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Dungeon Magazine #006

The document discusses the adventures and modules available in DUNGEON™ Adventures, emphasizing the flexibility of converting modules between different game systems. It highlights the upcoming adventure 'After the Storm,' which involves a pirate ship wreck and underwater exploration, and provides details on gameplay mechanics for underwater scenarios. Additionally, it encourages reader feedback on their experiences with the modules and their preferences for future content.

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0% found this document useful (0 votes)
54 views66 pages

Dungeon Magazine #006

The document discusses the adventures and modules available in DUNGEON™ Adventures, emphasizing the flexibility of converting modules between different game systems. It highlights the upcoming adventure 'After the Storm,' which involves a pirate ship wreck and underwater exploration, and provides details on gameplay mechanics for underwater scenarios. Additionally, it encourages reader feedback on their experiences with the modules and their preferences for future content.

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mk ‘- Take a walk with us. Malet Ik MACAO , worlds of exploded suns, 7) | worlds of magic, and worlds forgotten by time. There are STORIES Veale MOMMA MBCA LOL visit them all. Join us. See our subscription card in this issue. Oe ae ed Porat COVER: Warm sun, sandy beaches, an ocean breeze, ‘and lots of hostile = snappers — what more could an ‘adventurer want? Jim Holloway presents this scene from Torties of the | Purple Sage. Of bunnies and men ‘One of the things that I like best about modules — anyone's modules, for any game — is fiddling with them. I used to run an AD&D? game campaign set in the City State world pro- duced by Judge's Guild, adding TSR® modules around the landscape and even converting modules for other game sys- tems to fit my campaign world, remember carrying that principle to an extreme one evening when everyone's favorite ADED game character hopped into another universe and found themselves converted into rabbits using the BUNNIES & BURROWS" game rules from Fantasy Games Unlimited. ‘The horrified adventurers then investigated a nearby house which was quickly recognized to be a part of a CALL OF CTHULHU? game adventure from Chaosium Inc., with demon-worshiping rats, a madman with a shotgun, and so forth. It turned out well, despite the name-calling, This principle also applies to the modules presented in DUNGEON™ Adventures, Each of the modules here could be converted without great trouble from the AD&D to the D&D game system, and vice versa. Conversions may be made in level by altering the number of opponents, or by changing ‘monster types around, Even wide game system boundaries ‘may be crossed; picture the dragon in “White Death” as a rampaging, mutant lizard in a GAMMA WORLD® game, or as a giant predator living near a polar settlement in the STAR FRONTIERS" game universe. (Conversions to the TOP SECRET? game might be hard to manage.) Have you tried converting the major elements of a DUNGEON Adventures module in some manner? How did it work out? Drop us a letter and tell us how it went. PUBLISHER: Mike Cool EDITOR: Roger E. Meare ASSOCIATE EDITOR! arbara G, Yo EDITORIAL ASSISTANTS: Robin Jonkins, Eileen Lueas Georgia Moore, Patrick Lucien Price ART DIRECTOR: Roger Raupp CONTRIBUTING ARTISTS: Diesel, Jim Holloway, eft Butler PRODUCTION ASSISTANTS: Marilyn Favaro, Gloria Habriga SUBSCRIPTIONS: Pat Schula The Readers LETTERS... * 2 Nick Kopsinis and AFTER THE STORM Patrick Goshtigian (ADD 8-10) The strangest things wash up on the beach sometimes... 3 Randy Maxwell WHITE DEATH (ADD 4-7) One reason why they call it “the dead of winter”..........15 John Nephew BRISTANAM’S CAIRN (ADD 8-12) A friendly little cottage and a dreadful secret. ...........20 ‘Mark R. Shipley HOUSE OF THE BROTHERS (ADD 6-10) Two huge opponents from the WORLD OF GREYHAWK™ Fantasy Setting. 26 Larry Church FORBIDDEN MOUNTAIN (ADD 4-7) A mad venture across the fourth dimension...............92 Merleand TORTLES OF THE PURPLE SAGE Jackie Rasmussen (DD 4-10) Part 1 of an Expert-level quest into a hostile wilderness. ...40 ‘But do you really mean, Six said Petor, “that there could be ‘other worlds ~all over the place, just around the commer — like that?” “Nothing is more probable,’ said the Professor, taking off his spectacles and beginning to polish them, while he muttered to himself, "I wonder what they do teach them at these schools." eter and the Professor ‘The Lion, the Witch and the Wardrobe, CS. Lewis MAP SYMBOLS “Thase symbols are used on most ‘maps in DUNGEON™ Adventures. f=} cove 000 ea snnecon Fez ocx con CE src Fed ean soon FIREPLACE COVERED PiT OPEN PIT FOUNTAIN ‘SPIRAL STAIRS. STAIRS. ‘TRAP DOOR IN CEILING ‘TRAP DOOR IN FLOOR SECRET TRAP DOOR 2 Issue No. 6 LETTERS Dear editor: Teubmit that anything worth map ping is worth mapping on graph oF hex paper, not merely drawn on blank ‘The point is easly ilustrated by the wilderness map of “Lady of the Lake” in iseue #5. The party must make a cose: country trip and face a deadline for arvv. al, 90 the DM needs a clear idea of where they are at all times, particulary since the PCs have a good chanoo to become lost Since the Dungeon Masters Guide system for handling lost travel is based tn hexes, the DM would be saved consid erable work if that map were on hex paper. A grid would alo relieve some ‘worry over when the PCs are close enough to run some ofthe set encounters. ‘Graph paper was used for the village, where nothing happens that even requires a picture of the town. But in the wilderness map, where distance and direction make a difference, the DM is left without aid. ‘The outdoor maps in “The Stolen Power” and “Hirward’s Task” (issue #5) could also benefit from subdivisions, but in both these cases, the players are given or discover precise directions to their goal, and one could almost forget about the outdoor map entirely David Carl Argall La Puente, California In most cases, we feel a scale of miles works better on outdoor maps, but we can see that this must be reviewed on an individual bosis, Maps are more than utilitarian tools for the DM. They add detail and atmosphere to an adventure dand pleasing graphic elements fo pages of dense type. In the future, we'll also try to make them as useful as possible. ‘David also questioned our judgment in running his long letter in DUNGEON ‘Adventures #5. "Surely you had better letters for some of that space, ‘Tobe honest, we didn't... and we don't. DUNGEON Adventures doesn’t generate anywhere near the volume of Correspondence from readers as does its Sister publication, DRAGON® Magazin. Af everyone is so pleased with our efforts that they can’t think of anything to gripe bout, write and let us hnow what we're doing right! ‘Which adventures have you played, and which were the most successful? What do you want to see more of D&D* game modules, AD&D" adventures, Griontal Adventures modules, city adventures, or old-fashioned dungeon rats? Do you run the modules in DUNGEON Adventures or read them for ideas to put into your oun campaign? How many people réod your copy, and hhow do you handle players who might Ihave read an adventure you plan to run? With the next isue, DUNGEON Adventures will begin its second year of publication. Let us know what we've Gone right and what we've done wrong ‘A magazine that doesn’t serve ts readers hhas no real purpose. — BY Nick Kopsinis and Patrick G. Goshti- agian are currently students attending the University of California, Santa Cruz ‘and Massachusetts Institute of Technolo- 4, respectively. Together and individu. ally, they have published articles in DRAGON? Magazine, but this is their first appearance in DUNGEON™ ‘Adventures, The authors tell us that ‘After the Storm was written to explore the relatively untouched realm of under- water adventures. After the Storm is an AD&D® game adventure for 4-6 characters of 8th-10th level. A smaller party may be suitable if all the members’ levels are higher, and a larger party may be desirable if all the characters are below 9th level. It is not recommended that lower-level char- acters attempt this adventure; only higher-level characters will have access to the magie required for sucvessful completion. The party should contain mixture of all classes, with at least one high-level magicuuser with spells to deal with the underwater environment. It is important that the DM not sim ply give away magical items that would neutralize the underwater locale. Con- versely, the DM should not be go strin- gent with aid that the PCs are unable to adventure underwater. Adventure Background ‘The turgid waters of the Acitoff Ocean allow themselves to remain peaceful in only one place — Bluewater Cove. For many years, the small fishing village of Deena eee a 97 MEX DPaIas ETRE @loDamauN sare i a chaetaeanee srnckuorane NOnamcr :eoenew S11 Spracenr waters Cer aren wets wiirediccn mimi totes Just when you — : Hour er einer bee ees thought it was safe aE : Sou merch shipn decved bythe to go back in the Paces speriame opg Eas tates eu po aoe eee al water... Se acceke artcnionl ens iat te eee ae ae plese Roe'Many site neve oust eneware by the hurricane and dragged to the A eae een er a aro Sea enter es eee peste mie aie DUNGEON 3 AFTER THE STORM Bazyte, normally buffered from such storms, suffered greatly from the hur cane's pummeling. Thatehed roofs were torn from fishermen's huts, fishing boats were bashed against the docks, and farmland was flooded. The inhabit- ants of Bazyte were thrown into a state of chaos. This sense of upheaval, how ‘ver, was replaced by intense curiosity land speculation when some interesting items began appearing on the shores of Bluewater Cove. ‘The first day after the hurricane, planks of wood and a sail attached to a piece of mast were found on the beach. It was obvious from the massive frag- ment of mast and expanse of sail that the articles had come from a large ship ‘The wreckage could have been that of a merchant ship, but none were reported near the cove before the storm. The solution to the mystery washed up on the following day. ‘Two fishermen, checking lobster traps along the southeastern shore of the ‘ove, found four bodies strewn amid the wreckage ofa longboat. Three ofthe bodies were clad in leather armor, their swords stil strapped about their waists, but the fourth was unarmored and car- ried only a dagger. When the bodies were brought back to the village, sea men and merchants from the docks gathered around. The unarmored body Was examined first. As the dagger was pulled from its sheath, the erowd gasped {in horror. The dagger was silver, with a star ruby embedded in its blade. Every- ane recognized the ornamental dagger fas the symbol of a feared pirate, Jagger tooth Grinn — who now lay dead at their feet. The wreckage on the beach was from Jaggertooth’s ship, the Phan- ‘omy, which must have sunk inside the cove during the storm. The only person ‘who could have seen where it went. down was Old Ben, the keeper of the lighthouse. However, Old Ben, a ree Ise, s known to be hostile to visitors Rumors of a huge pirate treasure at the bottom of the cove spread quickly through Bazyte. Six adventurers who hhad sought refuge there from the storm heard the rumors and decided to talk to ‘Old Ben. They must have gained valu: able information from the old hermit, for they quickly bought a boat and ven: ‘tured out into the cove — never to be seen again, ‘A week has passed since those adven- turers loft to find the treasure, and no one else has attempted the task. The peaceful appearance of Bluewater Cove is only surface deep; the depths hold a ‘myriad of hostile creatures which keep the fishermen tending their nets close to shore. The depths, however, may also hold the treasures of the Phantom. For the Dungeon Master ‘The pirate ship Phantom was sailing in the Acitoff when the storm blew up. The crew had recently raided a prosperous ‘merchant ship and was running the goods north to a secret hideout when the pirates were forced to seek refuge in Bluewater Cove. While trying to navi. gate through the cove's narrow entrance, the Phantom struck a coral reef. The captain, Jaggertooth Grinn, ‘managed to escape with three compai ions in the ship's single longboat, only to drown some time later in the waves and rain, ‘The ship sank within minutes, wedg- ing itself firmly between two coral out- croppings, slightly tilted to port. All, hands left aboard were lost, either trapped on the ship or drowned in the storm as they tried to swim to a shore they could not see. ‘The cove's chief predator, a great wereshark, soon discovered and appro- priated the ship, and assigned compan- fon sharks to guard it. The wereshark is actually Old Ben, the lighthouse keeper. He has not yet begun to explore or recov- er treasure from the wreck, but is wait- ing for the excitement of the storm to settle down. With adventurers prowling the cove, Old Ben fears being discovered. or caught. He did not actually see the sinking of the Phantom, having chanced upon it after the storm. He attempts to guard the wreck to the best of his abil ties, fighting underwater intruders in shark form and deceiving treasure hunters on land in his human form. ‘The DM should refer to the Dungeon ‘Masters Guide, pages 53-57, for informa- tion on underwater and waterborne adventures. Remember that underwater ‘communication is extremely difficult, Only hand signals and simple com- mands to others within a 0' radius should be allowed. The DM should enforce these communication rules to enhance the effect of roleplaying the underwater adventure. Underwater combat is fully effective with thrusting weapons only; use of slashing or blunt weapons underwater is possible, but at the PC’s own non- proficieney penalty. Characters attempt- Ing to fight underwater with those nonthrusting weapons with which they are not proficient suffer double their non-proficiency penalties on “to hit” rolls Blunt weapons do only one point cf damage per hit in addition to any ‘magical damage bonus. Other weapons do half damage. Certain magical slash- ing or blunt weapons with exceptional attack powers loge these functions underwater (eg. vorpal weapon gains only its magical “to hit” and damage ‘adjustments, but cannot sever heads) Shields and dexterity bonuses do not apply unless the PC has magical aid such as a ring of free action, Death by drowning. is a very real possibility during this adventure. A PC ‘ay hold his breath underwater for one segment per point of constitution ifthe PC remains inactive. Light action, such ‘as swimming, subtracts two segments from the starling total. Vigorous action, such as combat, subtracts four seg- ments. Characters lose consciousness two segments after running out of breath, and are beyond recovery by normal means 16 rounds later. ‘Characters are unable to drink potions or read scrolls while under- Water. Increasing difficulty in breathing warns a PC that the duration of a potion of water breathing or water breathing spel is about to run out. This is important for the PCs in any situa tion that requires an abnormal amount ‘of time to reach the surface (eg. if trapped in wreckage, in combat, at a great depth, ete) fa locate objector similar spell is ‘used to find the Phantom, it will not yield effective results since dozens of Ships have sunk in the eove throughout the ages. (see the DMG, page 42) The Village of Bazyte ‘The village is home to approximately 370 inhabitants. It is the only town on this 60-mile stretch of coastline; the next village inland is a good four-day Journey away. Bazyte is a wholly self- ‘supporting farming and fishi nity as well as a trading port for coastal ‘merchant vessels. These shallow-draft boats trade goods up and down the coast but never venture far from land, ‘Through long experience, their captains maneuver into and through Bluewater Cove with an ease envied by their ‘ocean-going brethren. Allssue No. 6 AFTER THE STORM In order to accommodate these trad- crs, the village supports a large inn and fa tavern. There are a few stores in the village, but most general supplies, including common weapons and armor, can be bought directly from the few ‘merchant ships which dock here regularly. Bazyte does not have a library, but the PCs could learn much information from ‘some of the older fishermen if they are ‘willing to spend an evening or so listen- ing to tales, Unfortunately, these old codgers will cheerfully repeat any ‘rumor, true or false, to impress their ‘audience. For each evening the adven- turers spend listening to these tales, they hear 1-8 rumors. An additional 2.5, rumors can be overheard from patrons of the tavern, who are more reticent and only talk to adventurers if sufficiently persuaded (or bribed). Adventurers may ‘hear the same rumor from more than ‘one source and in several different 1. The lighthouse keeper saw the ‘wreck occur. (False) 2. Old Ben has explored the wreck and has treasure from it. False) 8. The storm was caused by the god ‘Poseidon. (Possibly; see area 5J on ‘the Phantom) 4, Two ships sank in the storm, not ‘one. (False) 5. Sharks have surrounded the sunk- en pirate ship. (True) 6. The true cause of the wreck was an attack by a dragon turtle which lurks in the depths of the cove. (False) 17. The pirates recently raided three separate merchant ships. (False; only one) 8, Vietimized merchants are coming to claim their lost treasure. alse) 9. The lighthouse keeper is a half- ogre. (Ralse) 10. The pirate ship is really a ghost ship. (False) 11, The god Poseidon has claimed the ship. (Not yet) 12, Jaggertooth Grinn survived and stalks the village. (False) ‘The inhabitants of Bazyte are accus- tomed to seeing unfamiliar sailors and ‘merchants, but only on rare occasions have they Seon adventurers. The PCs, therefore, are treated with caution and a bit of suspicion. Once it becomes com- ‘mon knowledge that the PCs are going, to attempt to retrieve the treasures of the Phantom, the mayor of Bazyte (an elderly merchant) greets them warmly. He offers them room, board, and the use of a fishing boat (capable of holding seven people) along with a native guide to help them avoid the hazards of the cove. The mayor is, of course, anticipat- ing the PCs will return with massive ‘amounts of treasure upon which he can ‘impose a quickly generated 5% treasure tax, ‘The DM should shape the village to reflect his specific campaign in all other respects, BLUEWATER COVE Bluewater Cove Encounters On the surface of the water, adventurers have little to worry about other than ‘the coral reefs and the currents, Inexpe- rrienced sailors wil erash and sink 95% of the time when traveling in the cove ‘without a native guide (check every hour) Every turn that the adventurers are ‘out in the cove in some sort of eraft, there is a one-in-six chance that they encounter a fishing boat from the vil- lage. Fishing boats are crewed by 1:3, villagers (AC 10; MV 12"; FI; hp 28 DUNGEON 5 AFTER THE STORM ‘cach; #AT 1; Dmg by weapon type; sta. tistics not exceptional; AL N; harpoons and daggers) and range in size from small rowboats to sturdy longboats. The fishermen avoid adventurers unless they interfere with the fishermen’s lines; then, the fishermen threaten the adventurers until the lines are left alone. Although the fishermen carry harpoons, they are basically noneombat- ants and avoid confrontations. If ques- tioned, the fishermen can tell the positions of major coral reefs and kelp ‘beds, but not much else. In any case, they are hard at work and answer a5, briefly as possible. ‘The waters of Bluewater Cove are crystal clear; the PCs can see down to a depth of 50’ before the light becomes too dim. Over the kelp beds, of course, visi- bility is zero, Many kinds of colorful fish, swimming in schools and alone, can be observed, along with various types of vegetation. I the adventurers leave the safety of a boat, their chance for an encounter changes. Whether swimming on the surface or walking on the bottom, there is a onein-eight chaneo of an encounter, checked every turn. If an encounter is indicated, roll 1420 and use the follow- ing list to determine the type: 1.3. 1-12 floating eyes (AC 9; MV 130"; HD *; hp 3 each; #AT nil; Dmg. nil; SA hypnotism; AL N), A school of 2- 12 barracuda (AC 6; MV //30"; HD 2; hp 9 each; #AT 1; Dmg 28; ALN) appears one round after the floating eyes and attacks any hypnotized vie- tims. If the floating eyes are slain, the barracuda flee. 4. 28 ixitxachitl (AC 6; MV //12"; HD 141; hp 6 each; FAT 1; Dmg 3-12; SA lerical spells; AL CE), The ixitxachitl Jair in the coral reefs just outside the inlet to Bluewater Cove. They are cur- rently hunting inside the cove and attack the PCs unless obviously out- numbered, 5. Manta ray (AC 6; MV //18°; HD 10; hp 45; #AT 1 and 1; Dig 9-13/2-20; SA swallow prey whole; AL N). In th ‘manta ray’s stomach is a sheathed dag- ger +1, three pearls (worth 100 gp ‘each), 43 gp, and 25 sp. 6. 1-3 pungi rays (AC 7; MV //12"; HD 4; hp 18 each; #AT 1-12; Dmg 14 per spine; SA poison spines; AL N). 7. 1-3 sting rays (AC 7; MV //9"; HD 1; hp 5 each; FAT 1; Dmg 1-3; SA poison spine; AL N), 810. 3-12 sharks (AC 6; MV //24’ HD 38; #AT 1; Dmg 25 or 2-8 or 3.12; ALN). The many sharks which inhabit Bluewater Cove are attracted by the abundanee of food. When sharks are encountered, roll 1410 and use the fol- owing table to determine hit dice, All the sharks in each group encountered have the same number of hit dice, but if a giant shark is encountered, it is solitary. Roll Size of shark 12 3HD 34 4HD 56 58D 7 6HD 89 8HD 10 giant shark* * AC 5; MV //18"; HD 12; hp 54; FAT 1; Dmg 5-20; SA swallow whole; AL N. 11-13, 3-12 strangle weeds (AC 6; ‘MV nil; HD 3; hp 14 each; #AT 1; Dmg special; AL N) 14. 1.3 giant sea turtles (AC 2/5; MV 1/15"; HD 15; hp 68 each; #AT 1; Dmg 16; SD aden iy abel: A. pping turtles (AC 0/ si 3! 2"r HD 10; pt each: FAT Ding 6-20; SA surprise; SD withdraw into shell; AL N). 16. 1-3 marine electric eels (AC 6; ‘MV /9"; HD 6; hp 27 each; #AT 1; Dmg 248; SA, SD electrical discharge; AL N). 17. 1-4 giant marine spiders (AC 4; ‘MV 15"; HD 7+7; hp 39 each; #AT 1; Dmg 3-12; SA poison; ALN). These spiders are hidden in a bed of kelp and rush out to attack. Their nest is nearby (20% cumulative chance to find it per ‘turn of searching). The nest can accom- ‘modate two medium-sized humans or ‘three small-sized demi-humans, with air to support them for up to half a day. Among the bones and refuse in the nest are a helmet, a spear, 30 gp, 48 ep, and 456 sp. 18-19. 12 erystal oozes (AC 8; MV 17/3"; HD 4; hp 18 each; #AT 1; Dmg 4-16; SA paralysis; SD 75% invisible; immune to acid, cold, heat, fire; AL N). 20. Special. The PCs encounter a sunken ship, ranging in size from a small rowboat to a merchant galley. The wreck is decayed and difficult to explore. It contains little of interest but ‘may be mistaken for the Phantom. Bluewater Cove Map Key ‘See the map of Bluewater Cove for the following encounter locations: 1. The Lighthouse. At the entrance of Bluewater Cove, an old lighthouse stands on the cliffs above the rocks, The light’ signal is a boneon for traveling vessels, warning of the perilous coral reefs within the eove's entrance, Every night at dusk the beacon is turned on, and every dawn itis extin- guished, except in poor weather when it remains burning to guide ships through. fog and storm. The powerful, oil- burning lantern is maintained by Old Ben, the owner and Keeper of the light Old Ben is a strange man. The towns- people think him odd because he accepts rho payment for his lighthouse duties. His privacy and a bi-monthly delivery of oil are all he asks. Even then, the oil is loft at his doorstep, and he is left striet- ly alone, ‘Rumored to be a large, muscular man, cruel and wicked in his ways, Old Ben is hardly ever seen by the villagers, ‘Those who come spying on the cliffs confirm his strength to be powerful. Fishermen have seen him on the cliffs, staring intently out to sea for hours at a time as if longing to travel the ocean or waiting for a lost ship to arrive. Ifthe PCs walk up the road to the lighthouse, they can see that the beacon ‘tower is built on top of Old Ben's house. Nobody seems to be about at night, yet lights are on in the house. The locked door is large and made of solid oak. If ‘encountered here in the daytime (35% chance), Old Ben does his best to mis- lead the PCs under the guise of being, nasty but slightly helpful. His advice is guaranteod to be harmful. (Old Ben is secretly a wereshark (AC 0; MV 12"//21"; HD 10+3; hp 80; #AT 1; Dmg 5-20; SD silver or magical weap- onto hit; AL NE). Afflicted with lycan- thropy at a young age, Ben has grown into a powerful monster. Nobody knows of his condition. At night, after the lighthouse beacon is lit, he climbs down through the trapdoor in his basement. A long ladder leads to a secret underwater ‘cave where he changes to shark form ‘and enters the sea unseen. He hunts only at-night but often spends the days in the dark of the depths of the ocean and the cove. Old Ben is the dominant being in the depths of the cove, although his territo- ry is well defined. He never enters the kelp field (area 2) or goes near the lair of the giant oyster (area 4). He contin- ually tries to lure an octopus away from Gissue No. 6 AFTER THE STORM aan old sunken ship which he suspects contains treasure (area 3). ‘When trusting adventurers come ‘asking for information about the Phan- tom, Old Ben gets a laugh out of send- ing them to the kelp field or the giant oyster instead. He treats visitors harsh- ly and flees through the trapdoor in any. threatening situation. ‘The house (see Old Ben's House map) ‘occupies the bottom 10’ of the tower and ‘comprises four rooms plus a basement. All the windows are locked and curtained, 1A. Living room. The walls of this, homey room are decorated with several paintings, each worth at least 500 gp. ‘The paintings are of the sea in its vari- ‘ous aspects. A leather couch and chair sit eozily next to an oak table that sup- ports a lighted lantern and some open books about storms of the sea. A curtain covers the doorway in the north wall, 1B, Kitchen, This area contains a small wood-burning stove (unlit) and a pile of logs. A table with an array of ‘knives and fish seraps sits against the feast wall. Several barrels almost block a stairway in the northwest corner of the room, The barrels contain dried fruit and grain. ‘The stairs lead up to the roof, upon which the 50"-high light tower was built. The oil reserves are kept on this level and carried up as needed, A ladder leads up to the top level, which is almost completely filled by a huge, oil burning light backed with curved 1€. Bedroom, Within these living ‘quarters are a neatly made bed, a table, and a large bookcase that contai volumes on many topics relating to the soa and shipping. All the books are in excellent condition. Along the east wall, a long set of shelves holds clothing, blankets, and miscellaneous items: one shark's jaw, four pieces of coral, a string of shark teeth, many beautiful sea- shells, and a bowl of 12 pearls. The real pearls are work 100 gp each, but eight of the “pearls” are actually look-alike pellets that can be recognized as fakes on close inspection. When consumed, ‘each pellet has the effect of a potion of water breathing. The largest shark tooth is actually the key to a trapdoor located under the bedside table, con- cealed by a tablecloth that hangs to the OLD BEN’S HOUSE I square = 244" floor. A ladder leads from the trapdoor to the basement (area 1B). ID. Study. The house's smallest room is a study. It contains a small bookcase, ‘a desk and chair, and a small chest. ‘The bookcase contains books about fish and other marine life. These books are in excellent condition. The desk drawers are locked. If opened, the top rawer is found to contain many quills, parchment, candles, and a sliver scroll tube. The tube contains a map of the ‘cove marked with the exact location of all local obstacles, monster lairs, and the Phantom. The other drawers con- tain empty leather scroll tubes and a manual of instruction on lighthouse maintenance. ‘The lock of the chest contains a needle trap. Without the key, opening the lock fires the needle into the victim, infict- ing 1.3 hp damage and d10+10 hours of sleep unless a save vs, poison is made Within the chest are Old Ben’s trea. sures: a wooden seroll tube containing a scroll of protection from magical edged weapons, a stone of good luck, wand of enemy detection (27 charges), short sword +2 of quickness, and a vial con- taining oil of etherealness (2 doses). If Old Ben can use these against intruders in his home, he will. 1B, Basement. The basement is used ‘as a storage room. It hold barrels of dried fruit and wine, and crates contain. ing old paintings, toys, clothing, and ‘books, all basically worthless. Some logs are piled up in the southwest corner. Beneath the barrels in the northwest corner is an unlocked trapdoor. Below it, a ladder leads 75' down to a flooded ‘cave and a tunnel to the sea. The tunnel cannot be seen from the open ocean, 80 it may be used in privacy. 2, Kelp Field. “Evil dwells within the kelp field” say the local fishermen. This botanical menace is the bane of trav: clers in Bluewater Cove, and the watery rave of many ships. ‘As the PCs approach the field, its green, netted clutter resolves into 50 100’ strands of kelp that grow up from the sandy bottom to form a dense mat near the surface of the water. The Kelp field ereates many difficulties for trav elers. Ships can’t sail through it; they rust be rowed at a quarter normal DUNGEON 7 AFTER THE STORM speed. Swimming and walking are also at quarter speed. ‘Near the center ofthe field, «large sunken ship is slowly rotting to merge With the accumulation of debris on the bcean floor. This ancient vessel is the lair of four sea hags (AC 7; MV 15"; HD 3; hp 20, 16, 14, 12; #AT 1; Dmg by weapon type; SA death gaze; AL CE; daggers) "The sea hags fight to the death in defense oftheir lair and pursue intruders to the edge ofthe kelp field, Dut do not leave it ‘Within the ship are six fresh skele- tons the last group of treasure hunters), quite dead and not animated, and some treasure: three suits of leather armor, a suit of chain mail +3, a spear +1, two tridents, three harpoons, a dagger +2, and 234 gp. 8. Hight-Armed Death, Here lies the wreck of one of the many seagoing ves: sels that attempted to navigate the inlet = and failed. From above, the mast of the wreck can barely be seen protruding to within 20’ of the surface. On first approach, the PCs may mistake this wreck for the pirate ship Phantom, as it is approximately the same size. Closer examination quickly reveals that this ship has been on the bottom of the inlet for decades. All that is left is the hull, now serving as the lair of a giant octo- pus (AC 7; MV 3"//12"; HD 8; hp 60, PAT 7; Dmg 1-4 (x 6)2-12; SA ‘OYSTER, GIANT FREQUENGY: Very rare ‘MOVE: 1" HIT DICE: 4 % IN LAIR: 100% TREASURE TYPE: See below NO. OF ATTACKS: Nil DAMAGE/ATTACK: Nit SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nit ‘MAGIC RESISTANCE: Standard INTELLIGENCE: Non ALIGNMENT: Neutral SIZE: M 6" diameter) PSIONIC ABILITY: Nit LEVEL(XP VALUE: 1V/85 + 4 per hp Giant oysters live at all depths of the ‘ocean. They have a nonaggressive nature, eating plankton and fish that ‘swim into their shells, The giant oys ter’s one special attack comes from powerfully closing its shell halves around anything that comes between them. A save vs. breath weapon indi ‘eates the vietim was not caught. Fail- ure to save results in a vicelike hold ‘on the trapped creature. The oyster retains its grip until it or the creature iead. Only one chance to pull free (equal to a bend bars/ift gates roll) is allowed. Within the oyster, a giant pearl may be found 60% of the time. The pearl is up to 6” in diameter, valued up to 7,500 gp. CORAL BEAST FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 0 ‘MOVE: 9" HIT DICE: 10 SIN LAIR: 90% TREASURE TYPE: See below NO, OF ATTACKS: 2 DAMAGE/ATTACK: 9-19/3-18 SPECIAL ATTACKS: Surprise, stunning SPECIAL DEFENSES: Camouflage MAGIC RESISTANCE: Standard INTELLIGENCE: High ALIGNMENT: Neutral evil SIZE: L 20" tall) PSIONIC ABILITY: Nit LEVEL/KP VALUE: X/2850 + 14 per hp ‘Tho coral beast isa large, vaguely ‘humanoid creature that dvells in coral reefs Its hard, spiny body provides not only excellent protection and eamou- flage, but a powerful weapon. The ‘exoskeleton ofa coral beast resembles the material of a coral ref, so that when itis encountered near an actual reef, itis 97% undetectable. Away from its coral lair, it is undetectable only "75% of the time. ‘When attacking, the coral beast lies in wait until its victim is least expect ing an attack ois otherwise rendered helpless It then springs out and tacks by battering the victim with its sharp, armlike appendages. An addi- tional stunning blow is used ifthe victim is surprised; a hit then indicates the viet is stunned for 1d4 +4 rounds | in addition to taking 8-18 hp damage. ‘Any treasure found is incidental, let ‘behind by the coral beast’ victims constriction; SD ink cloud; AL NE). ‘The large gap in the bow of the ship is obvious, but there is only a 2-in-6 chance per turn to spot the octopus from outside the wreck as it moves about the inside of the gutted hull. There is one chance in 12 per hour that the creature appears briefly outside the gap in the bow. The octopus attacks if approached, but does not pursue attackers outside the wreck. Ifseverely injured, the giant octopus blows forth ite cloud of black inke and retreats to the farthest part of the stern, where its treasure lies, The treasure consists of a vial of oil of timelessness; a potion of extra-healing; a suit of leather armor +3;.a shield +2; a sack of 20 tigereyes (worth 10 gp each); 96 pp; 1,010 ‘5p; 201 ep; 5,886 sp; and 79 cp. 4. The Lair of the Giant Oyster. ‘Nestled within a natural cave in the coral reef lives a giant oyster, its shell halves slightly parted. A gleam can be seen from within the creature. The ‘oyster's special attack comes into play only if something is placed into the opening of its shell. The giant oyster contains a pearl 6" in diameter, valued at 7,200 gp, ‘AS the PGs gather around the oyster, coral beast, lurking nearby, becomes alerted to the presence of intruders. It lies in wait until an advantageous moment to attack. Ifa solitary adven- turer is trapped by the oyster or left unguarded by his follows, the coral ‘beast rushes forward and uses its stun. ning blow on the unsuspecting victim. ‘The coral beast pursues fleeing PCs until it eatches them or they leave its line of sight; it then returns to the cover of the coral reef, The Phantom Wedgod betwoen two coral reefs lies the Phantom, identifiable by the name boldly painted on both sides ofits bow. Swimming freely from a gaping hole in the starboard side are many sharks. It is evident, though, thatthe top deck could be entered from above, eireum: ‘venting the coral and thereby escaping the notice of the sharks, ‘There is a 80% chance that Old Ben is present, in which case the PCs notice that oné shark is substantially larger than its five companions (this requires fone turn of observation to detect). If any PC has knowledge of these sea boasts, the large shark appears to be a great white shark; its actually the loeal ‘wereshark (see Bluewater Cove area 1). B issue No.6 AFTER THE STORM 1 ia tha hark are los a ‘merheads (AC 6; MV //24"; HD 8; 60, 55,42, 40, 99; #AT 1, Dmg 8-12; AL N) that attack anything that moves within 30° of the hole, pursuing prey indefinitely. The weréshark attacks within 10’ of the hole but does not pur- sue, remaining to guard the treasure. If the sharks pursue more than 100 from ‘he ship, one hammerhead breaks pur- suit and returns to the hold. Unless otherwise stated, the following comments about the wrecked ship apply: — All rooms and corridors are 8" high on the first level, 6’ high on the second level, and 9' high in the cargo holds. ‘The floors are 2’ thick, and the walls are 6" thick. = All walls, ceilings, floors, and built- in furniture are mado of wood. — All doors are reinforced wood on iron frames and hinges. The iron has rusted slightly, but not enough to affect breaking procedures. — All portholes are bolted shut, with crossed bars on the outside. — All rooms are totally submerged, and all items within have been satu: rated with sea water for a week or ~All loose materials have slid or rolled toward the port side, since the ship is leaning in that direction, — All large furniture is securely bolt- ‘ed to the floor. ‘There are no random encounters with in the ship. However, random encoun- ters for the eave apply whenever the adventurers are near the ship but not inside of it, These encounters can also occur on the top deck and (if the sharks and wereshark are destroyed) within the hole in the ehip that opens it to the ‘Top Deck. ‘The top deck is divided into three parts: aft, middle, and fore. A 2'-high guardrail completely encircles the deck. ‘The aft section is raised 10', reached by ladderlike steps. Next to the ladder is an open door that leads down to the first level of the ship. Mounted on the aft section are four large wooden ballistae. The ballistae are in working condition, but their effects underwater are halved (damage, range, speed, etc.). I unbolted and removed from the deck, they can be sold ‘on the open market for 50 gp each — the slightly damaged value. ‘From a foot-high raised platform pro- trudes a large wooden rudder handle tied to sawhorses, The linkage from the hhanéle to the rudder was broken in the storm. The middle section contains six bench- cs. In the railing next to the benches are 1/-wide oar slots. The handles of four oars are still in their oarlocks. Slaves were used to row the ship when there were no winds to propel the erat, ‘They lived — and died — chained to their oars. The chains are about 5' long. and made of steel. Each of the four remaining oars has two decaying ‘human bodies attached to it. They have no items of value. Ifa speak with dead spell is used, the slaves are able to give ‘an account of the storm and their pre: vious lives but have no knowledge of treasure or the ship's layout. In the eenter of the ship stand the stubs of two mast poles, broken off ‘about 10" above the deck. Between these ‘masts aro ropes and clasps for the long- boat, which is gone. ‘Two ladders lead up 10’ to the raised foredeck, A hatch between them opens into the anchor room (room 1) on the first level. The foredeck has two more ‘wooden ballistae and the support pole for the front mast, broken off 5 from its base. Near the starboard ballistae are 12 black urchins (AC 4; MV 9"//15"; HD +1; hp 9 (X2), 8, 7, 6 (2), 5, 403), 3 (2) HAT 1; Dmg'1-8; ALN). They fight only if disturbed or attacked. By the aft ladders and in the doorway are three yellow urchins (AC 1; MV 12°//18"; HHD 4+2; hp 28, 24, 22; #AT 4; Dmg 1.6 (<4); SA venom; ALN). They attack any creature passing through the door or touching the base of a ladder. Near the foremast are two more yellow urchins (hp 23, 15) First Level 1. Anchor Room. The hatch at the foredeck leads to the anchor room, A hundred feet of heavy chain attached to ‘2.500-Ib, anchor is wound upon each of ‘two large wooden spools. Littering the oom are 100 eoils of 50" rope, 60 coils of 100' rope, 10 kegs of fresh water, two sails, 150 torches, 70 lanterns, 80 ballis- ta bolts, 30 spears, 10 heavy crossbows ‘with four score bolts, and 10 grappling. hooks, ‘The six portholes are unbarred and PHANTOM Top Deck 1 square = 5° DUNGEON 9 AFTER THE STORM First Level I square = 5° PHANTOM open on their hinges. Forward of the ‘middle porthole on each side are 5’ X 1’ slots for the anchors. Hidden in the tangle or rope and sail is a 30°long marine electric eel (AC 6; ‘MV /9°; HD 7; hp 39; #AT 1; dmg 3.12; SA, SD electrical discharge; ALN) ‘which attacks any creature that enters the room, 2. Captain's Quarters. The door to this room is locked. Inset in it is a silver dagger with a star ruby in the blade (Georth 7,000 gp), the symbol of Jagger. tooth Grinn. Tb pry the dagger free, a PC rust use a erow bar oF other tool and rake an open doors rol one attempt is allowed per tur. Ifthe door is opened, a fire trap is st off with a loud explosion ‘which releases an abundance of steam. All within a 8 radius are stunned for fone round but suffer no damage. ‘Beyond the door is a large room. Its floor is littered with papers; ruined bool, journals, and maps; quill pens; {nk pots; and personal articles such as boots, a cloak, and several omate tunics, ‘Three pictures of islands and five maps of currents in the Acitoff Oooan hang rookedly on the walls. A large bed devoid of sheets occupies the northwest feorner ofthe room across from emp, ‘shaped shelves. A table and four chairs {now scattered), a desk, anda full weap- ‘ons rack complete the room's furnish- ings. The portholes here may be opened but are lcked from the inside. ‘Under the bed, built into its wooden frame, is a concealed compartment. The 3" eube ean be opened by activating the release eatch hidden with the earvings of the bed’s headboard one-insix chance tofind the catch). Within the cube is a 3'-long gold scepter studded with pearls (orth 11,500 gp), an ivory tube with a wax seal which contains a sroll of pro- tection from paralyzation, and a ring of clumsiness that resembles a ring of swimming. “The desk has three locked drawers — ‘long, narrow drawer above two deeper ‘ones, side by side. In the top drawer are several pieces of parchment, two quill pens, two sheathed daggers, a potion of healing, anda flask containing oil of acid resistance. The left drawer contains ‘two small coffers, The first, although empty, is locked and trapped with a needle trap devoid of poison (1-8 hp damage). When the second coffer is pulled from the drawer, a spring-loaded Diade slides Forward, inflicting 4-24 hp damage (eave vs. breath weapon at ~2 for half damage). Within the coffer are a spoon of stirring and three rubies (worth 41,000 gp each). The right-hand drawer holds a pouch containing seven pieces of amethyst (worth 100 gp each), 108 gp, and a locked eoffer which holds some navigational equipment. ‘The weapons rack contains a spear, a hharpoon, a trident +1, a falchion +2, a long bow, and a quiver with only an arrow of slaying sea monsters. 3. First Mate’s Cabin. The door to this room is open. Under the bed, attached to its bottom, is a sheathed short sword +1. Seven ruined books on topics such as a captain’s duties, naviga- tion, and sailing techniques can be seen through the locked — and miraculously unbroken — glass doors of the eabinet on the east wall. ‘A desk with three unlocked drawers contains a dagger +2, a potion of sweet water, 12 pp, and 12 gp. ‘The room is inhabited by eight float- ing eyes (AC 9; MV 80"; HD 3; hp 4, 3 (8), 2 (2), 1x2), #AP nil; Dmg nil, SA hypnotism; AL N). 4. Wizard's Cabin. The door to this room is wizard locked. Obviously a ‘mage’s room, this area was devoted to the art of black magie. The first 5’ 5° section inside the door lies in continual darkness. Beyond the darkness, the room's haunting features spring into sharp focus. The bed is covered in black, with four skull-topped bedposts. On the large wall above it, a huge icon repre- sents the symbol of the goddess Hecate — the setting moon. On the headboard ‘and footboard are etched two skulls, Any who touch these etchings immedi ately change alignment to become neu- tral evil unless a save vs. spells is made. Several books and tomes ean be found in the shelves on the west wall. These tomes cover such topics as the occult, ‘major demons and devils, Hecate, and other arcane subjects. Although satu rrated with water, these books are in fair condition because of their enchantment. Ifdried, they are partially legible. ‘The steel desk bears nine black can- les set in pools of their own wax. A gold pentagram inscribed in a cirele is inset into the desk top; the cirele rotates freely counterclockwise. Etched in the center of the star is a small dot. On very close inspection, it appears to be a fig- ure of some humanoid being. 10 Issue No.6 AFTER THE STORM If the pentagram is pushed down and ‘turned clockwise, all the drawers unlock and the trap is deactivated. However, if a quarter turn counterclock- wise is made, the pentagram fades into the desk as the etched dot grows into a ferocious mezzodaemon (AC ~3; MV 15” HD 10+40; hp 95; #AT 2; Dmg 7-12/ 1.12; SA spell-like powers; SD magical ‘weapon to hit, immune to paralysis and potions; AL NE). Ifthe mezzodaemon is, slain, the pentagram reappears as before, with the etching in place as the ‘trap is completely reset. The desk drawers remain locked ‘The top drawer contains quill pens, parchment, four wax sealed bone tubes, several jars of standard material compo- nents (DM's choice), and a prism in a ssmall box. The prism is magieal and turns all light refracted through it to a harmless black beam. The four tubes contain the following: a scroll of protee- tion from illusions; a seroll with the magic user spells ly, hold person, gust of wind, material, and blink; a scroll of protection from possession; and a scroll ‘with the magicuser spells dancing lights, knock, monster summoning I, mass invisibility, ransmute water to dust, stone skin, and wall of iron. ‘The right-hand drawer contains four jars of a blood-red powder and four jars ‘ofa thick, green liquid. Ifthe two sub. stances are allowed to touch each other, the resulting explosion produces a gas that delivers 5-50 hp damage upon contact, The gas cloud expands to fill a 10'-diameter sphere. These two ele- ments have a strong affinity for each other and, if released from their jars, move rapidly together until explosive contact is made ‘The left desk drawer holds many vials, tubes, jars, flasks, and one small pouch. While most of the glassware is empty or broken, three of the containers hold magical liquids: an elixir of life, a potion of red dragon control, and a flask of oil of elemental invulnerability. The pouch is a bag of holding of the smallest ‘The skulls atop the bedposts contain 500-gp onyx gems set in their eye sock- ets. All eight gems radiate magic, but each is cursed to give the bearer ~1 on all saving throws, cumulative for each ‘gem carried. Therefore, a PC carrying all eight gems is unknowingly cursed ‘with ~8 on every saving throw. To alleviate the curse, one must simply dispose of the onyx. ‘Second Level 5. Crew’s Quarters. There are 12 rooms for the erew on this level. Although details of the individual rooms vary, the general arrangement of these rooms is quite similar. Rooms on the port side of the ship are mirror images of those on the starboard. Each room is furnished with a pair of wood- frame bunks, one over the other, attached to the wall opposite the door. Bedding material is floating randomly about the room. In the north outside corner is a shelv- ing unit and weapons rack. A table and two benches are bolted to the floor in the corner along the corridor wall. The table has a lantern affixed to its center. ‘The benches are of polished wood, and close inspection reveals their seats are Jhinged and locked. These benches are hollow and double as chests. Each room also contains two footlockers for the crew's personal items such as cloak boots, clothing, blankets, tobacco, pi and ale flasks, ‘The porthole in each ‘room is located just above the top bunk. 5A. The door ia closed but unlocked Strewn about the room are a deck of playing cards, 20 gp, 18 sp, and three candles. The weapons rack holds six daggers and two sabers, one of which is fa saber +1. One of the locked benches contains the following: a small sack, an {vory scroll tube containing a map of an unnamed eity,a dagger +1, and 35 sp ‘The sack holds two tiger-eyes (10 gp each) and a gold necklace (worth 60 gp) ‘The second bench eontains a ring of delusion and 78 sp. ‘5B. The door is open a foot. Scattered ‘about the room are three hand axes and four daggers, The benches are locked ‘The first bench contains one small sack, a locked coffer, and 50 gp. The sack holds 100 gp, and the coffer contains a carved ivory dagger with seven small rubies embedded in the hilt (1,000 gp total value). The second bench contains 33 gp and a small sack containing a silver pipe (60 gp) and 79 sp. 5C. The door is closed and locked. On the floor are the bodies of two drowned pirates and several empty pouches. The pirates have no items of value on their persons, The weapons rack holds four Spears and three long swords. Ifa speak with dead spell is used, the pirates PHANTOM Second Level I square DUNGEON 14 AFTER THE STORM PHANTOM Cargo Holds I square = 5° prove to be singularly uncooperative and evil intentioned, as they were in life, The benches are not locked and contain a total of 10 gp. ‘BD. The door here is open, and the only items of value are the 23 gp loose fn the floor, The benches within have been opened. This room has a very small pocket of air trapped in one upper corner, enough for one character to breathe for one turn. BE. The door is open. On the floor are the remains of a broken lantern. The ‘weapons rack holds three daggers, a ‘harpoon, and a short bow with a quiver of 12 arrows, The benches are not. locked. The first contains a torn skull- and-crossbones flag and a black cloak. ‘The second has only 9 sp. 5F. The door is closed but not locked. ‘Two daggers and one javelin are stuck into the floor. The benches are both open and empty. 5G. The door is open. On the floor, a dead pirate run through with a saber lies next to the two open and empty chests. See the notes in area 5C if the pirate's spirit is questioned by magical ‘means. The weapons rack holds three sabers and a long sword. 5H. The door is closed but not locked, ‘Scattored about on the floor lie two dag- gers, a long bow, 18 arrows, and 23 sp. ‘The first locked chest contains a small ssack, one empty leather scroll case, and ‘small box. The sack holds some unusu al seashells (10 gp total) and the box contains a coral necklace (50 gp). The other chest has a sealskin cape (126 gp. 51. The door is open. On the floor are many fish bones, plates, utensils, a dagger, and 139 ep. The chests are open and empty. ‘54. The door is locked. Inside the room are two drowned pirates, one holding a ‘small sack. The sack is looped through a old ring (50 gp) and tied with silver wire (10 gp) It contains a large emerald cut into the shape of a tortoise (worth 8,500 gp) If searched, the bodies yield a total of two daggers, 160 shark teeth (worth 5 gp total), and a wax-sealed gold scroll tube. The cap of the tube has a glyph of warding on it that shocks for 212 hp damage. Within the tube, a piece of parchment is rolled around a 2" ti dent made of aquamarine (500 gp). The parchment reads as follows: ‘Those who steal from my ENDIESS sea Receive netnibution, just an night [RETURN the TREASURES UNTO ME, On ace my stonnry wrath at night ‘The aquamarine trident isthe symbol of the god Poseidon, as any cleric of a Greek deity knows. The first ches, which is unlocked, holds 230 sp. How- ever, when the lid is ited more than 2", three evenly spaced 1's" spikes spring forward from the base of the chest, inflicting 1-6 hp damage each (1-3 of these automatically hit the victim) ‘The second chest is locked with a eom- plex padlock (~15% to pick), and omits Iidis inlaid a gold trident. Within the chest are a small sack and a golden statue of Poseidon (1,400 gp). The sack holds seven moonstones (worth 50 gp each) and 10 pp. See the notes to area 5C ifthe dead pirates are questioned by magical means. 5K. The door to this room is open. The first chest is open and empty, while the second is locked. It contains 10 coral pieces, a locked coffer, some worthless. but pretty seashells, and four seal pelts 4 gp each). The coffer contains three books and a scroll, all soaked but still barely readable. The books are on such topics as sea monsters, astrology, and seashells. The scroll is of protection from breath weapons, non-dragon. Because the ink has blurred from immersion in salt. water, there is only a 25% chance that the spell can be read from the scroll. Even if the spell is read, there is a 75% chance that the spell goes bad. BL. The deor is open and nothing of value is located in here. The deserted ‘room does, however, contain a large air pocket which will sustain one PC's life for one day, or up to four characters for six hours each, 6. Mess Hall. This large area at the aft of the level was also the commons area for the pirate seamen. The door to itis open. Around the room are five large tables and several chairs (some broken). Scattered on the floor is a total of 12 pp, 81 gp, 44 sp, several soggy docks of playing cards, and three pairs of dice. Attached to the forward wall are two large, hollow benches. Their 412 Issue No. 6 AFTER THE STORM. unlocked lids may be lifted to reveal many brooms, mops, and rags. Hanging from the ceiling are lanterns, and on the aft wall are more benches. These, too, are hollow; they contain eating, utensils and mugs. Inhabiting the room is a 40’-long giant marine eel (AC 6; MV 9"; HD 8; hp 61; #AT 1; Dmg 4-16; SA electrical discharge; ALN), 7. Kitchen. The door to this room is unlocked. At the bow of the room are three wood-burning stoves made of, steel, with vent pipes that lead the smoke out of the ship through room 1 on the first level. Scattered around the floor are many pots, pans, and ladles. A large shelf unit with sliding doors domi- the middle of the kitchen. On the elves are many broken plates, cook- ing pots, and utensils. At the fore of the room, a ladder leads down to the cargo holds below: Cargo Holds 8, Kitchen Supply Hold. The door to this room is locked. Within, scattered ‘kegs, barrels, and crates lie about in disarray. Some of the kegs are still filled with fresh water, ale, and wine. The bar- rls that have not broken open contain dried (now soggy) fruit, grain, nuts, and salted meats, In the crates are jars of spices and seasonings, ruined and worth- Tess from contact with the sea water. One crate contains cut logs. A piece of the ‘oral reof has punctured the southeast corner of this room The hole, however, is not large enough for any but the smallest creatures (1 in size or less) to enter. 9. Shipping Supply Cargo Hold. ‘The door to this area is locked. This is now the lair of the wereshark (see Bluewater Cove area 1). The room still retains some of its original contents: ‘one spare anchor, two dozen ballista bolts, some woodworking equipment, a stack of wooden planks, a bucket of nails, 15 iron spikes, a 20' coil of rope, extra sails, cloth, two 10’ ladders, and several grappling hooks. A gaping hole in the hull allows the wereshark and his five hammerhead guards (see “The Phantom”) access to the hold. Under the wereshark’s control, the hammerheads attack any intruder. 10. Cargo Hold. DANGER is inscribed in large letters on the locked door to this room. The door was made airtight with a tar seal. If the PCs ean get to the other side of the door without opening, it, they find that the only object in the room is a glass ball, 8 in diameter and filled with churning water, mounted in the center of the room. Ifthe door is ‘opened, however, water rushes in to flood the room, pushing the ball into the far wall where it cracks open, releasing a very hostile water elemental (AC 2; MV 6"//18"; HD 16; hp 86; #AT 1; Dmg 5.80; SD +2 or hetter weapon to hit; AL N). Ibis very difficult to see and fight the elemenial underwater (~4 penalty to hit). The elemental was originally conjured and entrapped here by the ship's wizard. If released from its glass sphere, it becomes completely uncon- trollable and flees after three rounds of attacking everyone near it. LL, Weapons Hold. The door to this hold is locked. Inside, the walls are lined with shelves and hooks containing the following weapons: 300 daggers, 150 dirks, 150 short swords, 50 long swords, 200 spears, 700 crossbow bolts, 100 ssabers, 20 tridents, 50 harpoons, 40 clubs, and 50 heavy crossbows. Of these, some are magical: 10 daggers +1, three dirks +1, four short swords +1, 15 spears +1, 40 bolts +1, 20 bolts +2, 10 bolts +3, a trident of warning, along sword +1, +4 vs. undead, a cursed long ‘sword ~2. a harpoon +2, and a short sword of dancing with an intelligence of 14, an ego of 7, chaotic-good alignment, tthe ability to detect invisible objects in @ 10°radius, and x-ray vision (40’ range) usable for one turn two times per day. ‘The sword ean speak the common tongue and its alignment language. All normal wooden items here (like cross- bow bolts) have begun to warp and are eless. Magical items are still of use. 12, Treasure Hold. The door is locked and bears a symbol of fear on the outside. Inside this room are many wondrous treasures of gold and gems. Fourteen locked chests, 28 sacks that have spilled their contents onto the floor, and many loose coins are scattered about the room. The coinage consists of 8,142 pp, 42,896 gp, 98, 994 ep, 49,752 snd 48,215 cp. Mixed in with the loose coins are 115 gems (15 % 5,000 gp, 25 X 1,000 gp, 75 * 100 gp). ‘The rest of the treasure found in the ‘chests and loose on the floor consists of: five gold statues of various sea monsters (1,500 gp each), a diamond necklace (8,000 gp), 15 gold rings set with pre stones (600 gp each), a ring of blinking, & ring of chameleon power, 14 gold chains (100 gp each), two ivory {tusks 60 gp each, a belt jeweled with star rubies 6,000 gp total), a gold goblet (75 gp), 12 tarnished silver goblets (10 peach), a suit of plate armor +2, a platinum tiara set with sapphires @,000 Ep total) a shield +3, a giant otter pelt (4000 gp), an atchemy,jug, a staf of striking (20 charges), a stone horse (courser), a horn of fog, and a stone tube containing a cursed serll that turns the reader to stone unless a save vs. petrfi cation at ~2 is made. ‘This large a quantity of coinage and treasure will be difficult to remove to the surface, and it will definitely require more than one trip to retrieve it all unless magic is used. 13, Wizard's Workshop. The door to this room is wizard locked (at the 15th level, and a symbol of pain is set on it ‘The room isin great disarray. Unlike other rooms on the ship, only a single piece of furniture, an 8" % 8 oak table hhas been secured to the floor. The rest of ‘the furniture — two small, round-topped tables; a pine wood bench; two oak chairs; some shelving; and three latched cabinets — are scattered about the roo Four dead bodies, apparently slaves, lie half hidden among piles of burlap beneath the oak table. The floor is lit. tered with shards of broken glass that formerly were pieces of laboratory equip- ‘ment: bottles, flasks, glass tubes, jars, crucibles, decanters, and dishes. ‘The dead “slaves” are actually juj zombies (AC 6; MV 9°; HD 3+12; hp 33, 26, 23, 2; #AT 1; Ding 3-12; SA fatlack as 6 HD monster; SD +1 or better ‘weapon to hit; AL NE) which arise and attack any creature that enters the oom. ‘The first cabinet is filled with more pieces of broken glassware. The second cabinet contains many spell components ‘and ingredients. The third cabinet is locked and fire rapped. Underwater, this trap ereates only steam and bubbles; ‘those within normal range are stunned for one round. When the cabinet is ‘opened the PGs find a wand of flame ‘extinguishing (16 charges), a bag of tricks (ype 68), a crystal ball, and three ruined spell books from which all the ink has dissolved. DUNGEON 13 ‘AFTER THE STORM 14, Jaggertooth's Secret Hold. The door to this small compartment is a 3 high wall which slides to the right. On the back wall of this confined area, a large key ring bearing the keys to every door on the ship hangs on a peg. A locked, trapped chest holds a gold ‘model of the Phantom (worth 30,000 gp) and a gold representation of its skull-and-crossbones flag. The skull and bones are inset in black sapphire (otal worth 20,000 gp). When the chest is first opened, poison gas bubbles through the water, affecting all within a 10-radius hemisphere around the chest. Contact with the gas bubbles causes death unless a save vs. poison is made. The gas displaces the top 5! of the entire room and remains for three turns before it dissipates and the room refills with water, ‘Threaded among the keys on the key ring is a ring of water elemental com ‘mand, which is activated when the wearer strikes a water elemental in ‘combat, ‘The model ship and flag in the chest are both cursed items. Whoever keeps the ship can never travel aboard any vessel on the water. IF an attempt is made to board a boat or ship, the PC is forcibly thrown away from the vessel with no saving throw. Whoever keeps the golden flag can never do damage to the undead, and all attacks against him by undead do double damage. The only way to remove these curses, short of @ wish, is to leave these items in the chest in the Phantom, Concluding the Adventure ‘The mayor of Bazyte cheerfully imposes ‘a 5% treasure tax on the value ofall treasure the PCs managed to retrieve. ‘The PCs are then free to go about their business. Ifthe wereshark (Old Ben) was killed, the untended lighthouse beacon goos ‘out in six hours. The townspeople, espe cially seamen, become anxious for the well-being of Old Ben, who is usually very responsible in his duties, and investigate the lighthouse within 24 hours. Ifthe adventurers have been seen to visit Old Ben within the past fow days, they are immediately suspect, and must do some fast talking to avoid being lynched by the townspeople. Ifthe DM has incorporated this sce nario into his or her campaign, Bluewa ter Cove could become a place for future adventures. If any of the cove encount ‘rs were not explored by the PCs, these could easily become additional adven- ‘tures, There are also many other sunk. en ships within the eove that could contain treasure. In addition, the demise of the wereshark leaves a good ‘opportunity for other monsters to inhabit the cove and threaten the vil lage of Bazyte. ee oe bs erent ee eta eae ae Peo ar es ei nee re CCM erm e Ieuan Brae ae ear CL great adventures. in one handy Module. BUC CORR uC URE reece ver am a oe — == DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Ine.

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