A Clash of Earth and Sea (El Jefe Judging) [See Part II]

The party immediately begins to pursue the fleeing merrow. The first thing that you notice is that beyond the area shown on the combat map, the roughly carved halls of the Merrow's lair quickly give way to the rougher natural caves some of you saw underwater earlier. They're a bit twisty, and the Merrow isn't in view immediately.
 

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As the party pauses to plan, they hear a splash from the tunnels ahead. It sounds like the Merrow may have made his way back underwater. Pursuing him underwater would probably be quite difficult.
 

"Let's follow." says Iggy. "They didn't expect us to come down the chimney, and merrow aren't too bright. I'd be very surprised if there were already an ambush. We need to make haste and explore what we can, then perhaps beat a hasty retreat."

Iggy dashes off down the hall, pausing to cast a light spell if necessary.
 


The party continues its pursuit, Iggy casting a light spell.

50 more feet down the corridor, the tunnel takes a pretty sharp downward turn. Sharp enough that it looks like you could dive into the pool in front of you, and that you'll be completely underwater if you continue to follow the passage.
 

"OK. Quick. Let's head back."

Iggy dashes back the way they came.

"Let's explore the passage the other way." Were there any other exits to the merrow room? At least the party can go East down the main passage outside the chimney room.
 


Doubling back, the party once again passes through the guard room, complete with the two dead Merrow they had left there moments before. The guest chamber, with its fireplace, seems undisturbed as well. 60 yard beyond that, you reach a four way intersection. The hallway continues east a short ways, stopping at a door. There are also tunnels heading north and south.
 

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