allow normal passage both for people walking above the level of the water, and for those in the water. People in the squares upstream of the stepping stones (P15, Q15) can brace themselves against the current with a minor action, or can allow the current to carry them through.
Curtain: the curtain is of heavy brocade. It can be pulled back one square as a minor action, or as a move action a character can move three squares and pull it back the whole distance.[/sblock][sblock=status]
Guard X - J14 -
No Hits Taken
Guard Q - K14 -
No Hits Taken
Lucius Hake - J11 -
No Hits Taken
Priest - I9 -
No Hits Taken
Gluplik - I7-J8 -
No Hits Taken
Spawn 86 - H6 -
No Hits Taken
Spawn 16 - K6 -
No Hits Taken
Spawn 48 - N8 -
No Hits Taken
Spawn 30 - M10 -
No Hits Taken
Abigail -
24/27 (5/9) AP:1
Alastair -
24/24 (4/7) AP:1
Dante -
22/22 (2/6) AP:1
Virgil -
20/22 (0/2)
Eraden -
28/28 (7/11) AP:1
Talks-to-the-Moon -
26/29 (5/9) AP:1
Edith Sturgeon - J20 -
1/1
[/sblock][sblock=map]
[/sblock][sblock=opponents]
Guards
AC:15 Fort:12 Ref:14 Will:12
Mace +4 vs. AC, 1d8+1
Priest
AC:16 Fort:14 Ref:14 Will:17
Quarterstaff +9 vs. AC, 1d8+1
[sblock=religion DC 15]The priest's vestments are a mockery of those of the priests of Netari. The symbols on his robe indicate his allegiance to dark powers of death and destruction.[/sblock]
Lucius Hake
AC:17 Fort:13 Ref:18 Will:14
Dagger +7 vs. AC, 1d4+3
Gluplik
AC:16 Fort:17 Ref:16 Will:16
Claw +7 vs. AC, 1d6+4
[sblock=nature DC 15]Oddly enough, this is not a creature from outside the bounds of the natural world. The ocean depths contain creatures just as many abominations of the far realm.
OOC: Gluplik is a custom monster.[sblock=DC 20]Beware Gluplik's long grasping arms. He can grab you and tear you apart.[/sblock][/sblock]
Spawn
AC:17 Fort:11 Ref:15 Will:12
Claw +8 vs. AC, 7 damage
[sblock=nature DC 15]These unnatural looking creatures are not all that powerful, but are quite dangerous in the water.
OOC: Gluplik's spawn are custom monsters.[sblock=DC 20]They lurk in the water, and will attempt to pull people in if they are too close to the edge.[/sblock][/sblock][/sblock][/sblock]