Island of Providence

When the party first reaches the Island of Providence, read the following text aloud:
Ambience: Terra Amata - On the Shore
As you travel to the island, you appear into a picturesque lagoon, the tranquil water a shade of turquoise and the shore lined with beautiful white sand. The lagoon is encircled by towering cliffs, which obscure your view of the rest of the island. However, you can make out the shape of a dormant volcano, with smoke gently rising from its caldera. Additionally, you notice the top of a lighthouse on the opposite side of the island, its light gone dark.   From the base of the lagoon, a staircase climbs the weathered, beige rocks of the cliffside, giving access to the rest of the island, where you can see small shrubs and cypresses grow.   You inhale, and the air is infused with the salty tang of the sea and the sweet scent of flowers and fruit trees growing on the cliffs with a nuance of sulfur and ash. Yet, there is a hint of something unsettling in the atmosphere. Despite the natural sounds of the shoreline and the wind, there seems to be an eerie absence of other noise, save for a distant and echoing laughter that howls along the breeze.
  When the party travels up the cliffside staircase, read the following text aloud:
Ambience: In the New Eden
As you ascend the cliff via the staircase, you emerge onto a plateau that affords a view of the island's interior. You can see that the island's natural beauty has been ravaged. Fields and forests are burned and pillaged, and the air is much heavier with the scent of ash and smoke. In the far distance, you spot a lighthouse, the fire at its top dimmed. Towards the cliff opposite the mountain volcano, you can make out a small orchard, but even from here, you can tell that it has suffered the same fate as the rest of the island.

Orchard

When the party begins to approach the orchard, read the following text aloud:
Here, the sweet fragrance of damaged olive trees mixed with smoke and ash greets your nostrils. You can see the once-proud trees now bear deep scars, their silver-green leaves dull and lifeless. Towering cypress trees grow around the place, but their dark green foliage has been torn and shredded by metal tools. The grapevines that once crawled up the trunks of the trees and stretched out along the ground have been ripped away by claws and fangs, leaving only barren branches behind.   The orchard is not completely burnt, but the ground is littered with fallen trees and crushed vegetation. A small cottage near the orchard is in disrepair, its doors and windows shattered. Distant shapes move around the building, their incessant laughter quickly giving away their disposition and ancestry.
  If the characters make their way to the orchard, they are attacked by a large number of gnolls.

Prayer Hall

The prayer hall is sparsely decorated with two small fountains flanking the main aisle, and at the far end of the room stands a ruby statue of a knight holding a shield. The shield has an almost rhombus shape, and on top of the shield, in the center, is a knight chess piece. To the left of the knight are two stands where similar chess pieces could be placed. To the right of the knight piece are three stands.   In the middle of the room is a red carpet covered in dried blood, and a woman sits tied up, covered in wounds in the center of it. She wears a set of crimson robes with a red headpiece covering her eyes and hair. This woman is Cassia, the Oracle of Crimson Vision, who serves as the arbiter of the island and guide of those who come there. As long as Cassia remains on the island, she cannot die, much to the delight of the gnolls who have spent much time slicing and cutting her limbs and tendons, though with little reaction in return. Because of this, the gnolls eventually tired and left Cassia in the prayer hall. If freed, she guides the characters to acquire the Ruby Plate of Crimson Vision.   Cassia explains that the characters must acquire the chess pieces to be placed on top of the shield on the statue and can give them directions on how to find them:
  • The Pawn piece was found at the orchard but was taken by the gnolls to their camp on the northern shore.
  • The Rook piece was found in the Cloud Bellow Volcano on the north end of the island.
  • The Bishop piece was found inside the old lighthouse on the east side of the island.
  • The Queen piece was found in the salt caverns to the south-east of the island. The caverns are only accessible during low tide.
  • The King piece was taken by the gnolls to their camp.

  • When the characters have gathered all the pieces to the knight statue in the prayer hall, the shield disappears to reveal a hollow inside that contains the Ruby Plate of Crimson Vision. Give the characters time to equip the armor before they hear a loud howling from outside the building. Iago waits outside in the form of a wolven-like creature, but much larger than a normal werewolf, and when the characters exit the building, he goes:
    My apologies. You were just so much fun; I could not resist having a taste, just a single bite. For the Mad Hunger.
    Ambience: Foetor Combat
    Iago then engages the characters and is joined by six Flind Captains. In battle, Iago focuses on damaged enemies and spellcasters, attempting to disrupt their ranks as much as possible and sowing chaos.

    The Cloud Bellow

    The volcano is located at the northernmost point of the island. An arched gateway can take you into the caldera of the volcano, but not without peril.

    Crumbling Bridge

    A 200-foot long and 10-foot wide bridge made from volcanic rock rests just above a pit of magma. The bridge is damaged but seems stable enough to walk across. When the party returns here after acquiring the chess piece, the bridge falls apart. After a creature moves out of a 5-foot space on the bridge, that space sinks into the magma beneath.

    Sunken Bridge

    The final part of the bridge has already fallen into the magma pit, and only parts of it remain afloat. When the party returns here after acquiring the chess piece, some of the platforms have sunk back into the magma, limiting their options.

    Obsidian Maze

    A cave system of obsidian crystals. The floor, ceiling, and walls are reflective and completely black. When the party returns here after acquiring the chess piece, some passages of the system have collapsed, turning it into a maze. The cave system is about 60 feet long (ignoring walls).

    Shark Nest

    Beyond the obsidian caves is another cave system of porous volcanic rock, where a dozen Magma Landsharks rest quietly. While resting, the land sharks have a passive perception of 12. If woken up, they attack any creature still inside their nest and don't continue chasing outside of it. After the party grabs the chess piece, the land sharks wake up from the rumbling. The nest is about 80 feet long (ignoring walls).

    Final Stretch

    The nest then opens to a 150-foot-long bridge that is 10 feet wide and ends in a hexagonal platform with a pedestal upon which is the Rook piece. If the characters grab the piece, six Lava Keepers (ToB3) spawn around the platform and bridge and begin to attack the characters as the volcano begins to shake and rumble. The keepers focus on attacking whoever holds the piece, otherwise attacking the character closest to the exit. If the characters reach the nest, the keepers relent in the chase but reappear when the characters arrive at the crumbling bridge section near the exit.

    Chase Complications

    During the chase to exit the volcano, each player rolls a d20 on their turn, and random complications might occur according to the table below:
  • 1 - 11 No Complication
  • 12-14 Steam Vent, the character is blinded until the end of their turn.
  • 15-17 Quaking Earth, the character must make a DC 18 Strength or Dexterity (their choice) saving throw. On a failure, they are knocked prone.
  • 18-19 Falling Rocks, the character must make a DC 17 Dexterity saving throw. On a failure, they take 4d10 bludgeoning damage and are knocked prone. On a success, they take half damage and are not prone.
  • 20 Magma Geyser, the character must make a DC 19 Dexterity saving throw. On a failure, they take 10d10 fire damage. On a success, they take half the damage.
  • Lighthouse

    An unnamed lighthouse stands at the eastern shore of the island; its fire extinguished long ago. When the characters approach the lighthouse, read the following text aloud:
    The lighthouse door is a solid metal slab without a handle or lock. In its center, eight dials of brass are set, each featuring one of four line symbols: downward diagonal, upward diagonal, straight high, and straight low. The dials can seemingly be rotated independently and have the same four symbols as mentioned.
    The dials on the door are used to unlock it and feature the movement of the tides during the day. The solution is waning -> low -> rising -> high -> waning -> low -> rising -> high.
    Tip 1: The lines represent something that moves up and down with time.
    Tip 2: The lines likely represent something found in nature that could matter for a lightkeeper.
    Tip 3: The tide begins at waning.

    If the party decides to simply try all possible solutions, it takes 30 minutes before they find the correct combination.   Behind the door is a tight spiral staircase that leads to the first landing.

    First Landing

    The first landing seems like a simple living space, including a bed, a small stove with kindling, a round undecorated table with two chairs next to it, and several cupboards and shelves decorating the walls as well as a brass door, likely leading to a staircase, but the door has no handle or lock, similar to the entrance door. The room smells faintly of burnt wood and metal, but otherwise, no particular scents stand out in the chamber. A metal plate is attached to the table, holding several lit glass lamps.
      If the metal plate is examined, it has a row of glass lamps with a brass button in front of each lamp. There are a total of 9 lamps. In front of eight of the lamps is a painted line of color, yellow or red. Going from the left, the colors are three red, one yellow, one without color, two red, and two yellow. When the characters enter, the lamps behind the red lines are yellow, and the lamps behind the yellow lines are red. The lamp in the middle (without a colored line) is not on. It should look something like this (the lines under the starting configuration indicate that lamp's starting color):
      If a character pushes a button, it remains pressed until another button is pressed. If a button in front of an active lamp is pressed and then the button in front of the inactive lamp is pressed, or vice versa, the inactive lamp turns on in the color of the active lamp, and the active lamp turns off. If the buttons in front of two active lamps are pressed, both buttons return up, but nothing happens.   The objective here is to make the colors of the lamps match the colored lines in front of them by using the one inactive lamp to move the lamp's colors around. Once this has been achieved, the sound of a latch moving can be heard, and the door to the second landing is unlocked and goes slightly ajar.

    Second Landing

    The second landing features a storage room filled with sealed, and some opened boxes and barrels and several sacks strewn about the chamber. The room smells of rotten produce and stale grain. Like the first landing, a sealed brass door blocks the way to the next floor.   On top of one of the stacks of crates is a fastened jewelry box. Additionally, on the wall is a long metal plate with several black lines drawn on it, flanked by a list of numbers and a list of letters. On the top of the plate are four rotating dials like that of a combination lock, and on the wall, next to the metal plate, is a sealed brass box.

    Jewelry Box

    A small button is placed on the side of the jewelry box. The jewelry box itself contains a puzzle made from 8 grid squares, placed as 2x4. The two right-most squares are separated from the rest by two brass "walls." These walls have specific shapes carved out of them: a cross (+) sign and a T sign. Five squares to the left of the walls have a square marble piece placed into it. One of these marble pieces has a cross sign on it, and another has a T sign on it. The T piece is placed next to the cross wall, and the cross piece is placed next to the T wall. The starting formation looks like this (C meaning Cross piece, T meaning T piece):
      If it cannot be seen in the picture, the 2nd square from the left on the bottom row is missing a marble piece. This is so that the other pieces can be moved around. The objective of the puzzle is to move the marble pieces so that the C and T pieces can be moved next to their corresponding walls. Once this is done, the button on the side of the jewelry box should be pressed, which moves the signs through the corresponding wall (if placed correctly), and two latches can be heard opening, one from the door and one from the sealed box on the wall. The door to the next floor is not entirely unlocked by solving this puzzle alone.

    Find the Path

    This puzzle consists of a metal plate with several black lines drawn unto it and several numbers and letters like so:
      In addition, it has four dials next to it. The first two dials have the numbers 1 to 19. The last two dials have letters A to S. The sealed metal box is attached to the wall next to the plate, and the dials contain a rolled-up piece of paper, which is required to solve the puzzle, meaning the characters should solve the Jewelry box puzzle first since it unlocks the sealed box. The rolled-up piece of paper looks like this (the gray areas are holes in the paper):
      The objective of the puzzle is to find which of the paths that let you connect triangle to triangle, square to square, and circle to circle. The holes in the paper on the left and right will then show the solution to the combination lock. The correct answer should be 11, 12, L, J. Once the characters have entered the correct combination, a latch from the door can be heard opening.   If both latches have been opened, the door to the third landing is unlocked and goes slightly ajar.

    Third Landing (Main Gallery)

    The third landing is the main gallery, which is just below the lantern room. The room itself features a small stool that stands next to a sealed crate and an opened crate. Inside the opened crate are several oil containers. In the center of the room is a large clockwork contraption that connects to the ceiling and likely into the next room. In front of the contraption is a small brass stand with a control panel. A closed door leads outside to a small balcony with a railing, letting you walk around the top of the lighthouse and see across the island and ocean below. A small telescope is fastened to the balcony, facing towards the distant ocean.
      When the brass stand is examined, it consists of two parts. A circular disk with multiple carved paths in the disk and near it. There is also a rotating dial below the disk. To the right of this is a 4x4 panel of brass buttons with a small lamp in the center of each button. No lamps are active, and the buttons cannot be pushed.

    Spinning Pathways

    The circular disk on the stand features several carved pathways, a rotating dial below the disk, and a lever that can be moved along the carved pathways (start indicating the lever starting position):
      When the dial is turned, the circular disk rotates, allowing the lever to be moved around the disk towards the end. When the lever has been moved to the end, a latch on the door can be heard opening, a latch holding the button panel to the right of this puzzle in place, and the top row of buttons light up.

    Islands on the Horizon

    This puzzle involves the 4x4 panel of brass buttons on the stand in the center of the room and the telescope on the balcony outside. The buttons cannot be pushed and are all dark until the pathway puzzle to the left of the panel has been completed. The buttons are made from brass with a glass circle in the center of the button that lights up. The lights of the buttons have different colors depending on what column the button belongs to. Going from left to right, the colors go: Red, Orange, White, Green. If a button on the first column is pressed other than the one already lit, the lit button goes dark, and the pressed button lights up. This works the same for all columns.   Examining the telescope on the balcony, it cannot be moved from its position, but its focus and aim can be moved. The characters must use the telescope to find four islands on the horizon and enter the correct order of the distance they are away from the lighthouse.
    The Islands
    On the farthest rim of sight, a volcanic island broods with darkened slopes scarred by rivers of molten fury.
    A lush and vibrant isle, painted in myriad greens and floral hues, beckons from the distant horizon, its verdant canopy rustling with unseen life, a tranquil oasis amidst the vast expanse.
    A mesa-like island, its cliffs and terraced plateaus bathed in the warm glow of daylight tinged with hues of orange, rises on the edge of vision, casting dramatic shadows.
    In the remote reaches of the sea, an iceberg island floats serenely, its icy fortress adorned with azure veins, an inhospitable realm on the water's edge.
      The specific order of the islands that are spotted does not matter, so feel free to mix it up. What matters instead is the distance of the islands to the Island of Providence. The mesa island is the closest, and the volcanic island is the furthest away. The lush island and iceberg are a similar distance away, but with a DC 20 Wisdom (Perception) check, a character can make out that the lush island is closer.   The characters must then figure out the combination to be the input of the button panel. The solution is for the red column, it is the 1st (or topmost) button, for the orange button, it is the 4th (or bottommost) button, for the white column, it is the 3rd (from the top) button, and for the green column, it is the 2nd button (from the top).   Once the correct combination has been entered, all the buttons light up, and a second latch on the door can be heard opening as the door goes slightly ajar.

    Fourth Landing (Lantern Room)

    In the quiet sanctuary of the lantern room, the unlit beacon rests in patient repose, its glass panels framing a panorama of the endless sea and the island, while the weathered brass machinery stands silent, awaiting the call to pierce the darkness. Three mechanisms surround the central machinery. If you follow the path left from the staircase, it leads to a rhombus panel of brass squares. Opposite of this panel is a square marble plate, paths carved through it, and a brass button at its center. On the side opposite of the staircase is a small, semi-circular table attached to the central machinery. On top of the table are several tarot cards, a typewriter, and a sealed envelope with the word INFINITY written on top of it.

    Rhombus Puzzle

    Attached to the central machinery along the path left of the staircase is a rhombus panel of squares. Most of these squares contain a brass piece. Three of these pieces, however, have words written on them: Stars, Time, and Science. Additionally, some of the spaces are empty, some are blocked, and one space has a thin hole at the back. The starting configuration of the squares is something like this (T is Time, S is Stars, C is Science, Filled = Blocked):
      The brass squares can be moved around the panel, except through the filled or blocked spaces. To solve this puzzle, each of the squares with a word written on them must be moved to the space with the hole in the back. If one of these squares is moved to the space, a tarot card corresponding to the words written on the square is delivered through a small slit next to the mechanism. The three cards are required for the Tarot puzzle later on.

    Rotating Path Puzzle

    Attached to the central machinery opposite the rhombus puzzle along the path right of the staircase is a square marble plate with multiple paths carved into it. At the center of the plate is a brass button and a small hole. A small brass knob is attached to a path next to the plate. The starting configuration is like this (theone1 outside the puzzle is where the knob starts, and the 1 in the center is where it should end):
      The brass knob can be moved along the path,s and when the central button is pressed, the three sections rotate. The outer section goes from 0->180->270->90->0->..., the middle section goes from 0->270->90->180->0->..., and the inner section goes from 0->270->180->90->0->...   The objective is to move the brass knob from the outer edge to the center of the puzzle by moving it along the paths and rotating the sections. When the knob has been moved to the goal, the Ship tarot card is deposited from a small slit next to the mechanism. Additionally, a new knob comes out starting at the two outside of the puzzle, and a new hole opens in the central button, where it says 2. The position of the puzzle is not reset by this. So, they must repeat the same pattern, moving the 2nd knob around the puzzle and getting it to the goal. Once it has, the Home tarot card is deposited from the slit. These two cards are required for the Tarot Puzzle later on.
    First Puzzle Solution
  • Move, press the button twice
  • Move, press the button once.
  • Move, press the button once.
  • Move, press the button twice.
  • Move, press the button twice.
  • Move, press the button thrice.
  • Move into the center.
  • Second Puzzle Solution
  • Press the button thrice, and move.
  • Press the button once, and move.
  • Press the button once, and move.
  • Press the button once, and move.
  • Press the button thrice, and move.
  • Press the button once, and move.
  • Press the button once, and move into the center.
  • Tarot Puzzle

    Standing next to the central machinery is a semi-circular table, which has nine rectangles drawn next to each other. Inside three of these rectangles are tarot cards. These cards are Home, Stars, and Temple. Next to the table is a small brass box attached to the central machinery, which also has three rectangles drawn on top of it, like those on the table, and a button in front of them. On the side of the box are eight switches that can be up or down. When the button is pressed, the three rectangles on the box flip over, but there is nothing underneath.   Also placed on the table, next to the rectangles, is a typewriter with empty paper placed in it. Finally, next to the typewriter is a sealed envelope with the word INFINITY written on it. If the envelope is opened, it is empty.   If the word INFINITY is typed using the typewriter, it begins writing on its own, producing the following text:
    "We began at home, staring at
    the stars. So much to
    discover, so little time".   The objective of this puzzle is to match the correct three tarot cards to the sentence written by the typewriter. If the correct three cards are entered, the cards are removed, and a new word appears on a small monitor on the side of the central machinery. If the incorrect combination is entered, the three panels flip back, returning the cards. The correct cards are bolded in the sentence in which they are written. If the first three cards are entered, the following word appears on the monitor: VOYAGE.   If the word VOYAGE is typed using the typewriter, it begins writing on its own, producing the following text:
    "Countless ships bore us
    triumphant to a hidden
    temple. It was at home you
    proved a shallow friend."   If the second combination of cards is entered correctly, the following word appears on the monitor: ENDLESS.   If the word ENDLESS is typed using the typewriter, it begins writing on its own, producing the following text:
    "Under these alien stars I
    courted only death. I am
    saved by science. My muse.
    Up up down up down down down up"   The last line of this sentence refers to the combination that should be entered on the switches on the side of the brass box. If the combinations are entered, the death tarot card is produced from a small slit under the switches. With this card, the final combination of cards can be entered correctly, and if it is, the following word appears on the monitor: HOPE, and a small drawer opens under the monitor. Additionally, the lantern of the lighthouse begins to turn on as the machinery begins to hum and tick.   Inside the drawer is the Bishop chess piece.

    Submerged Caves

    Ambience: Sea Cave - Space Canoe
    Near the island's south, erosion has formed a natural cave network filled with stalactites and natural salt formations. The caves are, however, mostly submerged, making them inaccessible during high tide. If a character can breathe underwater, or if the party can accommodate a Water Breathing spell, they might consider heading into the caves during high tide.   Inside the cave system are six deeper passages where the characters can search, referred to as depths. In these depths, the characters might find treasures, challenges, and hazards they find, referred to as encounters. The players and characters have the freedom to choose what depths they enter, and no depths are hidden, at least in this.   During high tide, the entire cave system is flooded and cannot be entered without the ability to breathe underwater, whilst during low tide, parts of the system are not filled with water, mainly the area around the entrance where the openings to the depths are. This means a character that has not entered a depth can breathe air as normal during low tide. Additionally, in some depths are air pockets. During high tide, these are also flooded. Additionally, currents and whirlpools are stronger during high tide, and their DC increases by 3. If the characters are unable to breathe underwater, make sure that you keep track of how long they spend in each depth. A character can hold their breath for several minutes equal to 1 + their constitution modifier (minimum of 1).   The depths are dark, and vision is limited, even with light. Some encounters provide light but, instead, fill up much of a character's vision by simply being in the way. In general, a character can make out the current encounter in the depth they are in and cannot make out any following until they arrive at that encounter. They can, of course, see the first encounter, provided they have some light. Also, keep in mind that most characters cannot speak underwater, meaning they might have no means of communication. A character that can breathe water can also speak underwater.

    First Depth

    Hydrothermal Vents

    Hydrothermal vents emerge from the side of the passage, causing steam to form around the opening. Moving through the area means swimming through the superheated area around the vents. A character that does so takes 22 (4d10) fire damage.

    Stalactites

    Long stalactite-like formations block the passage forward. A character can force their way through the passage by making a DC 19 Athletics or Acrobatics check. A small creature has an advantage on the Acrobatics check, and a tiny creature automatically succeeds. On a success, they clear the passage. On a failure, they clear the passage but take 3d10 piercing damage. On a failure of 5 or more, they do not clear the passage and take 3d10 piercing damage. Optionally, they can destroy the formations by spending 1 minute clearing the passage.

    Ending Currents

    Ending this depth is a dead-end with a small whirlpooling current in it, dragging creatures to the bottom of the depth. A creature that arrives at this encounter must make a DC 18 Athletics check or be pulled toward the bottom and be unable to move. Every 30 seconds, they can repeat this check.

    Second Depth

    Tight Passage

    The start of this depth is a tight passage that snakes deeper into the depths of the cave system. A character can attempt to squeeze through the opening by making a DC 17 Athletics or Acrobatics check. A small creature has advantage on the acrobatics check, and a tiny creature automatically succeeds. On a success, the creature manages to move past. On a failure, they do not manage to get through. On a failure of 5 or more, they become stuck in the passage. They can repeat the check every 30 seconds, managing to get free on a success.

    Stinging Jelly

    Beyond the tight passage is a swarm of slightly luminescent jellyfish. A character that moves through the swarm takes 1d10 piercing damage and must make a DC 18 Constitution saving throw. On a failure, they take 6d8 poison damage and are poisoned for 1 hour. On a success, they take half the damage and are not poisoned. On a failure of 5 or more, they are also paralyzed for 1 minute, falling into the next encounter.

    Connection

    The depth then leads to the bottommost encounter of the sixth depth.

    Third Depth

    Vibrant Corals

    A large cluster of colorful corals crow in a net-like formation around the opening of this depth. A character can force their way through the corals by making a DC 19 Athletics or Acrobatics check. A small creature has advantage on the Acrobatics check, and a tiny creature automatically succeeds. On a success, they clear the corals. On a failure, they clear the corals but take 2d10 slashing damage and must make a DC 17 Constitution saving throw or be poisoned for 1 hour. On a failure of 5 or more, they do not clear the corals and take 2d10 slashing damage and must make a DC 17 Constitution saving throw or be poisoned for 1 hour. Optionally, they can destroy the formations by spending 1 minute clearing the passage.

    Massive Oyster

    Beyond the corals is a not-too-tight passage that leads to a turn. In the passage wall is a large oyster. A character can make a DC 20 Sleight of Hand to open the oyster. Alternatively, they can delicately destroy the wall that the oyster is attached to and capture it to be opened later. On land, only a DC 16 Dexterity (Sleight of Hand) check is required to open the oyster. The oyster contains a hand-ball-sized pearl worth 600 gp.

    Hydrothermal Vents

    Hydrothermal vents emerge from the bottom of the depth, causing steam to form around the bottom. A character can enter the area and notice that it stops at a dead end with the vents. While remaining around the vents, they take 22(4d10) fire damage every turn (or whenever it feels right).

    Fourth Depth

    Tangling Algae

    The entrance of this depth is hidden by a large number of algae and other long plants. A character must make a DC 23 Wisdom (Perception) check to spot the entrance. A character can attempt to move through the algae by making a DC 18 Athletics. A small creature has disadvantage on this check. On a success, the creature manages to move past. On a failure, they do not manage to get through. On a failure of 5 or more, they become tangled up in the algae and are restrained. They can repeat the check every 30 seconds. Optionally, they can destroy the algae by spending 5 minutes clearing the passage.

    Bottled Treasure

    Stuck in a crack in the passage wall is a glass bottle with a piece of paper inside. The bottle can be dislodged from the wall by making a DC 16 Dexterity (Sleight of Hand) check. On a failure of 5 or more, the bottle breaks, and the water ruins the paper. A short song is written on the paper:
    On an ocean of stars
    Lo, an angel they see
    Untouched by the war
    That the waged

    Lain low by their scars
    A people wounded, but free
    Seek what lies beyond
    This dark age

    The seasons they turn
    Winter to spring
    Dulling the pain and
    Erasing the sting

    The seasons turn
    Summer to fall
    Time's warm embrace
    Begins to heal all

    Whirlpool

    A strong whirlpool has formed at the end of this depth, pulling creatures into it and crushing them. A creature that arrives at this encounter must make a DC 18 Athletics check or be unable to move and take 3d10 bludgeoning damage. Every 30 seconds, they can repeat this check.

    Connection

    The depth leads to the bottommost encounter of the fifth depth.
    Fifth Depth

    Strong Currents

    This depth starts with a small whirlpooling current in it, dragging creatures into the depth. A creature that arrives at this encounter must make a DC 18 Athletics check or be pulled into the next encounter. Every 30 seconds, they can repeat this check to try and move past this encounter.

    Stinging Jelly

    Beyond the currents and a turn is a swarm of slightly luminescent jellyfish. A character that moves through the swarm takes 1d10 piercing damage and must make a DC 18 Constitution saving throw. On a failure, they take 6d8 poison damage and are poisoned for 1 hour. On a success, they take half the damage and are not poisoned. On a failure of 5 or more, they are also paralyzed for 1 minute, falling into the next encounter.

    Connection

    The depth leads to the bottommost encounter of the fourth depth.
    Sixth Depth

    Stalactites

    Long stalactite-like formations block the passage forward. A character can force their way through the passage by making a DC 19 Athletics or Acrobatics check. A small creature has advantage on the Acrobatics check, and a tiny creature automatically succeeds. On a success, they clear the passage. On a failure, they clear the passage but take 3d10 piercing damage. On a failure of 5 or more, they do not clear the passage and take 3d10 piercing damage. Optionally, they can destroy the formations by spending 1 minute clearing the passage.

    Tight Passage

    The start of this depth is a tight passage that snakes deeper into the depths of the cave system. A character can attempt to squeeze through the opening by making a DC 17 Athletics or Acrobatics check. A small creature has advantage on the acrobatics check, and a tiny creature automatically succeeds. On a success, the creature manages to move past. On a failure, they do not manage to get through. On a failure of 5 or more, they become stuck in the passage. They can repeat the check every 30 seconds, managing to get free on a success.

    Hydrothermal Vents

    Hydrothermal vents emerge from the side of the passage, causing steam to form around the opening. Moving through the area means swimming through the superheated area around the vents. A character that does so takes 22 (4d10) fire damage.

    Connection

    The depth leads to the bottommost encounter of the second depth.

    Gnoll Encampment

    The gnolls arrived on the island by boat, the wreck of which can be found on the northern shore. It is also where their encampment is, and most of the gnoll raiders are.   Read the following text aloud when the characters approach the encampment:
    Nestled against the base of the cliff, a beach of white sand stretches out, with a similar staircase snaking down the cliffside. Gnolls have set up a rough encampment with shelters made from driftwood and sawn logs. The salty sea air mingles with the musky scent of the wet fur, accompanied by the distant crash of waves and the occasional growls from the encampment. A stranded ship, weathered and worn, rests in the center of the encampment.
      There are approximately three dozen gnolls in the encampment. If the characters begin moving down the staircase, the gnolls spot them and begin pointing with curious eyes. The gnolls do not attack the characters unless they are attacked, they simply follow with curious looks, whispering among themselves. If approached, they take their distance and let the characters pass.

    The Stranded Ship

    Among the camp is a stranded ship, the bottom of which has been broken as it crashed into the shore at too high of a speed. A large hole in the bottom leads to an entrance into the hold of the ship. The leader of the gnolls, Iago waits inside the ship.

    Theatrical Hold

    The hold of the ship has been repurposed and refurnished for the entertainment of Iago. When the characters enter the hold, it is dar,k and read the following text aloud:
    As you step through the opening of the broken ship, you enter a dark chamber. Just as your eyes begin to adjust and make out the interior, a loud metallic thud comes from behind you as a metallic door seals your exit. As it does, two magical light sources begin to shine above two braziers in the room. The inside of the hold has been fashioned into an imitation of a theatre. You stand behind the open curtain on the stage. In the auditorium, an audience of fifteen skeletons propped in ludicrous poses. Among them is a suit of armor that is clapping incessantly.
      If a character walks out onto the stage, a mouth appears in the air that says the following in a high, raspy voice with a British accent:
    Well, well, well. We've got ourselves a new visitor, have we? I wouldn't be a generous host without welcoming you, would I, so I say welcome to thee. In any case, you may wonder why I am not here in person, and that is simple. I do not wish to meet with more boors than I already have to deal with, so to prove yourself worthy of an audience of mine, you must first prove yourself to this audience before you. Best of Luck and... try not to die, would you? Unless you are a boor, then do die.
      The suit of animated armor is called Clapper and will act as though they are the characters' biggest fan.   The characters must perform to entertain the skeleton audience. One character at a time can perform a DC 25 Charisma (Performance) check. On a failure, five of the skeletons clap in approval; on a success, all fifteen skeletons applaud. If characters perform together or put up good acts, lower the DC of this check based on how good the performance was. Attempting to play any instrument found in the theatre breaks the instrument.   When the characters succeed, the skeletons give a standing ovation but then collapse, reassembling into two shoosuva and an adult red dracolich, who immediately attack. Once the creatures have been defeated, the metal door at the far end of the room opens into a dark corridor.   The corridor then leads to a staircase leading up to a room on the next deck. A purple flap limits vision into the room, but dim green light can be seen through it.

    Lower Deck Bar

    Ambience: Miscreant's Melody
    Stepping past the flap takes you to a small, filthy barroom lit by green torchlight and cluttered with junk. In the corner are a few colorful machines, and at the bar sits a gnomish woman rolling dice and talking fondly to a patch of mold.
      The bar is tended by Uro Bach (she/her, rakshasa, lawful neutral), in disguise as a gnome. She plays dice with a patch of mold growing on the bartop counter, an alkilith called Aldobos. If asked what she is doing here, Uro responds despondently: "Trying to make a living."
    Broken Slots
    The colorful machines in the corner of the room are, in fact, slot machines. They are free to play but unwinnable. When a character plays the slot machine, they roll three d4s. If they roll the same number three times, the machine displays three of a kind and plays a short, jaunty tune.
    Bar Drinks
    The bar is stocked with bottles of liquor with brands written in Abyssal. Everything costs two gold pieces and tastes of blood and sulfur. If the characters complain about the selections to Uro, she is apologetic. She, too, is frustrated by the lack of goods to sell.
    Running the Maze
    Ambience: Royal Garden Exploration
    At some points, whenever it feels right, Uro might introduce the party to The Intermezzo Vault. In a separate room behind the bar is a small lounge with a massive table in its center. The top of the table is obscured by some sort of magical shadow, except for a small spot near one side of the table. Around this spot, seven blank miniatures are placed on the table. Uro explains that the darkness on the table features a maze, inside of which the party must fetch a deck of cards from the center of the maze, and if they do, they may continue to meet the master of the camp, Iago of the Howling Laughter.   Uro explains that the characters must each grab and focus a miniature, which causes it to transform into the shape of that character additionally, the character's vision transfers to the miniature. She then continues to say that the miniature represents them as they are, and any damage the miniature might get hit by will, in turn, strike them.   As the characters begin the maze, they notice that the walls of the maze are lined with niches containing piles of platinum pieces. Each niche contains 4d100 platinum pieces. If a character takes any of this platinum, they must succeed at a DC 20 Wisdom saving throw or be marked by the patrolling constructs. While marked, a character takes an additional 2d8 damage whenever one of the constructs hits them with a weapon attack.   The walls of the maze constantly shift. To find the deck, each character must make three DC 19 Wisdom (Survival) checks. Each time the characters succeed, they manage to avoid an encounter with a construct. On a failure, roll a d4. On a roll of 4, the characters encounter the Adamantine Golem. Otherwise, they encounter a Greater Cadaver Collector. When a character encounters a construct, the construct makes its multiattack against the character and lets it escape without triggering opportunity attacks, and they can once more attempt the survival checks. If the attack of a construct hits the character, they take the damage as Psychic damage.   Characters who are progressing stealthily make these checks with advantage but must succeed on four checks. If any character is marked, they make these checks with disadvantage.   After a character has succeeded in their checks, they find the center of the maze, where they encounter the Roulette Wheel Puzzle. If a character leaves this area, they must succeed one DC 19 Wisdom (Survival) check to find their way back.
    Roulette Wheel
    You arrive in an area dominated by a magnificent wheel lying on its side atop a bronze felted table. Sections of the wheel denote numbers from one to twenty. A cartoonish demon chases a halfling alongside the numbers. There is an indentation, approximately coin-sized, next to the wheel and a larger 'prize' slot.
    To place a bet, a character must insert 100 platinum pieces into the indentation and claim a number from 1 to 20. When the game begins, roll a d20 to see which number the roulette ball lands on. However, the roulette has been tampered and the ball never lands on a claimed number. To win, the characters must claim every number of the wheel. When this happens, the roulette wheel spawns a miniature Barlgura demon that smashes the ball in a fit of rage. The prize slot then deposits a Deck of Many Companions.   Once the deck has been retrieved, the character's vision returns to themselves, and Uro congratulates them on navigating the maze and allows them to take a short rest at the bar. After the characters have completed their rest, the illusion that hides the staircase to the main deck is dispelled.

    The Main Deck

    Ambience: On the Shore - God of Fools Area
    As you ascend onto the main deck, you once more catch the scent of the ocean air, and you step out onto a large recreation of a chess board placed before the quarterdeck, covered in scrapped machines and broken pieces of the ship. Following the short staircase, it leads to a throne made from driftwood, broken planks, and tiny trinkets, upon which sits a male humanoid figure clad in gaudy robes of black, white, and yellow, adorned with golden jewelry. Their impression is not one of a friend, however, as their arms end in claw-like hands covered in dried blood.
      As the characters approach, the figure greets them in a high, raspy voice with a British accent:
    So here you are, brave champions, performers, navigators, solvers, curiosities, and do-gooders. I am Iago of the Howling Laughte,r and I already know who you are and why you are here. So, shall we play a final game? If you win, I give you the two pieces you are after, if I win, you will give me your piece of the gate to the endless world.
    If the characters agree, Iago explains that they must best him in battle, but not just any battle, they must play by certain rules and that his side will as well. They will draw three cards from the deck of companions and then, in turn, will draw three from his deck of monsters. This is, in fact, a bluff as Iago chooses his three cards regardless: a cambion, a barlgura, and a glabrezu.   Ambience: Royal Garden Combat
    Characters roll initiative for their spirits and must command their warriors in a game of warfare against Iago's monsters. Characters can cast spells during the battle or contribute in additional ways besides commanding their spirits.   If the party wins by defeating all three monsters, Iago begins to cackle uncontrollably to the point of howling. After recovering from their laughter, Iago congratulates them, throws the pawn and king pieces toward the party, and tells them that since their business is done, they should leave.

    Climate

    Mediterranean.
    Type
    Island
    Location under
    Related Reports (Primary)

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