Skull Quest 1 - The Castle, Sub-Level 3

Essentially, sub level three is a large circular cave in the interior of the rocky island. A small sea cave is the only entrance. The cave contains a sandy area, a dock, one ship, a few small boats and miscellaneous other marine gear.

The outer area is a near sheer wall of wet and slimy rocks. Hard to climb. Very slippery. Tremendous waves sweep into the cavern entrance at regular intervals. A sandy beach along the seaward side hugs the island. A narrow channel splits the beach and leads to the cavern entrance. A large seabird sits in a nest beside the cavern entrance eyeing the characters. A large lizard sits on a rock basking in the sun.

The Outer Beach and Entrance to the Sea Cave

The opening to the cave is partially obscured. Dex check and boating roll to get boat into cave between waves without smashing it. The opening is 10 meters tall (30 feet) and 5 meters wide (15 feet).

There is another opening, much smaller, completely underwater, that exits the main cavern on another side of the island. This smaller cave entrance is used by the octopus and erriku.

A sand golem will spring from the beach if any intruders venture there. The sand golem is one of the witch's experiments. It is an amorphous being able to shift its shape with blinding speed. It can move and shape change rapidly which gives it excellent protection from weapons and it is able to resist some damage by hardening or softening the density of sand in parts of its body. (DM's discretion on how tough you want to make this thing).

Water causes the sand golem to clump and crumble. Water causes damage proportional to the amount of wetness. Submersion in water equals total destruction. As you can imagine, this thing will avoid water.

Sand Golem Abilities: 

  1. Damage resistance due to shape shifting and density modification. 
  2. Can spray sand at opponent eyes. 
  3. Regenerates all hit points per round when standing on beach.
  4. Can morph body into any shape, flow through cracks, etc.

The Portcullis and Narrow Cave Entrance

Ten meters into the cavern, there is a massive iron portcullis. It has 3 inch thick bars spaced one foot apart. It is heavily rusted and barnacles cling to it near the water line. 

A chain and winch mechanism is clearly visible on the other side built into the cave wall. A single skeleton stands at the mechanism grasping the wheel. It makes no move to attack.

As the portcullis rises up with a grinding sound, you see a skeleton stabbed through by one barb tipped iron bar, pulled up with it.

This skeleton will open and close the gate to anyone who asks using Damerik's name. "In the name of Damerik the Unholy, open the gate." Also, it will open the gate if shown the wooden holy symbol.

It will ignore all other events, but will defend itself if attacked. If fired at with arrows through the portcullis, it will retreat to the castle and get help.

If the party tries to go under the gate, they find the bars end in spear like tips that stab into the rock beneath about one inch. There is one barbed tip that is broken off. Also, one barbed tip stabs a skeleton through the chest. A slender elf, could try it, but might get stuck.

The Sea Cave

The first thing you noticed is a horrible stench in the air. You are in a large cavern inside the island. It is approximately 15 meters wide, 30 meters long and 8 meters tall. On the far side of the cavern is a small beach. A massive, bloated dead whale carcass (about 25 feet long and 5 tons) rests on the beach. Dozens of large red crabs are feasting on it. Each crab is about two feet across. The scurry about with an unnerving clicking sound. The crabs will ignore the party members unless they get close. Then the swarm will attack ferociously. There are 25 crabs in the cavern. If characters disturb them, they will become agitated and being chirping. This will draw the attention of the sea mage.

In the ceiling off to one side, you see a two foot diameter hole in the ceiling. Standing on the dock are two skeletons, standing at attention, armed with leather and swords. On the dock are various boxes and barrels. Also built into the dock is a bell with clapper. It is within reach of one of the skeletons. If attacked, the skeleton will ring the bell.

At the other end of the cave, submerged in the deeper water, resides a giant octopus. It will attack if the characters venture to close.

This cave is the home of the sea mage. He lives in a small side cave. The crabs and the octopus are pets of his. The sea mage will peek out if the bell is rung or the crabs are disturbed or any other loud noise is made. He will attack with a "watery hand" (Abyss style) which will cause a giant hand made of sea water to rise up out of the water,  grab a player and attempt to drag him to a watery death. The sea mage will also order the crabs to attack (telepathically). The sea mage has a variety of spells, most are water based.

The Landing

Near the middle of the cavern on the right side, there is a large stone ledge and a small wooden dock. Two skeletons armed with tattered leather and short swords stand on the stone platform. A small ship, a longboat and a rowboat are tied up. On the dock are three benches, a small table and a mounted copper bell. Behind the docks, the rock of the cavern is cut away to reveal a square open area, a half room of sorts. On the far side of this semi-room is a pair of large iron doors. Four boxes and two small barrels are stacked up against the cavern wall on the stone ledge. A stone pathway leads from the landing to the beach, hugging the inner wall of the cave.

The two skeletons stand at attention. Each skeleton is armed with leather and a short sword. They will attack anyone who tries to pass without the symbol. They will obey orders from the sea mage.

A search of the area will reveal cloaks, boots and rope in the boxes. The barrels contains lamp oil and ale. Both are half full.

If the characters go to the pathway, they find a curtain covered entrance. A smaller passageway.

The curtain leads to a smaller chamber. The sea mage's chamber. This room is filled with sand dollars, shells, shark jaws, and a plate of half eaten fish. The sea mage may or may not be asleep here.

The Doors and Stairs

A pair of large iron doors. The doors are rusted, but sturdy. They are locked with a large, heavy iron lock. Keyhole. Mold grows all about the doors. The doors open up with a loud creak. Behind the iron doors, huge stone stairs lead up into darkness. The stairs are wet and slick with moss and slime. The lock can be picked. Stair way turns and twists going up. The stairs are slippery and wet. Running or fighting on the stairs will cause the characters to slip and fall. Covered in slimy mold and muck. The stairs rise about 35 feet.

This page last updated Wednesday, December 24, 2008. Copyright 1990-2009 David M. Roomes.

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