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The Forgotten Smugglers' Cave: Index of Posts

An index of posts describing the Forgotten Smugglers' Cave, an adventure for Holmes Basic characters levels 2-4.                    ...

Showing posts with label Forgotten Smugglers' Cave. Show all posts
Showing posts with label Forgotten Smugglers' Cave. Show all posts

Sunday, February 16, 2025

Holmes Day 2025


J. Eric Holmes at his chalkboard game table, contemplating miniatures and notes.
Taken by Tony Bernard for the 1979 L.A. Times article, "Fantasy Life in a Game Without End";
a cropped version appears with the article. Scan of the original photo courtesy Bill Galaxy.


For fans of the Holmes Basic Set, today is notable as it marks the birthday of its editor, J. Eric Holmes. And this year he would have been 95 years old, although sadly we lost him in 2010 at the age of 80.

To mark the occasion, here are some Holmes-ian highlights from the last year:




February

For Leap Day 2024, I shared a new monster inspired by Holmes' Sample Dungeon: the Giant Zenopus.

March

At Gary Con 2024, I ran two games, one of which was a session of the Forgotten Smugglers' Cave, my Ruined Tower of Zenopus-adjacent dungeon. Later in the year I worked on preparing this for publication, although I haven't been able to finish it yet.

April

At our local Scrum Con 2024, I ran the Forgotten Smugglers' Cave again, and also an impromptu fill-in session of the original Ruined Tower of Zenopus sample dungeon, which is always a blast.



May

May saw the publication of 50 Years of D&D, which includes an article, "Doctor Holmes I Presume?' How a California Neurology Professor Penned the first Dungeons & Dragons Basic Set", co-written by Tony Rowe and yours truly. Read more about the book here: 50 Years of D&D.




June

Pacesetter Games published the Islands of Peril, the latest adaptation of Holmes' original campaign maps and notes, to which I contributed a Foreword discussing the maps and notes on which it was based.


Wizkids promo photo. Source.

July

WizKids released a line of miniatures for the 50th anniversary of D&D, which included the Red Dragon, Blue Wizard and Green Knight from the cover of the Holmes Basic set. I have been somewhat frustrated with the availability of these figures, and haven't written a separate post about them on the blog, although I still might.



August 

I wrote about the return of the OSR zine Fight On #15, with an issue dedicated to Holmes, including an article by myself about how to Holmesify your OSR game.




September

I reviewed a Holmes Basic metal sign available from Ata-Boy via Amazon.



November

I wrote about the Coleman-Rider-Waite Deck tarot card The Tower, and its thematic similarities to the Tower of Zenopus.




December

I shared the "Tower of Xenopus", a writeup by Tony Stroppa of his adaptation of the Sample Dungeon for the Greek mythology-based Mazes & Minotaurs RPG.

January

Looking forward to Gary Con 2025, I wrote about the games I will be running, one of which is The Eye of Arzaz, Holmes' other sample dungeon from his 1981 book Fantasy Role-Playing Games.

 

Saturday, January 20, 2024

Dice Dragon: Breath Weapon further research


Based on further reports from adventurers collected by the Portown Sage, it is apparent that the Dice Dragon does not only breath faerie fire; rather, that is just one possible effect. The revised bestiary shall now read:


Dice dragons defend themselves with a sharp bite or, three times a day, a small puff of weird fire at a single target, which does no damage but causes a random effect (unless a save versus breath weapon is made) that lasts for 3d4 turns, as determined by rolling a d12:


  1. Aged Equipment. All of the target’s non-magical equipment ages such that the next use causes it to break.

  2. Berserk Grappler. The target immediately attempts to grapple the nearest creature other than the dragon, and continues to do so for the duration. 

  3. Cloud of Darkness. Emanates from the target in a 30 foot radius, and moves with them.

  4. Contagious De-evolution. The target, but not their equipment, polymorphs into a small lemur, and anyone who touches the lemur must save or suffer the same.

  5. Enforced Pacifism. Any attack made by the target is followed by a round of incapacitating pain and suffering of 1d4 points of damage.

  6. Faerie Fire. Outlines the target (+2 to be hit), and then in the next round spreads to all in a 30 foot radius.

  7. Intermittent Beacon. Target emits a flash of light that blinds all in a 30 foot radius for 1 turn unless a save is made. This repeats once per turn for the duration.

  8. Magic Absorption. The power of one spell or magic item, determined randomly, possessed by the target is transferred to the dragon to use. A spell or charged item so affected is lost, but a permanent item will be restored after the duration.

  9. Noxious Stench. Emits from the target and is so strong that all within 60 feet must save each round to take any action.

  10. Ravenous Hunger. For the duration, the target can do nothing but eat; after eating all their own rations, they will go after that of any others within sight.

  11. Screaming Fear. Target flees, screaming maniacally, until at least 1000 feet from the dragon, and then screams again for one entire round each turn thereafter.

  12. Visible Gaseous Form. Target assumes the form of a highly visible purple gas; all items drop to the ground.



Note: This is a revision of a new monster published previously on this blog. I decided that a monster with "Dice" in the title should produce a dice-based random effect. Also, the revised dragon employs all of the polyhedrals of the TSR Dragon Dice Set: d4 for breath weapon duration, d6 for bite damage; d8 for hit dice; d10 for percentile-based alignment; d12 for breath weapon effect; and d20 for attacks/saves.


Friday, October 20, 2023

Troodontoid Statue (New Monster)


Image Source

This is a new monster for Holmes Basic, one which is featured in Area 18 oThe Forgotten Smugglers' Cave adventure (which is indexed here).

Troodontoid Statue

Move: nil
Hit Dice: by magic-user level
Armor Class: 0
Treasure Type: nil
Alignment: neutral
Attacks: spell-casting
Damage: by spell

 
Aeons ago, with their civilization facing an apocalypse, certain powerful wizards of a race of intelligent theropods preserved themselves through powerful magics that transformed them into magical statues, which would endure until conditions were more amenable for their return. 

On discovery, a troodontoid statue appears as a humanoid figure, roughly carved but with an observably non-human pointed face with huge eyes. The type of stone cannot be determined and is impervious to ordinary weapons or tools, only suffering damage from magical weapons. Magic cast or focused upon the statue, including Detect Magic, will be absorbed (as if by a Rod of Absorption) without effect and causing the spell to end if already in effect. The first five spell levels that are so absorbed will serve to incrementally awaken the troodontoid shade that dwells within, and the statue will slowly become of noticeably finer quality; i.e., more life-like in appearance.

Once fully awake, the troodontoid shade within will attempt to communicate telepathically with a spell-caster, although the long-forgotten tongue will be unintelligible unless a Read Languages spell is employed. Through permanent magic, the statue itself will be able to understand the spell-caster. If communication is achieved, the awakened statue will try to bargain for more magic to be cast upon it, for example offering to teach new spells to a magic-user.

The statue will be equivalent to a 11th to 16th level magic-user (roll 1d6 + 10 to determine), and able to absorb a total number of spell levels equal to a caster of that level. For example, a statue equivalent to a 13th level magic-user can absorb up to 78 spell levels total, and will know and be able to cast any standard spell of levels 1-6 using the levels it has absorbed. If attacked, the statue can defend itself using such spells. It can only use absorbed spell energy for casting; it has no further ability to memorize spells. 

If a magic-user studies with the statue daily, it can teach a new spell in an amount of time equal to one week per spell level (add 25% to the magic-users chance to know, and spells previously failed can be tried again); in exchange, the magic-user must cast one spell level on the statue each day.



Detail of "Dinosauroid" by Ely Kish. Source.

The statue will eventually use the absorbed levels to cast strange spells that will allow it grow a new flesh body for the shade to inhabit. The DM can decide whether the reborn troodontoid remains a beneficent mentor or has another, more sinister purpose.

Thursday, August 31, 2023

Corpse Fog (New Monster)

This is a new monster for Holmes Basic, one which is featured iArea 25 oThe Forgotten Smugglers' Cave adventure (which is indexed here).


Corpse Fog

Move: 90 feet/turn
Hit Dice: 3
Armor Class: 5
Treasure Type: B
Alignment: neutral
Attacks: 1 touch
Damage: 0 plus energy drain

A body, when interred near the sea, may become possessed by a form of undead known as the corpse fog. If such a corpse or its burial possessions are disturbed, fog with a greenish cast will begin to issue from its mouth, coalescing in two rounds into a churning humanoid form that will advance on the nearest living creature in an attempt to drain it of its life energy (each hit will drain one life energy level).

Initially having three hit dice, a corpse fog will add one more for each level drained from a character, and this will also add to its hit points (roll randomly for each new hit die). 

The corpse fog is immune to normal weapons, and is turned as undead of equivalent hit dice (HD 3 = wight, HD 4 = wraith, etc). A successful result will send the fog back into its corpse. 

Destroying a corpse fog will result in a blast of mist that will do 2d6 damage to all within 50 feet (save for half), but will also restore any levels drained by the fog.


Friday, July 21, 2023

Vampire Bat & Were-Vampire Bat (New Monster)

These are two new monsters for Holmes Basic, the first of which is featured in Area 6 of The Forgotten Smugglers' Cave adventure (which is indexed here), and originally appeared as part of my list of One Hit Point Monsters.


Illustration by Lore Suto


Vampire Bat

Move: 180 feet/turn flying
Hit Dice: 1/8 (1 hit point)
Armor Class: 3 (9 while attached)
Treasure Type: nil
Alignment: neutral
Attacks: 1 bite
Damage: 1 point

A native of subtropical climes, the vampire bat has of late begun appearing in certain temperate coastal towns, apparently escaping from traders importing them for clients unknown. Roosting in colonies of up to 50 individuals, often in the warmer caves of the near underworld, they venture out in smaller groups (2d6 bats) to feed on livestock, other mammals, or even humans. 

When suitable prey is located, the bats will silently swoop down and attack from behind (surprise on 1-5 in 6, attack at +4). A hit inflicts a point of damage and allows a bat to attach and, unless stopped, automatically drain another point for each of the next two rounds (thus, three points total), before detaching and flying away. Attacks on an attached bat are against armor class 9, but a miss with a weapon will automatically hit the victim for a point of damage. Unattached bats will continue attacking in an attempt to distract the prey from disturbing attached bats.

For each round of attachment, there is a 1% chance that a bat will transmit a rare form of lycanthropy, causing the victim to become a were-vampire bat (see below) in 2d12 days.

Established colonies produce a layer of pinkish guano across the floor of their cavern, which which produces an acrid smell that can be detected from a distance, and is prized as a fertilizer (20 gp per bucket). Due to the strength of the odor and slippery consistency, any melee in such areas is conducted at a -4 to hit, with a natural 1 indicating a slip and fall.

The bats sleep soundly in the lair during the day, but any activity in the lair has a 1 in 6 chance per character (e.g., 2 in 6 chance for 2 characters) of waking the bats. Once disturbed, all of the bats of the colony will join in on a frenzied attack on the intruders.

It is rumored that larger forms of the vampire bat exist in the tropics.

Were-Vampire Bat

Move: 120 feet/turn flying (giant bat form) or 60 feet/turn flying or 120 feet/turn walking (man-bat form)
Hit Dice: 2 + 2
Armor Class: 3 (giant bat form) or 5 (man-bat)
Treasure Type: C
Alignment: neutral/lawful evil
Attacks: 1 bite (giant bat form) or 1 bite and 2 claws (man-bat form)
Damage: 1d3 (giant bat form) or 1d6/1d3/1d3 (man-bat form)

The unfortunate victims of the vampire bat may, on occasion, be inflicted with a rare form of lycanthropy, eventually transforming into a were-vampire bat. Like the were-rat, the were-vampire bat may take three different forms: human, giant bat, or horrible hybrid man-bat. As with other lycanthropes, it is immune to normal weapons in the latter two forms. In man-bat form, it is less agile but stronger of limb, and able to attack with claws in addition to biting.

If possible, the were-bat will roost and hunt together with a colony of ordinary vampire bats, favoring old buildings that allow egress in either bat or human form. It can summon these bats to its aid at will, and will hunt together with a group of them in giant bat form.


Saturday, July 1, 2023

Agate-Eyed Skeleton (New Monster)

This is a new monster for Holmes Basic, one which is featured in Areas 20 and 24 of The Forgotten Smugglers' Cave adventure (which is indexed here).


Eye Agate. Image Source.


Agate-Eyed Skeleton

Move: 120 feet/turn
Hit Dice: 2
Armor Class: 7
Treasure Type: agate eyes (100 gp each)
Alignment: neutral
Attacks: 1 bony hands
Damage: 1d6

Agates are purported to promote restful sleep, and certain funerary practices incorporate this belief by burying the dead with such gemstones. Some secretive groups go even further, replacing the eyes of the deceased with eye agates, and if these are of sufficient value (100 gp per eye), the strange energies of the underworld may transform the thusly treated remains into an agate-eyed skeleton, an unusual variant of animated skeleton. 

The practices that produce such skeletons means that they are typically found in groups in burial chambers. If undisturbed, the skeletons will remain at rest, but anyone gazing upon their agate eyes must save versus magic or fall asleep for 1d6 turns. Unlike a Sleep spell, characters so affected cannot be awakened prior to this by any means short of a Dispel Magic.

Damaging Skeletons. Any attack that inflicts damage on a skeleton, and does not destroy it, will cause it to immediately animate and attack with its bony claws. Once arisen, characters viewing the eyes no longer need to save versus magic. Furthermore, even if the skeleton is destroyed, 1d6 other skeletons in the same area will animate each round until all in the area have joined in. The assault will continue until the intruders have been destroyed or have fled the area, although a successful turning (as a ghoul) by a cleric will send the skeletons back to their resting places and prevent any further ones from animating.

Moving Skeletons. Any attempt to move a skeleton will, after a one round delay, result in the same effect as damaging the skeleton. However, if during this round the bones are placed in a specially consecrated ossuary, which may or may not be located nearby (DM's discretion), the skeleton will not animate and both agates can be safely removed.

Removing Agates. If a character attempts to remove an agate without disturbing the skeleton, there is a small chance of success. The base chance is equal to the attempting character's dexterity (e.g., a 10% chance for a dexterity of 10). Thieves add their chance of removing traps to this (e.g. a thief with a 15 dexterity and a 15% chance of remove traps would have a 30% chance). If this roll is failed, the eye is removed but the skeleton then animates as if damaged and will incessantly attempt to retrieve its eye, to the point of relentlessly stalking the offending character. Removing a second eye agate from the same skeleton will automatically cause it to animate.

It is rumored that placing such gems in the eyes of skeletons before casting Animate Dead will also produce an agate-eyed skeleton.

Sunday, June 18, 2023

Grotto Iguana (New Monster)

This is a new monster for Holmes Basic, one which is featured in Area 18 of The Forgotten Smugglers' Cave adventure (which is indexed here).


Image Source


Grotto Iguana

Move: 90 feet/turn
Hit Dice: 3 + 1
Armor Class: 2
Treasure Type: nil
Alignment: neutral
Attacks: 1 bite + 1 tail whip
Damage: 2d6/bite, 1d6/tail whip

In certain wet and warm caverns of the underworld, strange vegetation thrives under the glow of phosphorescent fungus, and in such places dwells the grotto iguana. Herbivores like their smaller surface-dwelling cousins, these giant lizards can purportedly live for over a century, slowly growing to the size of a horse.

Forming loose-knit colonies, the smaller iguanas will, if threatened, flee and hide among the crevices of the grotto, while the larger individuals will defend themselves with a strong bite and a whip of their long tails, which can be used against a second opponent if necessary. They also scrape their tail on the ground, making a noise that will summon others to their aid.

If approached cautiously, and provided with generous amounts of fruits and vegetables, the largest individuals can be induced to serve as underworld pack animals (treat as a draft horse with a carrying capacity of 5,000 gold pieces).

Sunday, May 28, 2023

Well Worm (New Monster)


"Front View of a Nematode Monster..." 
Source: Cobb (1914)


This is a new monster for Holmes Basic, one which is featured in Area 19 of The Forgotten Smugglers' Cave adventure (which is indexed here). It originally appeared as part of my list of One Hit Point Monsters.

Well Worm

Move: 60 feet/turn swimming
Hit Dice: 1/8 (1 hit point)
Armor Class: 7
Treasure Type: nil
Alignment: neutral
Attacks: 1 bite
Damage: 1 point

Well worms, the bane of farmers, are a form of giant roundworm that can infest any type of still water. With a soft yet exceedingly slimy body up to two feet in length, ending in a nasty tripartite jaw ringed with grasping feelers, and the ability to launch themselves up to three feet out of the water, removing even one from a body of water is a daunting task, and they are frequently found in significant numbers (2d20 worms). Being generalists in diet, they can thrive in a number of harsh habitats, even underground, and can slowly creep across land to find new waters. Having evolved to live in the foulest of water, they are immune to poison.

It is rumored that the slime of the well worm is desired by wizards for use as an ingredient in certain magical oils that render one immune to capture by grasping and entangling attacks.



Tuesday, May 9, 2023

The Forgotten Smugglers' Cave: Setting Up the Adventure


The Sea Cliffs West of Town
(Image Source)

SETTING UP THE ADVENTURE

The Forgotten Smugglers' Cave (indexed here) was written with Portown in mind, but can be placed in any campaign setting. Due to the geography of the dungeon, it should be located near a large coastal town with cliffs or other high land over water to the west of it, as the dungeon entrance is located there. The adventure assumes this water is the sea, but a bay, river or lake should work equally well.

If the adventurers are already in the coastal town, you can add the following rumor to a list of rumors that the player might hear; see Portown Rumors for an example of such a list.

"Down at the docks, a member of the Guild of Shark Hunters is looking for a group to explore a mysterious sea cave that she has discovered" (True) 

If the players are not already in town, simply replace the first clause with "In the coastal town of [name of town], a member..."

If the characters inquire further, they will learn that the angler's name is Fenza the Fearless, who hauls in coastal sharks from her boat, the Reap Tide.

She is easily located down at the waterfront, and after sizing up the party and deeming them worthy, will tell them a story, and make an offer.

"Last winter there was a terrible storm, giant waves and all, that really pounded the sea cliffs west of town. All along the base of these cliffs are piles and piles of fallen rocks rising up out of the water. So, sometime after this storm I was fishing in a favorite spot nearby and at low tide noticed that one of the bigger piles had shifted just enough to reveal the top of the entrance to a cave. 

And finding that brought back a distant memory. When I was a girl, some forty years ago, my pa used to say that falling rocks had once buried a cave full of smugglers and their treasure of platinum doubloons.

Curious, I squeezed through and, sure enough, on the inside it opened up into a long, water-filled tunnel, just shallow enough to walk through at low tide. And on scrawled on the walls were pictures of skulls and warnings to "KEEP OUT" and of "DEATH"...!

I bet the smuggler's treasure is still in there, waiting to be found, but so far I've had trouble convincing anyone else that it's worth exploring, given all the dangerous vermin found underground. I'd go myself if I was ten years younger"


Fenza offers, for a share of the treasure, to show the party where the cave is, drop them off, and then continue to fish nearby until they return to be picked up.

Her fishing boat is not overly large, holding only four in addition to herself, but the players can rent, for 5 gp/day, another rowboat holding up to six, and Fenza can tow it after dropping them off.

Fenza the Fearless: DX 9, F1, hp 8, AC 7 (sharkskin leather), #AT 1 fishing knife (dagger)

FURTHER RUMORS

By investigating further in town (talking to old timers; employing a sage; researching in the town's free library), the characters may also learn the following rumors about the old smuggling organization:

Roll a d6:

1. "The smugglers who operated in town were once so powerful that they kept dragons as guards." (False; they used giant iguanas to pull carts of smuggled goods)

2. "The smugglers used to be the real rulers of Portown." (True; they bribed several members of the ruling council; evidence of this can be found in the office of the arch smuggler)

3. "Anyone who crossed the smugglers would end up buried in a crypt under their hideout." (False; the smugglers buried their own dead in the crypts, not others)

4. "The smugglers crossed a powerful wizard and were destroyed by his magic." (False; the smugglers stole the platinum doubloons from a wizard and ended up fighting over them)

5. "If you find platinum doubloons, do not touch them! They are cursed and you will never leave the caves." (True; although there is a way to lift this curse)

6. "The smugglers had a secret way into town that was never located." (True; more research into this could lead to the alternate start described in Area 20. For example, players might deduce that the newly uncovered cave is due west of the Green Dragon)

Monday, April 3, 2023

Corpse Light (New Monster)

This is a new monster for Holmes Basic, one which is featured in the Random Encounters table of The Forgotten Smugglers' Cave adventure (which is indexed here). It originally appeared as part of my list of One Hit Point Monsters.

Corpse Light

Move: 120 feet/turn floating
Hit Dice: 1/8 (1 hit point)
Armor Class: 7
Treasure Type: nil
Alignment: neutral
Attacks: 1 hit
Damage: 1 point

These minor undead form from the spirits of torchbearers who have perished in the underworld or wilderness, and are said to be particularly motivated to enact vengeance on cruel or indifferent employers. Each one appears as a burning torch held aloft as if by an invisible hand. 

Seemingly drawn together, corpse lights are typically encountered in groups (3d4 would not be unusual). At a distance they appear as an approaching group of torch lights, but on drawing closer their chilling absence of bearers becomes apparent. The floating torches will begin circling, and muttered accusatory phrases may be heard, as they judge a party of travelers. They will never attack henchmen or other servants, and may depart without incident if a group contains well-treated members of this class.

If a group is found to be lacking, the corpse lights will begin swooping in and taking strikes at various members. Once they begin attacking, they can only be stopped through direct strikes of the torches or by clerical turning (as skeletons with a +2 on the roll).

Friday, March 17, 2023

Rock Crab (New Monster)

 

Rock Crab by Lore Suto

The Rock Crab, a new monster, originally appeared only in the Random Encounter table of the Forgotten Smugglers' Cave adventure (indexed here). However, inspired by Lore Suto's fantastic illustration for them, I recently realized that if they also climb walls they fill a dungeon niche similar to piercers (which aren't in the Holmes Basic Monster List, so would essentially be a new monster themselves for a Holmes adventure), so I have revised the adventure to replace the piercers in Area 9 and the Random Encounter table with rock crabs.


Rock Crab


Least Large Huge Giant
Move 120 feet/turn,
90 feet/turn
swimming
90 feet/turn,
60 feet/turn
swimming
60 feet/turn,
30 feet/turn
swimming
30 feet/turn,
15 feet/turn
swimming
Hit Dice 1 hp 1/2 1 2
Armor Class 7 5 3 1
Treasure Type nil nil nil nil
Attacks/
Damage
2 claws for
1 hp each
2 claws for
1d4 each
2 claws for
1d6 each, or
1 drop for 1d8
2 claws for
1d8 each, or
1 drop for 1d12






These cavern-dwelling crabs have shells resembling cave formations, and thus can camouflage themselves in their environs by tucking their legs and claws underneath and remaining motionless. In this manner they attempt to surprise their prey as it passes (1-3 in 6). 

Furthermore, as they grow, the spikes on the back of their shells grow taller, coming to resemble groups of short stalagmites or stalactites. The huge and giant crabs have claws strong enough to grip rock, and will often climb to the ceiling and attempt to drop on their prey (surprise on 1-5 in 6; if the crab gains surprise, the drop is treated as an attack roll with a +4 to hit and doing the indicated damage; if a character is not surprised, they can automatically avoid the dropping crab). 

The least rock crabs will generally be found in hatcheries in large numbers (4d6). As they grow, they wander to other caverns but often stay in loosely associated groups (2d4 large, 1d6 huge, or 1d3 giant rock crabs). After one crab makes an initial attack, it will drum its claws on the floor for one melee round to alert the others in the area to join in. During this round it will attempt to dodge attacks but will not make an attack.
 
While the rock crab lives on land, they can still swim slowly and will sometimes dwell on the ceilings of water-filled caverns inhabited by fish upon which they can prey.

Their shells are extremely tough and can be fashioned into shields that are equal to metal in strength.

Friday, March 10, 2023

Were-shark ("New" Monster)

An unholy symbol depicting a were-shark; illustration by Lore Suto


A "new" monster for Holmes Basic, which is featured in Area #10 of The Forgotten Smugglers' Cave adventure.

The were-shark is one of the few monsters that was introduced into D&D by J. Eric Holmes, and certainly his most iconic monster contribution. He mentioned them in the entry for Lycanthropes in the Holmes Basic rulebook, and they featured prominently in his novel The Maze of Peril, in scenes based on actual game sessions from his early years running D&D for his sons. 

Holmes never provided us with a formal write-up of this beast, so here finally is a version for use with Holmes Basic & OD&D. Note that I've used the hyphenated spelling ("were-shark") in line with the way it appears in the Holmes Basic rulebook and The Maze of Peril.

Were-shark

Move: 60 feet/turn walking, 150 feet/turn swimming
Hit Dice: 4
Armor Class: 5
Treasure Type: C
Alignment: neutral/chaotic evil
Attacks: 1 bite and 1 tail slap
Damage: 2d6/1d6

An old coastal legend tells of a primordial sea deity who, angered by the increasing intrusion of land-dwellers into its domain, sent forth a lycanthropic curse to punish these interlopers. It begins with a grievous shark bite that, if survived, leads to something even more horrible. At night, the victim will find themselves yearning to swim, an urge that will grow until the light of the full moon striking the sea draws them inexorably into the water to complete the cycle by transforming into an enormous shark, hunting for food and further victims. Perhaps most disturbingly, they can also assume an unnatural hybrid form having the body of a shark joined with muscular human arms and legs, rendering neither watercraft nor beach a safe haven from their depredations. The sight of this hybrid emerging from the water may paralyze even the stoutest of souls (make a saving throw against turn to stone or be unable to take any action; may try again each round).
 
While a strong-willed were-shark may regain some measure of control while the moon is waning, as time goes on they typically spend more and more nights in the sea, and trend chaotic and evil as their affinity for their deital creator strengthens. Their presence in the water will attract other sharks to the vicinity, and the smaller ones can be summoned when in need.

Sharks (1d6): MV 240 feet/turn swimming, HD 1d3, AC 6, AT 1 bite for 1d6.

Eventually a were-shark will abandon civilization for a lair on a deserted island or hidden sea cave, occasionally shared with others of their kin, where they will sleep in human form during the day among a hoard of items plundered from anglers and sailors. Some become guardians for other followers of the deity, although their tendency to attack allies as well as foes renders them somewhat unreliable. 

In shark or hybrid form, their primary means of melee attack is a ferocious bite, but in hybrid form they can also slap a second opponent with their tail, which in addition to inflicting damage may stun the target (drop anything held on 1-2 in 6). As with other lycanthropes, a were-shark in animal or hybrid form is immune to normal weapons, but is subject to silver or magic. Sages caution that land-based plants such as wolvesbane may be ineffective against a were-shark. Whether there exists a seaweed or coral that can be substituted remains to be determined.





Chris' original illustration of the Wereshark from A&E #13, July 1976

See Also:
---All of the posts tagged WERESHARK in the Holmes Basic G+ Community Archive

Chris Holmes' inscription in a copy of Tales of Peril: