The crashing waves are less ferocious in this expansive chamber. A faint glow emanates from all around, illuminating the room. The path branches here. One branch leads into the water and deeper into the cave, while the other heads to a raised ledge over the stream. Mounted on the ledge, as if the ledge were a pedestal, stands a statue of an enormous inverted squid-like creature. The statue's tentacles reach at least 4 feet high, pointed toward the ceiling, and seem to be searching for something.
This is the chamber where the murlocs stored and worshipped their idol. While the waters in this room are less hazardous than the mouth, the waters and rocks here are still treacherous for unsuspecting adventurers. The light outside barely touches this room, but a moss grows near the water, illuminating the cavern.
This area is not untouched. A DC 15 Search check discovers the remains of a fishing pole. If the heroes inspect the pole, they recognize it as the same as the other fishing poles Alman had in his house. The fisherman dropped his pole here when he fled the cave with the idol.
The squid statue is a receptacle for the idol, and a DC 15 Search check reveals a space in the center of the tentacles, inside the squid's beak, that would hold a small statue.
Development: The idol chamber is in three possible states, depending on the party's actions.
• If the party bears the idol, they may place it within the squid's beak. Doing so triggers a magical alarm, alerting the murlocs to the return of their statue. In a few moments, the kidnapped grandson appears, swimming from the underwater cave, bedraggled and coughing water, but otherwise okay. He informs the party that the murlocs freed him, and they should leave now. Continue to "Concluding the Adventure," below.
• If the heroes disarmed the trap, they may enter the murloc caves through the right-most path.
• If the party triggered the alarm, 3 murloc guards swim to the chamber, hiding under the murky water and waiting to watch the heroes.
Creatures: If the heroes do not have the statue, or attempt to follow the path underwater, the guards attack from cover behind the rocks.
Murloc Guards, Soldier 1 (3): CR 1/2; Medium monstrous humanoid (aquatic); HD 1d8+1; hp 5 each; Init +2; Spd 20 ft., swim 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +1; Grp +1; Atk/Full Atk +2 melee (1d8, trident) or +3 ranged (1d8, javelin); SQ darkvision, murloc traits; AL LN; SV Fort +3, Ref +2, Will +0; Str 11, Agy 15, Sta 12, Int 8, Spt 11, Cha 7.
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