Kuo-toa have attacked the docks at night the past two evenings, ever since a fisherman named Zeke pulled a strange statue out of the water.
Hired to defend the docks that evening and gather information after and determine how to stop the threat.
[entrance] The night is dark, the moon fighting to get through the clouds. The rain is nearly punishing, with flashes of lightning interrupt the misery with excitement. Between two flashes of lightning, the Kuo-toa appear standing on the docks, spears in hand.
Fight at the dock against 8x Kuo-toa (400xp). See a mysterious figure standing on the water some distance out, lightning clashes and pCs with magic ablities see sickly green outlines of tentacles holding the figure above the water. Bright tower lights the night up and shoots the fucker, and it bursts into flames. Skirmish fight.

[puzzle] Rp to determine what is going on, get water breathing potions from a traveling merchant, possibly for free from concerned business owners.
Ezekiel “Zeke” can give them a rough idea of where he was when he caught the strange statue. If questioned about what it was he will say that it was beautiful and terrible. It can be found in a box just off the floating pier.
Otherworldly Oddities is a well known stand in the Flotsam Galleria owned and operated by Travin Corellia. He has 5x potions of water breathing for 400 gp each, but good RPing or a fairly tough for their level social check will get them a discount. and a 25% chance for any common magic item and nearly all adventuring gear.
They took his Daughter last night! She may not even be alive but he needs to know and they need help him! They were supposed to stop this from happening. Find Lissa and bring her to me alive or otherwise.
Gaius has set up Traveling Treasures temporarily in the marketplace. He may have information but only limited, says attacks have happened before.
Vharudan the Thrice Hanged in the Blinding Tower is full of knowledge and has been around for a long time. If they visit, there are many sun motives, and a the name Legion tacked to the wall with a stake through it.
oh, that’s not for you, just like the ant can’t take on the wearer of the boot. and that problem has lingered for ages. we have a more immediate problem to solve.
[setback] Explore to get to the Kuo-toa settlement and fight fishmen and the dark denizen.
Ambush fight. Kuo-toa Whip and 6 Koa-tuo (800xp) underwater movement speed is halved.
[climax] Boss battle leads to entrance to underdark that cannot be opened from this side as of now.
Area 1 – Stairs lead up and out of the water. Stone is wet and puddles are everywhere, but there is breathable air. Dark, there is no light and everyone’s equipment is soaked (no torches). Small corridors branch off filled with sea water and filth. Door out is a locked stone door (AC 17, HP 40, DC 20 athletics check to pry open) with a complex good lock, (1 min, dc 15 sleight of hands check) to get into the dungeon.
Area 2 – If the adventurers barged through the door, there is no chance at a stealth check but let them roll anyway. This room is full of trade goods that were stolen and are unceremoniously tossed in piles against the long wall opposite the doors.
Area 3 – Boss fight. Kuo-toa Monitor 2x regular Kuo-toa and four giant crabs between the fishmen and the real boss.
This is also where the daughter is being held. Lissa is but and bruised but otherwise unconscious and unharmed tied up with her head on the edge of the pool. A Kuo-toa will move to attack her once they see adventurers.
Roll wisdom, worst roll sees a vision, Darkness and even darker within, tentacles and pain.
Dizeni is the humanoid they saw standing on the water the first night. ( put a long run down a vosian tunnel, and then end with seeing the following from down a long corridor – if there is time) They see him working at the door at the back of the final room of the small dungeon. DC 13 perception check to notice that he uses a vosian armband to activate the door, which shuts before the pcs can stop him. If someone tries to be heroic and dash for the door, make a hidden check for them and have it slam shut on their hand, cleanly removing it just past the wrist and causing 2d6 damage. oops.
Loot! Horn of Silent Alarm, Prostetic Hand, Bracers of Archery, 5d20+25 Gold, 3d10+5 trade bars, 1d6x10+40 silver
[resolution] return to Prymm, the immediate threat is over but there is something more at stake here and the mysterious figure has something to do with it.
If run after Castle Crashin’ and/or Vosian Anger, the following additions will be added in (listed above in italic)
The Kuo-Toa take a hostage, the daughter of Travin Corellia, making all checks to get a discount on water breathing potions much easier.
Lissa Corellia saw the book, heard the word Kharybdis several times.

This work is shared using the SRD V5.2.1 – Links to DnDBeyond will only work if you own the digital books
