Not wanting to stay much longer - the smell is really getting to everyone except Moss - you return to the surface. You notice one of the bodies of Troglodytes in the tunnel riddled with rapier holes, but no sign of Ryte anywhere.
You pass the mural of the throne and snake men and the pit of monsters. The candles and lanterns have all snuffed out now. You casually avoid stumbling over the loose brick in the floor as you walk past the trophy room filled with ships' figureheads and body parts.
At the mouth of the tunnel, which still smells of rum and burnt flesh, you discover a zombie broodguard which Elspa impaled on stalagmite. It is unable to right itself and flails in futility, neither alive nor dead.
Just outside the cavern the fresh jungle air is hot and moist, which never tasted so sweet. The clanging tree makes soft chiming sounds in the warm breeze that are nearly drowned out by the orchestra of nocturnal insects and frogs.
OOC:
It is now 8:30pm. Feel free to interact with anything still in the cave.
If you want to keep moving before you take a long rest, it will be 2 hours to return to the beach, and 2 hours to get to the other side of the island that you haven't explored yet.
Because you have already done much travelling and hard work today, you risk exhaustion from further exertion. You will have to do Con saves of escalating difficulty for each additional hour of travelling. Also, navigating will be at disadvantage because it is night. Also, you don't have Ryte's maps anymore so getting lost will be more difficult to deal with.
If you prefer to make camp somewhere nearby the troglodytes' cave, you can set up camp and we will roll for random encounters (1d6: a roll of 5 or 6 indicates one of 1d20 possible encounters occurs).