The Lonely Dock
A solitary dock extends from the beach into the bay. The construction is solid and looks recent, suitable for tying off a small boat, although no watercraft are visible. The beach inclines to the east before giving way to grass and trees. Further on in that direction, buildings and a palisade wall stand on the rise.
PCs who study the beach and succeed at a DC 10 Perception check may notice there are no tracks in the sand leading from the dock to the colony. Alternatively, you may wish to just point this out to create a sense of tension and unease.
If the PCs look into the water at the western end of the dock and succeed at a DC 12 Perception check, they can spot a canoe on the seafloor at a depth of 10 feet. The craft is damaged, but this is not evident until it is dragged to the surface. Similarly, a wicker basket and a fishing pole can be spotted from the dock’s other side. If the canoe is pulled up from beneath the dock, a hole in the bottom hull is evident. The canoe’s construction is recent and it was likely built on this island. PCs who succeed at a DC 15 Perception check or DC 10 Craft (woodworking) or Profession (sailor) check notice a hole that was created from inside the canoe, not the bottom, and was punctured by a tool or weapon. The canoe may be repaired with a successful DC 15 Craft (woodworking) or Craft (ships) check once the PCs have some tools and building supplies. Alternatively, spells that can repair objects, like make whole, can repair the canoe once the PCs reach higher levels.
Creature: A fuath gremlin makes its home underneath the capsized canoe. Unless the PCs are very loud while on the dock, the gremlin doesn’t notice their arrival. However, it certainly notices the PCs if they disturb its home. The startled gremlin attacks any PC in the water, while trying to remain beneath the dock and out of direct sunlight. It flees if reduced to 3 hit points or fewer.
Development: If the fuath is driven from its lair, it swims out to the depths of the bay and waits until it fully recovers its health. It then enters the settlement at night and attempts to wreak mischief on an unsuspecting target, such as by ruining supplies and provisions or murdering a sleeping victim. The gremlin uses its sleep spell-like ability to bypass guards or keep a potential victim unconscious while it approaches. Another potential, macabre attack is to use the fuath’s congeal water ability on a sleeping victim. If the PCs do not investigate the canoe or the dock, they might easily bypass this encounter. Eventually the fuath becomes aware of the colonists and infiltrates Talmandor’s Bounty. It selects and attacks an unsuspecting settler in search of murder, mayhem, and something sparkly to steal.
If the PCs look into the water at the western end of the dock and succeed at a DC 12 Perception check, they can spot a canoe on the seafloor at a depth of 10 feet. The craft is damaged, but this is not evident until it is dragged to the surface. Similarly, a wicker basket and a fishing pole can be spotted from the dock’s other side. If the canoe is pulled up from beneath the dock, a hole in the bottom hull is evident. The canoe’s construction is recent and it was likely built on this island. PCs who succeed at a DC 15 Perception check or DC 10 Craft (woodworking) or Profession (sailor) check notice a hole that was created from inside the canoe, not the bottom, and was punctured by a tool or weapon. The canoe may be repaired with a successful DC 15 Craft (woodworking) or Craft (ships) check once the PCs have some tools and building supplies. Alternatively, spells that can repair objects, like make whole, can repair the canoe once the PCs reach higher levels.
Creature: A fuath gremlin makes its home underneath the capsized canoe. Unless the PCs are very loud while on the dock, the gremlin doesn’t notice their arrival. However, it certainly notices the PCs if they disturb its home. The startled gremlin attacks any PC in the water, while trying to remain beneath the dock and out of direct sunlight. It flees if reduced to 3 hit points or fewer.
Development: If the fuath is driven from its lair, it swims out to the depths of the bay and waits until it fully recovers its health. It then enters the settlement at night and attempts to wreak mischief on an unsuspecting target, such as by ruining supplies and provisions or murdering a sleeping victim. The gremlin uses its sleep spell-like ability to bypass guards or keep a potential victim unconscious while it approaches. Another potential, macabre attack is to use the fuath’s congeal water ability on a sleeping victim. If the PCs do not investigate the canoe or the dock, they might easily bypass this encounter. Eventually the fuath becomes aware of the colonists and infiltrates Talmandor’s Bounty. It selects and attacks an unsuspecting settler in search of murder, mayhem, and something sparkly to steal.
CE Tiny Amphibious Fey Gremlin
Source Bestiary 3 pg. 121
Perception +8; darkvision
Languages Aquan
Skills Acrobatics +7, Deception +4, Nature +6, Sailing Lore +6, Stealth +7, Thievery +7
Str +1, Dex +4, Con +2, Int +1, Wis +3, Cha -1
Items darts (6)
AC 17; Fort +5, Ref +9, Will +6
HP 18; Weaknesses cold iron 2, fire 2
Vulnerable to Sunlight A fuath becomes drained 1 (or increases its drained condition by 1) after every consecutive hour they're exposed to sunlight. Being submerged in more than a foot of water prevents the sunlight from harming the fuath.
Speed 20 feet, swim 30 feet
Melee claw 1a +9 [+5/+1] (agile, finesse), Damage 1d6+1 slashing
Ranged dart 1a +9 [+5/+1] (agile, range increment 20 feet), Damage 1d4+1 piercing
Primal Innate Spells DC 17; 1st create water, sleep; Cantrips (1st) prestidigitation
Viscous Choke 2a (conjuration, primal, water) Frequency once per day; Effect The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or begin to choke and must hold their breath to avoid drowning. The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don't need to be consecutive or made by the same creature.)