Sea Cave [52x 32]
🕑 Added 2023-04-06 16:02:46 +0000 UTC
Welcome and welcome back new and old Fellow Darkish!
Let’go back to diving together in the second chapter of the first fable: The Cursed Chant.
Do you remember the Sea Cave seen in the previous map, The Mermaid Coast?
We are still there and exploring it we’ll finally discover more clues about the unfortunate who dare to venture on the pier or on the beach by night.

REWARDS

- 52x32 Map
- Gridded and gridless versions
- Giant Crab, Dry versions

- 52x32 Map
- Gridded and gridless versions
- Giant Crab, Dry, High Water, Frost, Desert, Magma, Underdark, Massacre versions!
- Printable PDFs
THE CURSED CHANT
Chapter 2: The Sea Cave
In this large sea cave the tide ebbs and flows, making the area easily passable at times. Marine flora thrives in this humid darkness, as the seaweed and the brilliant mushrooms glittering on the rocks.
The flat and large rocks allow you to explore every corner of the cave with no problems.
- The tide drags things of all kind into the cave, full of naval residues. It’s really a great place too look for clues, treasures and… survivors.
- The large and cool cave, where the tide drags so many prey by itself, doesn’t seem like the perfect lair for scairy monsters?
- The flat rises of the rocks are easy to climb, but they can also hide enemies of all kinds ready to ambush you as soon as you are under fire.
- In the first chapter we explored Mermaid Coast to discover the cause of the misterious disappearences of men, following one another around the pier. The traces and the clues led directly here, in the Sea Cave.
- The misterious cave hasn’t been explored for years, due to rumors about a dangerous monster hidden in there. Entering it, you can find traces of remains drugged by the tide and also remains of clothes and other very recent accessories. The missing people were definitely brought here.
- At the end of the cave The Party will be faced with a Giant Crab.
- In case The Party stays away, The Crab will not be aggressive, but If you try to get closer the exit, he will attack you with ferocity. In case you run away, he will not try to chase you.
- The Party will have two choices to get to the exit: fight or seek a dialogue with The Crab.
- By fighting and defeating The Crab, The Party can simply advance and get to the exit, concluding the map quest.
- But sometimes the obvious choice isn’t the right one.
- By choosing to speak to The Crab, by spell or any other trick you like, you will discover he has a lot to tell.
Giant Crab information:
If asked gently The Crab will prove to be intelligent and reliable, even if a bit naive. Try to ask him who he is and why he lives there: he will tell you his story.
The Crab’s tale:
Many many tides ago, too many to count, his six sweet mistresses, weaping, left him to guard the cave. They made him strong and giant with a magic potion, so that he could protect what was beyond the cave.
Before that, he lived with his seven mistresses in the open sea, between fish and corals, where the water was friendly and the waves caressed them every single moment.
He missed so much the open sea, but he could not fail in his task, so he stayed there, tied after tied.
He didn’t know what he was guarding and he was too big to get out of the cave. but he knew it had to be infinitely precious if his mistresses thought it necessary to sacrifice him.
If you ask about missing people around there, he’ll tell you they are the ones who answer to the hunting songs of his mistresses, who sometimes roam the sea around the cave at night. They must find food for him and for them.
Have you figured out who are responsible of the disappearances? Well done!
And now?
Æret’s request:
Party’s reaction now is very important.
An accusing of aggressive reaction to the meirmaids will make the crab angry. He won’t let you through and you will be forced to fight him if you want to get to the next map where, as you know now, the murderous meirmaids live.
On the contrary, if the party is emotional and calm, the crab will tell you his name, Æret and will ask you if, looking like brave warriors, you would not be willing to help him. He perfectly understood it is a problem for you if his mistresses hunt in the area, so it would be mutual gain if they leaves those seas.
Æret will ask you to find the meirmaids and will explain you how to call them. You will have to ask them how and if you could help to take away the precious treasure the crab is guarding.
The giant crab knows for sure that if someone would help them carry the treasure to the open sea, he could protect it better and all of them wouldn’t need to stay there.
If you accept the job, he’ll explain you how to call the meirmaids:
- Coming out of the cave, as near as possible to the sea, it would be enough to sing a song to invite the meirmaids to show themselves. Than you will tell them that Æret has sent you to help him defend their precious treasure.
We are really curious to know if your choice is to fight Æret, without ever discovering his sad fate or you will talk to him, feeling compassionate, willing to meet the meirmaids despite their crimes.
We hope you can experience this and many others incredible adventures in this map, having fun
as much as in our other proposals.
See you soon!🖤

Comments
gunkbucket
Can't wait for the next entry!