The PCs can walk
part of the way to the "waters of Sekolah" but need to take
a boat the rest of the way. Lurotha/Cyric prefers to take a boat the
whole way. He guides the PCs to an area of ocean where the shore is
covered in black sand. There is a rock outcropping half a mile out to
shore that resembles a shark-fin breaking through the water's surface.
Lurotha tells the PCs that this marks the location of a large system
of underwater caves where the evil ones have likely taken the village
statue. He pretends to be nervous and tries to persuade the characters
to turn back from their mission. In reality, he is just waiting for
his "pets" to arrive as planned.
As the PCs enter
this area, read the following text:
Lurotha goes on
to describe the entrance of the cave system to the PCs, telling them
that it is about 200 yards beneath the surface. He wants to ensure that
the PCs can find the entrance on their own. He explains that the water
is full of silt, and it can be easy for land-dwellers to lose their
way in the poor visibility. He recommends that the PCs stay close to
him and to each other.
If the PCs make
a successful Spot check (DC 25), they notice the sharks approaching.
Otherwise, the first they know of the sharks is when one of them rams
the boat. Lurotha grabs his trident, exclaiming that these are "the
children of Sekolah" who have come to exact vengeance. He feigns
panic, standing up suddenly and lifting his trident over his head as
if to throw it. The boat begins to rock dangerously. Allow the PCs to
try to steady it in any way they see fit. Spellcasters must make a successful
Concentration check (DC 10 plus the spell level) to cast a spell while
the boat is unstable. All characters who are standing should also make
Balance checks (DC 10) or fall out of the boat.
On the next round,
the sharks both ram the side of the boat. Lurotha, at the same time,
"loses his balance" and pitches over the side. The boat also
capsizes if, in the DM's judgement, the PCs have not taken appropriate
steps to prevent this. If the boat capsizes, everybody goes into the
water.
The PCs see one
shark evidently locked in a death struggle with Lurotha. The last they
see of him are his legs flailing above the surface, then a cloud of
blood in the water.
If the PCs are with
Lurotha in the water, the second shark attacks them until it has lost
half its hit points, then retreats.
Lurotha is, of course,
unharmed. These sharks are ones that he has trained specifically for
such tasks. They can make a convincing show of pulling Lurotha beneath
the waves, while remaining calm when exposed to the blood leaking from
a superficial wound Lurotha makes in his hand. (That is what the PCs
see on the water's surface.)
Lurotha's purpose
here is two-fold. First, he does not want to be present when the other
sahuagin close in for the kill. Should any of the PCs survive, between
his little act and a clever story about surviving the fight, Lurotha
preserves his cover. Second, he is toying with his prey. He wants them
to be as afraid as possible when they finally face the other sahuagin
in the caverns below.
Development:
At this point, the characters are faced with a decision: continue, despite
Cyric's apparent demise, or return to Mochdrev. If they go back to the
village in defeat, it is only a matter of time before the inhabitants
all pack up and leave. Lurotha watches the results of his handiwork
from a distance until he is sure of the result, then reports back to
Urtholah before moving on to spread lies and fear among another community
of land-dwellers. If the characters push forward, they have to face
the ambush set for them by the sahuagin in the underwater caves below.