Into the Dark
Summary
The great Barge-Fleet of the Topia needs a group of champions to explore and clear out an cache left on an island thought abandoned. Unbeknownst to the fleet or the party, something darker than the usual Grimblekin are at the bottom of this former temple.
Introduction
The party is assembled at the chief dock in Dover, a sea-side town currently being visited by the great Topia Barge-Fleet. How each player arrived may differ, some may have been sent by their patrons, some may have been hired out of the local tavern. If any are from the Barge-Fleet, they may be a residing champion brought to help deal with the current situation. No matter how they arrived, they all gather to meet Hector Yui-Bolt, a rare half-elf/half-dwarf that serves as a Commando Liason and has volunteered to serve as the party's liaison.
After introductions are made, he will lay out the basics of the contract:
With that out of the way, let's get down to business. I know some of you are here as ...a favor and some are looking to make coin. This contract pays the same no matter how you came here. Its two hundred gold per person who boards and another two hundred at the end if you are still breathing. Salvage rights are granted except the actual cache, which we'll get to. If you are in, follow me aboard the fishing boat.
When the players board, Hector will continue. He explains that his organization, the Commandos, often leave caches on secure islands around the sea. These can serve as rendezvous spots if a mission goes wrong, rescue spots if a group is lost at sea, or resupply on extended missions when the barge-fleet is away. Hector explains that such caches are sometimes lost or new ones placed but the current situation requires something more forceful. One of his commando teams had placed a cache on a now-abandoned island not two days sailing from the barge's current position. It was at the bottom of what had once been a temple basement for The Walker. Since they were passing by the area, the commando team went out to check and refresh the supplies, but nobody returned. He is pretty certain something took the commandos out and quickly, since no flares were launched. Commandos are the best non-champion infantry of the barge-fleet, so if Hector wants the bodies of his friends and the cache, he needs champions to clear the area.
The task is to land on the island, find the fate of the commandos, and the state of the cache. Hector offers a 'small compensation' if the party retrieves the bodies of the commando team and the players have the right to take anything they find that's not part of the cache itself. The cache, placed at the bottom of a former temple, is a set of blue-painted boxes with the symbol of a razor-dolphin stamped on the sides. Hector can't offer any details on what might have killed the team, since the island was small, only a couple acres long, and was completely surveyed before the cache was placed. He posits that some pirates might have been using the island for their own purpose or a previously hidden monster of some kind might have done the deed.
The players will then receive their up-front payment as the cutter rendezvous with the great Barge itself, the Ottamankin. The players are given full access to the public decks of the Barge, but are warned to avoid the low levels which are guarded and contain the critical functions of the great barge.
Aboard the Barge
The Ottamankin
The Ottamankin, whose name means 'Water Queen' in Sea-Dwarf, is one of only a handful of Great Barges on Dia. It's a massive, square shaped vessel, that towers almost four stories above the water and almost as deep below the water. The surface is covered in dozens of sailors managing a number of giant sails and working crane arms that move cargo back and forth from the waiting ships alongside it. As the cutter approaches, a rope pulley is extended from about twenty feet up on the side of the ship towards the cutter. Hector will lead the party aboard and they will board on the second above-sea story of the barge, in the general barracks. Hector won't try to tour the entire barge, but he will show the players the following locations, which they can interact with when aboard
Commerce Office
Near the middle of the second story is the Commerce Office, a massive room just forward of the ship's immediate stores (long term storage is on the bottom story). Inside is a long, wood-paneled room covered with shelves containing a number of trade goods from areas across the sea as well as a few tools and supplies handy for fishing or sailing. At the rear is a long counter, where a fleetsman in comfortable silks sits next to a ledger and a set of scales.
The fleet itself doesn't operate with a normal marketplace as its members are discouraged from participating in individual capitalism, however a supply office is maintained for visitors like the party. The office will offer any common and uncommon non-magical tools and most basic martial and simple weapons. Armor is also available, but only light and medium armors. With Hector's Introduction, the players are offered a 'discount', but that only lowers the prices to that in the Dungeon Master's Guide. In addition, several knick knacks and trade items from areas across the sea are available, mostly offered as tourist goods offered to visiting dignitaries. The players can also negotiate for nautical supplies that the barge might have on hand, such as a barrel of pitch or tar, but the fleet won't trade any blasting powder or naval weapons such as ballistae or mage-cannons.
Training Yards
At the top of the barge is a section near the rear that is marked off with thick blue lines, about forty feet by forty feet. In here is a number of circles drawn in different colors, capable of holding two, four, or six combatants depending which color of circle is chosen. A handful of Commandos are always here, training during their off-hours. The commandos won't cross blades or train in their secret arts with outsiders, but could be persuaded to participate in unarmed sparring. Most are Sea-Dwarves or Elves, but a couple Saltarii and Baalkin are in their ranks as well.
If the players ask about the caches, they will be stonewalled. The Commandos don't like talking to outsiders about anything involving their profession, but one of them, Baalkin named Sorty, will talk to the players about the missing team. One of them, called Shortblade, was a good friend of his. He mentions that the team was number four, and one of the more veteran units in the fleet. He won't talk about the cache itself, only to ask that if the players run across a Sea-Dwarf with a red sash, that they retrieve the body and bring it back to the fleet. He won't offer any additional rewards, but mention he knows that Hector is offering a bounty on recovering the remains of the team. Like Hector, he doesn't believe the team could be alive.
Navigation Office
Present on the top floor, near the rear of the ship is the Navigation office. Its a wide, open, room dominated by a large wooden map of the ocean and the connecting coastlines. Various colored markers denote fishing areas, towns, and known population centers as well as small ships denoting the position of known fleets. There is no indication of the cache island on the map. The rear of the room is covered in giant, glass-covered windows that provide a view out the back of the ship.
All along the sides are shelves of books and tables covered in vellum maps. A handful of people in robes sit in different groups, discussing elements on the maps or studying the books. The chief navigator, dressed in blue robes, hold station near the great windows, preparing a weather prediction ritual.
The navigators don't know anything about the island, but each is a mage of some quality and they can be convinced to provide a copy of the following spells for an amount of gold. Hector will grumble about the capitalism, but the funds go to the Navigator's office as a whole, so he can't really do more than complain about the transaction.
The following spells are available for purchase, if the purchaser is of a level capable of casting the spell. For safety reasons, the navigators won't sell a spell above a person's competency.
| Spell | Cost |
|---|---|
| Create or Destroy Water | 50go |
| Create Food and Water | 65gp |
| Water Breathing | 65gp |
| Detect Poison and Disease | 45gp |
| Scrying | 500gp |
| Control Weather | 800gp |
Barracks
The party is assigned to a barracks-room on the starboard side of the ship, close to the center. It consists of twelve beds, stacked in two rows along each side of the room. These beds are wooden shelves that can be stowed against the wall for additional room. In the center are tables and stools bolted to the floor so they don't move during the waves. A pair of shared writing desks are at the far side, under a painted picture of the ocean. There is a guard posted at the door, but he doesn't prevent the players from entering or leaving and likely is just reporting when they do.
Captain's Tower
The Captain's Tower or Captain's Mast sits on the top of the barge and provides a view of the surrounding ocean. The players are not allowed on the command deck at the very top, but can visit the observation deck just below it. The deck is covered in double-paned glass and steel beams that provide a wide view of the ocean surrounding the barge. In every direction a smattering of ships can be seen: Fishing Boats, Cargo ships, and military cutters all dance around the ship like children around their mother. Those who look closely can see the fluttering of signal flags and the occasional flare as the fleet keeps up a constant stream of communication. Hector can generally be found here after the tour, secretly watching the movement of Commando units that are disguised as shipping vessels.
Landing on the Island
The Wistful Lass
The Wistful Lass is a commando cutter, normally disguised as a fishing boat, but now converted for overt operations. The nets and their cranes have been removed in favor of a bow-mounted ballistae and black-painted steel plates hung over the side. The sail has likewise been removed and something within a steel-clad box at the back of the boat seem to push the vehicle along the water almost silently. Benches with straps are present for the party to sit on.
Hector will introduce the party to two of his fellow Commandos; Greenlace and Lunchbox. Greenlace is a sturdy Sea-Dwarf wearing a green-lace shirt under a steel breastplate and wielding a crossbow. She will take station next to the Ballistae, and provide security for the boat. Lunchbox is a thin whip of an elf in the wide sleeved and bell-bottomed attire of a battle mage. He stays next to the box and communes with is as the boat leaves the fleet. Perceptive characters may notice that adults on the surrounding boats pointedly do not watch the ship as it leaves, but it captures the attention of every child that can catch a glimpse of the small warship.
The journey to the island will be uneventful and the party can easily see the island before the boat arrives. Its a small spit of land in the middle of nowhere, just large enough to house a small village if one was present. Instead tall jungle trees crowd out almost every space just feet from the beach except for a partially overgrown path in the center, flanked by crumbling stone plinths. When landed, Hector will inform the players that they should just have to follow the path. The commandos didn't bother much with secrecy since the remote location of the island was thought to be its best chance of remaining hidden. He will not offer to join the party, as they are under strict orders to risk no more commandos in this operation.
The Lost Temple
Not far down the path is the ruined remains of the temple. Cracked remains of Seagull statues litter the front, but the walls are almost completely gone, with only a stub where the altar once was. In front of the temple is a partially covered pit.
The pit is clearly in the process of being re-covered, with a partially built network of thin vines and sticks placed over a couple thin tree trunks meant to hold it up. The cracked remains of the previous beams are at the bottom of the pit, which is also covered in a number of sharp spikes. As players look down, they will see five bodies from the commando team. Three of them are impaled with what must have been mortal wounds. The remaining two are at the back of the pit and if checked with a DC 10 investigation check, players can determine that these people were killed with blades and then thrown into the pit.
Checking the bodies will reveal that most of their belonging have been stripped, however their quivers are at least partially filled. Collecting the bolts will yield forty bolts, which if identified, are revealed as Silent Bolts. The attacker were unable to identify the ammunition and so discarded it, afraid that it might have been dedicated to the Storm god.
Getting into the pit is easy enough but crossing it or climbing out on the temple side is hard. If the players want to climb out, it would be a DC 15 Athletics check but players can receive a help action from anyone pulling them up or pushing them from the bottom. They can also attempt to cross on the beams with a DC 12 acrobatics check. Finally, if they want to risk the trees, they could cut around the pit by finding gaps in the jungle to pass through. This would be a DC10 survival check but a failure will lead the party back to where they began after 30 minutes
The Temple Grounds
The temple that once stood here is little more than foundations and a few stone pieces that had been attached to it. The entrance is still marked out by the shattered remains of what had once been two stone seagull statues, marking this as a former temple to The Walker, the god of death and coastlines. The Altar is still mostly in one piece, altough the sides are worn down and a chunk has been taken out of the side. About fifteen feet behind the altar is the remnants of a stone staircase, that is in remarkably good condition and goes down into the earth.
Along this side of the pit is a number of beams that could be used to build a bridge back across the pit. There is also at least two shovels, a pick, and some weaver's tools. A cart is also here that could be used to collect the bodies and transport them back to the ship if desired.
Players can make an investigation check in the ruins and may find a couple things based on their degree of success:
| Minimum Result | Discovery |
|---|---|
| 10 | There are two thin holes cut in the foundation, on the very outside of the east and west. This holes are too thin to admit a person, but someone has taken a lot of trouble to clear them. A gardening hoe that was used for the work is discarded to the side. |
| 12 | The Altar has been intentionaly damaged, the chunk once held an invocation for the Walker to watch over the temple and pieces of it litter the floor |
| 15 | In a small rubble pile is someone's stash of set aside loot from the commandos. Along with some sketches of loved ones is two silver throwing daggers and a small tube made of wood with a thin vellum cover. This is one of the Commando team's flares |
| 20 | Through the holes cut in the foundation, a mumered cursing can be heard. Most is unintelligible but there is some words that can be made out: 'turned wrong' and 'poisonous' |
The Basement floor
This once had been a storage area, but its been infested with Grimblekin
#1 Staircase
The staircase is unremarkable, although fresh but unlit torches have been placed in the walls. The stone here is wet, a sign that it wasn't meant to handle the direct flow of water from the area above.
#2 Underhall
This had once been a place for the priests of the Walker to congregate and perform their duties outside the watching eyes of the laity. Now it is a collection point for all the debris and objects the Grimblekin have assembled into a defensive position they hope to ambush anyone who makes it past the pit. As the players enter the area they will hide in two scattered groups at points A and B.
If the players are gaining the upper hand, the Grimblekin survivors may attempt to flee to room#4. They won't dare stay in room #3.
Once the room is cleared, the players can find a few dropped treasures amongst the rubble, namely about 2d12 gold pieces worth of loose coinage. A number of damaged carvings and scraps of written books can be found as well, but nothing else of value.
#3 The Cavern
What had once been the priest's quarters looks like it was exploded out to an ancient cavern. Pieces of what was once stone brick are still visible in patches, but solid rock sits between them. What was probably once a desk is now sprouting a tree that is harshly bent against the ceiling. Vines and roots have burst in everywhere else and exotic plants are both growing rapidly and wilting away in the corners. There is an open tunnel at the rear of the chamber and two adjoining rooms have doorways that have been bent into extreme angles but still show rooms beyond. The doorway to #4 is dark, but the doorway to #5 is lit by bright lights within.
Hiding amongst the foliage is a pair of Tainted Grimblekin. If the normal Grimblekin have passed here in retreat, one of them will laid out next to the entrance to #4, having been killed in their retreat.
Once the players are fully in the room, One of the Tainted Grimblekin will drop down on the party from the ceiling while another throws rocks from A. They are unable to retreat, having never been outside the cavern and will fight to the death. There is no loot here, but a careful examination of the base of the tree will show a Glyph carved into the wood of the former desk. A DC 12 Religion check will reveal it as the glyph of Macken, the jungle lord .
#4 Treasure Room
Before the Tainted Grimblekin came around, this had been the resting place and treasure room of the normal Grimblekin. A number of metal weapons and scraps of armor, prized for their once-shininess lay stacked within a number of twig and vine nests. If any of the Grimblekin survived the encounter in #1 (minus the one killed in #3) than they will be here, but will only defend their own nest. In the center nest is a piled of sacks containing 3 flares, a Longsword, and two potions of water-breathing. A careful search can turn up enough pieces of the partially eaten healing kits to assemble.
#5 The Jungle Lamp
The room here has been heavily changed. It was once a store room or kitchen, but the remains of the table and barrels are now embedded in the wall. Instead vine criss-cross almost every inch of this room, which is lit by a burning lantern in the center of the room. Something glints in a pile around the lantern, but its bright light makes it hard to determine what.
The player characters can push or slash aside the vines to make their way into the room without too much trouble. The real problem occurs when they approach within ten feet of the lantern. At that point something activates the vines, entangling any character within the room and requiring a DC12 to avoid the grappled condition. One to three Vine Blights then spring out from under the vines and attack.
The Lantern is simply a light source surrounding by an outcropping of pyrite, it doesn't actually serve any purpose but to get the players into the room. When the Vine Blights die, the vines themselves will wither and the players are free to move about the room. The only treasure available is the lantern.
#6 The Larder
This is a long tunnel leading downwards, forged well beyond what dimensions the temple had possessed. There is no natural light here unless the party brings one. The tunnel is mostly unremarkable, except for a horrifying collection of bones scattered on the floor. An investigation will reveal the bones of wild pigs, elves, and Grimblekin. Near the end of the tunnel is a weakened and bound Sea-Dwarf. He is barely conscious, with one of his legs completely missing. This is GreenSash, the only surviving member of his commando team. Their leg had been impaled by the put trap outside - the Grimblekin ripped the leg off and bound it crudely, less interested in keeping their prey alive long term than keeping it alive long enough to feed what lies within. Greensash has drained their canteen and has the start of an infection from the amputated limb. He can't help the party, but will clutch at anyone who comes near in the hopes of rescue.
If the party continues, they will enter the chamber marked #7
#7 The Temple to Macken
Here is a giant pit cross by two solid and wide trunks of jungle trees that have deep roots on both sides of the trunks, creating a cross-shaped bridge about ten feet wide at any given point.
This is where a disciple of Macken, having been wounded by the Grimblekin, crawled away to die and join his god with the Seed of the Jungle he carried. This seed, with the God's direction, has created this pit and combined the disciple with a cave spider to create a final guardian for the seed.
When the party enters the room, they will see the disciple hanging from the far wall. He will scuttle out of sight and come back at them randomly based on wherever there is room for him - in the middle of the party if possible.
The disciple uses the Stat block for the Jungle Rot Spider , but has the additional feature of the disciple's moss-covered skeleton mounted to the back of the spider. If the players can manage to mount the spider, they will find a glowing seed cupped in the hands of the long-dead disciple. If the seed were to be removed it would cause the Jungle Rot spider to loss control of its rot-moss and to dissipate rather messily.
The pit is hard to see the bottom of, but it is only twenty feet deep. The bottom is mostly broken rock, but the walls can be climbed with some effort. At the bottom of the pit is a tall pile of blue boxes, the surviving remains of the Commando cache. It doesn't take long to count the boxes so the party can report back.
Back to Hector
As the party makes their way back, the will note a large snake lying dead on the beach, a section of its head missing. Hector and Greenlace will both be manning the ballistae. If the party previously returned with Greensash, Lunchbox will be busy treating his infection with a healing ritual. If they bring Greensash on their way back, Lunchbox will take the fevered soldier under his care all the same.
Hector will gladly pay the party if they come back with the report of the cache or with Greensash. If they bring back the bodies of the fallen, he will also add his quiver of six +1 Javelins to the rewards. Either way, the return of the party to the ship is not hailed with much celebration by the Barge-Fleet, who is kept unaware of the commando's doings and the player's mission but the next morning aboard the ship they will be visited by Admiral Jona Gullborne, a stout Sea Dwarf who was once a commando herself. She will hand the party a wooden token of a albatross covered in runic script, explaining that it is a mark of favor that will be recognized by any in the Barge-Fleet and possibly by other fleet as well.

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