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
PoratCOVER: 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. LewisMAP 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. — BYNick 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
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DUNGEON 3AFTER 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. 6AFTER 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 5AFTER 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. 6AFTER 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 7AFTER 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.6AFTER 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 9AFTER 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.6AFTER 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 14AFTER 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. 6AFTER 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.
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