10 February, 2011

Locations c and d of Entero Island

c - the lookout
This is the only place from where the shipwreck at location ‘g’ can be clearly seen, due to the wreck being almost entirely submerged, though shallowly, and its view being occluded by underwater rocks. Six feet of the wreck’s mast extends above the waves, and can be barely seen from the shore northwest or southeast of the hills. It cannot be approached by shore, however, since this part of the coast consists of steep 75 foot (on average) cliffs, extending from 250 yards north of ‘c’ to 200 yards east of ‘c.’

Unfortunately for any viewers, this is also the location of a yeti cave. There is but a single yeti, the last member of a nearly extinct population. This condition has done nothing to help his already sour disposition. His simple cave is littered with goat bones and giant crab shells, though he has no treasure. The treasure usually associated with his kind is instead subsumed in the booty within the sunken ship at ‘g.’ 

d - the grotto
At the very back of a deep fissure cut into the cliffs here, down 100 feet from the top of the overhang, is the entrance to a sizable cavern. The entrance lies mere feet from the surface of the sea, and at high tide the briny water intrudes into the lowest portions of the cavern, leaving tidal pools in the first few low yards of the floor. This natural cavern is a wet, dark place of sharp black obsidian and basalt. It is roughly in the shape of a triangle, one point being at the seaward entrance. The distance from the entrance point to the base of the vague triangle, at the back of the chamber, is 60 feet.

Ascending the sharp rocks of the interior, one enters the demesne of the Sea Mother. The upper half of her body is that of a 4 armed, voluptuous, full-figured woman. The lower half of her body is similar to the enormous rear thorax, abdomen, and tail of a gigantic blue lobster. The gradation from walking legs to swimmerets is so gradual, and their nature so similar in her case, that functionally she glides about repulsively on 16 disturbingly insectoid legs. Her colouring ranges from blue to iridescent green across her entire body, and in place of hair, she has upon her head innumerable prehensile eels.

She fully utilises her 4 arms, allowing her to attack once with a weapon, and cast one magical spell, both in the same round. She has 3 hit dice, and fights as a 3rd level fighter. She casts spells as a level 3 magic-user, as well as a level 3 cleric. All her spells are contained in her ancient spell books, separated by level and class, and securely stored here in her grotto. For this reason, the DM is encouraged to choose the Sea Mother’s spells to fit his or her unique campaign, as her spellbooks constitute a good portion of the treasure gained through her demise. She employs as her main melee weapon a +1 short sword. The blue-green sword is ornately designed with a flowing-shaped iridescent blade and a hilt in the form of a mermaid. It continually ‘sweats’ saltwater from the surface of the blade when drawn from its sheath, and can produce up to a gallon of liquid per day in this fashion. It will do an extra point of damage per hit to fire-based foes, but one point less to water or ice-based enemies.

Additionally, once per round her head-eels may attempt to turn one of her opponents to stone. This is an active attempt, so not only must the target be looking at the Sea Mother, and be able to see her, but she must also roll to hit them for the glowing green-white beam of the eels’ combined energy to strike and penetrate any armor. The target is further allowed a saving throw vs. stone to avoid the effect if hit, being slowed to half movement if successful. This petrification is cured if the resulting statue is entirely submerged in seawater for 1 round.

Accompanying the Sea Mother in her grotto are 6 brood minions, less if any have been killed at the stones of location ‘b.’ They are similar to the Sea Mother in appearance, but are all male, bald, and have only 2 arms. Also, their 8 walking legs are distinct from their smaller swimmerets, with their abdomen and tail being carried slightly aloft behind them. They are armed with spears and have 1 hit die, but possess no independent spellcasting ability. Depending on the strength of the party, the DM may consider increasing the brood minions to 2 hit dice, as well as providing them with shields.

Also within the grotto, in a prominent position near the high back of the chamber, is a large, irregularly shaped black obelisk. Despite the best efforts of those examining it, they are unable to determine if it is a projection of the native basalt, or if it is some later addition. Concealed behind the obelisk (but not a ‘secret door’) is the opening to the tunnel leading to the secret door at area ‘b.’ If approached from this direction, the only possible random encounter within the tunnel are the black garbugs.

At the north corner of the chamber, in a narrow vertical crevice, are several small natural ledges and a collection of giant clam shells crammed into the rock. These hold the Sea Mother’s spellbooks, as well as her treasure. They are not split apart, but rather connected at the joint, and arranged so that the top half will lift to allow access to the inside. There are 4 of these, with the largest one at the top. This one contains all her spellbooks, and is trapped with the spine of a sea urchin. Anyone springing the trap will begin feeling numb and die in 6 rounds, unless a save vs. poison is made, or unless some other measures are taken to neutralize the poison. The remaining shells and the ledges contain the rest, consisting of: 900 silver coins; 500 gold coins; 2 large pearls (50gp ea.); 3 small pearls (25gp ea.); 10 pieces of tableware including goblets, cups and plates, of both metal and glass (10gp ea.); a silver fork(5gp); a gold comb(20gp); a silver mirror(30gp); and a spyglass(50gp). There are also numerous other items commonly found on boats and ships, but all are broken and worthless.
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