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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 Sea Caves. Show all posts
Showing posts with label Sea Caves. Show all posts

Sunday, January 15, 2023

The Forgotten Smugglers' Cave #23: Shrieking Pool

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate the dungeon:

 

 
Area 7  C==  23. SHRIEKING POOL 
 ==S  Area 22
 


23. SHRIEKING POOL. This natural cavern, with irregular walls, stalactites and stalagmites is much longer than it is wide (about 110 feet by 30 feet), and is bisected by a pool of water about 20 feet across, fed by water dripping steadily from the ceiling. On each side grows a profusion of oversized mushrooms, some of which are up to 3 feet in height.

Exits. There are two exits: at the west end, a narrow and but mostly walkable tunnel (3 feet wide, 6 feet high) leads 180 feet to the back of the niche in Area 7, and at the east end, a narrow tube (3 feet wide and 3 feet), which must be crawled through, leads 170 feet to the back of the secret door in Area 22.

Mushrooms. The mycoflora grows within 10 feet on either side of the pool. While most are harmless, the colony includes several shriekers, which will begin shrieking for 1d3 rounds in the presence of light or movement. There are 6 shriekers total; assume 1d6 are one side of the pool and the rest are on the other.

Shriekers (6): DX 1, AC 7, HD 3, hp 11, AT 0, SD shrieking. 

If the colony is inspected closely, it will be noted that several mushrooms near the edges of the water appear to be partially melted.

Pool. The pool is broad (30 feet north-south by 20 feet east-west) but shallow (only six inches deep). It can forded easily, but is home to a Large Grey Ooze, which normally survives on the mushrooms as well as vermin that drink from the edges of the pool. It generally rests on the shore or a cavern wall just above the water line, camouflaged as stone, but when alerted by the shrieking it will settle on the bottom of the pool and wait. There is only a 2 in 6 chance it will attack a character standing at the edge of the pool, as they are much bigger than its typical prey, but there is a 5 in 6 chance it will attack anyone passing through the pool. 

Large Grey Ooze (1): DX 3, AC 8, HD 3, hp 21, AT 1 strike for 2d8; SA dissolves metal; SD immune to cold and fire; weapons will damage but have 50% chance of breaking due to corrosion

Chronologically on this blog, the previous installment described Area 22 and the next posted installment will be Area 24.

Wednesday, August 17, 2022

The Forgotten Smugglers' Cave #12: The Bubbly

This is an installment of a new dungeon adventure set in the Portown milieu that I'm writing for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry in the series includes part of a "pointcrawl" map showing the area & any exits, which include links. Thus, you can navigate the dungeon by following the links on the map:



Area 11 === 12. THE BUBBLY
C== Area 18
D
||
E.P.W.
12. THE BUBBLY. This area consists of a large natural cavern with a floor of sand and stones from which bubbles forth the source of the water for the stream of Area 11 and eventually the waterfall of Area 9. The PCs can enter from the west by heading upstream through the stream from Area 11 or from the east via the tunnel from Area 18.  

The Cavern. A large roughly circular space, about 100 feet in diameter, and dimly lit by phosphorescent fungus growing on the rock walls, which arch to a point about 50 feet above the floor, which is covered in deep, dark grey sand intermixed with a variety of pebbles.

The stream exiting via the west wall leads up to pool of churning water and sand with a diameter of 10 feet, fed by water continuously bubbling up from beneath. The output from this forms a stream which exits the room through the western wall to Area 11.

Concealed Tunnel. If the walls are examined, a crevice will be noted just above the sand on the eastern wall. The sand here conceals a tunnel below floor level leading to Area 18. Enough sand can be removed in 3 turns to allow entry to the tunnel. 

The Source. 30 feet beneath the surface of the bubbling pool is a nexus with the Elemental Plane of Water. At this nexus dwells a slurry, a minor elemental composed of a mixture of water and sand, which dwells here, feeding on precious metals found on the Prime Material Plane.

Slurry (DX 15, AC 2, HD 2, HP 9, #AT 1 blast of watery sand for 1d6, SD immune to normal weapons). A full write-up for this new monster can now be found here.

Anything heavy that is thrown or dropped into the churning water will sink and then either be ejected in 1d6 rounds (1-9 in 10) or pass through the nexus to the Elemental Plane of Water (on a 10). This will have a 3 in 6 chance of causing the slurry to surface in the middle of the pool, and begin spraying anyone in the area with a concentrated blast of sandy water until they leave.

If a character enters directly into the churning water, they will take 1 point of damage per round from the abrasive force of the sand in the water.

If the elemental is destroyed, the nexus to the Elemental Plane of Water will close, causing the water flow to diminish to a trickle.

Star Quartz. The churning watery created by the slurry acts like a rock tumbler, polishing quartz stones found naturally in the sand, producing the round star quartz found in the area and downstream. Searching the sand around the pool for a turn gives a 1 in 6 chance of uncovering such a gem (roll on the Gems table for value), but also a 1 in 6 chance of disturbing the elemental.

A gem dropped into the pool has a 1 in 6 chance of resurfacing at the next higher value on the Gems table. Adding gold or platinum (10 GP worth) will increase this chance to 4 in 6, but only once per day.

Chronologically on this blog, the previous post installment was Area 11 and the next posted installment will be Area 13.

Saturday, August 13, 2022

The Forgotten Smugglers' Cave #11: Stream Tunnel

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, including links allowing you to navigate the dungeon:


Area 13
||
Area 9 === 11. STREAM TUNNEL
=== Area 12
11. STREAM TUNNEL. This area consists of a long east-west tunnel, carved by water, that contains the stream feeding the waterfall in Area #9, and a narrow path running along its southern side.

The Path. This begins at the top of the waterfall in Area #9, and extends east, with an average width of 5 feet. The low ceiling is only 5 feet above, and the rough rock of the walls is slick with moisture, and dimly lit by patches of phosphorescent fungus. The adjacent stream is 10 feet wide but only 5 feet deep, and swift, chilly, and slippery, requiring a dexterity of 15 to remain upright.

The stream and path continue east in the same manner for several hundred feet [exact length to be confirmed by later explorers...], until the path abruptly narrows to one foot and stops.

There are no permanent residents in this area, but Wandering Monsters may be encountered.

The Ford. 10 feet past where the path ends, there is an opening in the tunnel wall on the opposite side, several feet above the level of the water. Thus, the stream may be forded here by wading upstream for 10 feet through the chilly water.

Unaided, the crossing will impossible for anyone with a dexterity of less than 15. However, at the point where the path ends, an old iron ring has been fixed into the rock near the floor of the south wall, and a bit of old rope remains attached. Another ring is attached to the rock on the north side near the opening 10 feet ahead. Thus, the two rings can be connected by rope, allowing anyone to safely cross.

Past the opening on the north side, the stream continues for another 30 feet before opening into a larger natural chamber with a sandy floor (Area 12). Again, the water in this passage requires a high dexterity to traverse. As the chamber is approached, the water and bottom of the stream grow increasingly gritty and sandy, respectively. 

While fording the stream, a character has a 1 in 6 chance of stepping on what feels to be a round rock, but is actually a highly polished star quartz gem worth 1d10 x 10 gp. Roll 1d6 for color: 1-3 = blue, 4-5 = green, 6 = rose. Up to six such gems can be located by searching the bottom, two per 10 foot section at the ford and beyond.

Exits. There are three exits from this area, west (downstream) from the south side of the stream to Area 9, north across the stream to Area 13, and east (upstream) to Area 12. The map posted above can be used to navigate to these areas.

Chronologically on this blog, the previous post installment was Area 10 and the next posted installment was Area 12.

Tuesday, August 10, 2021

The Forgotten Smugglers' Cave #10: Driftwood Hermitage

This is an installment of The Forgotten Smugglers' Cave, which starts at Area 1.


Area 9



||



Sea  ===C  10. DRIFTWOOD HERMITAGE

(C = concealed)

10. DRIFTWOOD HERMITAGE. This water-filled cavern is the home of a were-shark that lairs in a hut on a ledge on the eastern side.

Entrance. The only practical way to enter this cave is via the half-water-filled passage from Area 9 to the north. This passage opens up to the north end of a large natural cavern, dimly lit during the day via cracks in the ceiling, and also filled with water. The cavern is 50 feet wide (east-west) and extends 90 feet to the south. On the eastern side, a wide rock ledge rises two feet from the water, and on this rests a large wooden hut built against the cavern wall. The ledge extends twenty feet out from the wall. 

Underwater TunnelThe only other exit from the cavern is submerged ten feet beneath the surface of the water in the west wall, where a ten-foot wide underwater tunnel leads several hundred feet to the west to the sea.

Water and Inhabitants. Throughout the cavern, the water is 20 feet deep, and anything entering it will attract the attention of 4 cave sharks that lair here in association with the were-shark. From a watercraft, there is a 2 in 6 chance each turn of spotting the back fin of one briefly breaking the surface. If anyone enters the water, they will begin circling them, but will not attack unless the person is already injured or Mar Nes summons them to his aid. 

Cave Sharks (4): DX 12, HD 3 (hp 12), HD 2 (hp 7, 8), HD 1 (hp 4), AC 6, AT 1 bite for 1d6

If the PCs enter during the day, roll a d6 to determine where Mar Nes the Hermit, a former crabber who is now a were-shark, is currently located:

1-3: in the shelter, asleep.

4: in the shelter, awake.

5: swimming underwater, and immediately aware of the party.

6: out of the cavern, with a 1 in 10 chance of returning each round.

At night, Mar Nes will typically be out in the sea hunting for fish.

Ledge and Hut Exterior. The ledge rises nearly straight from the bottom, so a boat can easily be pulled up alongside it. 

On closer inspection, the hut is built from large driftwood and decorated with a variety of sea shells. At one end sits at pile of old crab traps. A curtain of old ropes serves as a door, to the back of which are tied several buoy bells that will clang loudly if passed through.

The Hermit Crabber. If the hut is approached and Mar Nes is awake, or awakened by someone attempting to enter, he will cry out that they should speak through the door as he has a contagious skin disease (e.g., leprosy). This is not true, although his rough skin does have an unnatural grey tone. He will also give a fake name (Grink) that townsfolk will not recognize, and claim to have climbed down here years ago through a crack in the ceiling that is no longer accessible.

While not pleased to have his lair discovered, Mar Nes is inquisitive and will try to learn more about the PCs by acting the part of a hermit. He will trade information about the caves for food (other than seafood) or alcohol. Being a smuggler in his youth, he knows the general layout of the cave system prior to the cave-ins, including the tunnel above the waterfall in Area 9. He also knows of the Sea Changed in Area 8, which he avoids, and how to slow the change with daily application of vinegar.

However, if any character possesses the unholy symbol from Area #7, there is a 1 in 6 chance each round that it will trigger Mar Nes changing into were-shark hybrid form and charging forth in an attempt to take it.

In truth, after decades successfully crabbing out of Portown, Mar Nes was bit by a were-shark when pulling up a crab trap. He fended it off with his lucky silver knife, but was infected with lycanthropy. Abandoning town, he remembered these caves and found this spot to lair in, hunting for fish in the sea at night. Due to his force of personality, he has maintained a fair degree of control over his lycanthropy. He occasionally returns to Portown in human form to sell old treasures from shipwrecks for money for his family, and to bring pretty seashells to his beloved young great-granddaughter.

Mar Nes the Were-shark: DX 6 on land, 15 in water, AC 5, HD 4, HP 26, #AT 1 bite for 2d6/1 tail slap (only against a second opponent) for 1d6 plus drop anything held on 1-2 in 6), immune to normal weapons in shark or hybrid forms

A full monster entry for were-sharks can be found here.

Hut InteriorInside are rough furnishings, including a sleeping mat and sitting logs. Hidden behind a loose rock in the back wall is a cavity holding a barnacle-encrusted gold brooch worth 50 gp, or double that if properly cleaned, several seashells, and an oilskin wrapping holding drawings made by a young child.

There is only one above-water exit from this area, which is the passage from Area 9. There is also a tunnel concealed underwater that leads west several hundred feet out to the ocean.

Chronologically on this blog, the previous post installment was Area 9 and the next posted installment will be Area 11.

Friday, May 14, 2021

The Forgotten Smugglers' Cave #9: Waterfall Cavern

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, including links allowing you to navigate the dungeon:



Area 8 === 9. WATERFALL CAVERN
=== Area 11
||
Area 10

9. WATERFALL CAVERN: The water-filled passage from Area 8 opens into the west end of this natural cavern, also filled with water. The ceiling throughout this cavern is covered with a profusion of dripping stalactites. There is no natural light, but even at the far west end the sound of running water to the east can be heard over the dripping water. 

The source of this noise is a waterfall at the eastern end of the cavern, 100 feet away. The water streams out of a 10' diameter cave mouth and falls about 15 feet to the surface of the water in the cavern. The cavern turns south near the waterfall, leading to another passage to Area 10 (to be described).

Drop-ins. Dwelling amongst the stalactites here is a colony of giant rock crabs (1d3), which typically feed by dropping on fish in the water, but are not averse to broadening their diet. 

For each round spent in the room, there is a 1 in 12 chance of an attack by one crab (up to the total number). This will surprise on 1-5 in 6, If so, roll an attack against a random character. On a miss, there is still a 25% (3 in 12) chance that it instead hits and damages the watercraft the character is in. If combat goes against the crab it will scurry over the side of the boat into the water.

Giant Rock Crab (1d3): DX 3, AC 1, HD 2, hp 9, AT 2 claws for 1d8 each or drop for 1d12.

WaterfallCareful inspection of the area around the waterfall will reveal, on the right hand side, a series of handholds that lead up 15' to a narrow path next to the stream feeding the waterfall. At the base of these handholds, near the water, an metal rod has been driven into the rock, and can be used to tie up a boat.

The handholds are slick with moisture, but any thief can easily make the climb without chance of falling. Other characters will have 75% chance of reaching the top without slipping; if they do they will either fall back down into their watercraft, if it remained directly below, or into the water, which is cold and 15 feet deep.

At the bottom of the water, directly beneath the handholds, stands an upright suit of archaic bronze plate mail +2 (AC 2), holding the skeletal remains of a warrior who long ago fell from above and sunk here. The suit is completely covered in grime but fully intact due to its protective magic and being bronze, and a good cleaning is all that is needed to restore it.

There are two exits from this area, a prominent one to the south and a concealed one to the east, which can be found by following the links on the above map; if there is no link, the area is not yet posted.

Chronologically on this blog, the previous post installment was Area 8 and the next posted installment will be Area 10.

Friday, March 5, 2021

The Forgotten Smugglers' Cave #8: Reef Cavern

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate the dungeon:
 
Area 3
 
||
 
  8. REEF CAVERN  
 === Area 9


8. REEF CAVERN: The tunnel south from from Area 3 (Grotto) slopes gently down to this area. Any thief passing through it will recognize faint markings in smugglers' code indicating danger in the water. The passage opens up to a rocky beach, smaller than the one in the Grotto, on the edge of a much larger water-filled cavern (roughly oval-shaped, 200' east-west, 100' north-south).

The cavern is dimly lit by weird purple and green lights shimmering beneath the surface of the clear, gently-rippling water, the source of the light being an expansive cold-water reef of glowing, strangely-shaped corals, among which dart a variety of creepy but harmless fish. From the shore, the bottom rapidly drops off to a depth of about 15 feet. To the east, a hundred feet across the water, is a darker area where it looks like there may be an exit. The water is cold and brackish, being a mix of fresh water coming from the east and sea water entering through unseen underwater passages. 

The rowboat from Area 3 will travel 10' per round with 1 or 2 people with improvised paddles, or 20' with 3 or 4 paddling. However, unless it has been re-waterproofed, such as with the pine pitch in Area 7, it will leak and sink within 5 rounds, or 10 rounds if 2 or more characters continuously bail. The empty barrels from Area 7 can be paddled at only 5' per round, but will not leak. If anyone enters the chilly water, purposefully or not, assume they can swim adequately in normal clothing (10' per round) or leather armor (5' per round), but sink in metal armor, with a 50% chance each round to remove it, or take 1d6 points of damage from drowning (these rules are adapted from those in the Sample Dungeon).

Ch-ch-ch-ch-changesScattered about the reef are a dozen of the the Sea-Changed (link goes to the full write-up for this new monster; abbreviated stats are below), ordinarily quiescent. However, any activity that disturbs the water may attract their attention; throwing rocks only has a 1 in 12 chance, but each round of boating or swimming has a 1 in 6 chance. If so, 1d4 of the Sea-Changed will rise to the surface and attempt to inflict "the sea-change" on the living (which happens on a successful hit followed by a failed save versus poison). Once a character is inflicted, no more attacks will be made on them; if all characters are so affected, the Sea-Changed will return to the bottom. The change causes the loss of one point of dexterity per day as the calcification spreads, and upon reaching zero, the victim will be transformed into one of the Sea-Changed, and then drawn back to the reef.

The Sea-Changed (12): DX 6, AC 5, HD 1+1, AT 1 claws or weapon, D: 1d6 + save vs poison or inflict calcification (lose 1 point of dexterity per day until transformed into one of the Sea-Changed), undead (turned as zombie; any that are successfully turned will return to quiescence in the reef); 1 in 10 have pearlescent eyes (roll on the gem table for value).

The Sea-Changed by Lore Suto

Crusty Bones Locker.  Barely visible in the middle of the coral reef is an ornate, padlocked chest, so covered in calcifications that it has become an immovable part of the reef. Even if unlocked, the lid will not open; the only way to get at the contents is to smash through the top. Inside is a mixture of 500 gold coins (500 g.p.) and 50 small pearls (10 g.p.), one of which is a red pearl (heals 10 HP once per day; fighters only; from the Blackmoor Supplement).

There are two exits from this area, north and east, which can be found by following the links on the above map; if there is no link, the area is not yet posted. 

Chronologically on this blog, the previous post installment was Area 7 and the next posted installment was Area 9.

Sunday, February 7, 2021

The Forgotten Smugglers' Cave #7: Dry Storage

This is an installment of a dungeon adventure set in the Portown milieu, written for Holmes Basic D&D. You can find the Introduction here: Area 1. Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate:

■ Area 23
Area 5 ===  7. DRY STORAGE 

(the black squares represent the niches described below)


7. DRY STORAGE: A large cavern, and very dark; entering from the west with a light source will reveal a circular space with irregular walls, a dry stone floor, and scattered rubble, the largest of which is an immense fallen stalactite in the center of the room. No other exits are clearly visible, although the rough walls create many shadowed areas (which hide a number of niches; see below). Rusted torch sconces are attached to the wall on each side of the entrance to the room.

Fallen Stalactite. Lying on its side in a northwest (base, 5 feet wide) to southeast (tip, 3 feet wide) direction, this massive cylindrical rock is roughly 10 feet long. The chamber is sufficiently large to walk all of the away around it. On the far side from the entrance, a pair of skeletal legs wearing cavalier boots protrude from beneath the stalactite --- apparently those of someone who was caught underneath when it fell. The legs point out toward the shadowed niche in the northeast corner (see below).

The stalactite can be lifted just enough to pull the skeleton out by several characters with a combined strength of 60 (e.g., four each with 15 or greater strength), or by any two characters of average strength (11 or greater), each using a lever (see the north niche below) placed on a suitable fulcrum (e.g., a piece of rubble). The upper torso of the skeleton remains somewhat intact due to a slight depression in the floor, and looped around the neck is a silver chain (value 100 gp) with an iron key that will open the door to Area 21.

Niches. Closer examination of the walls will reveal a number of niches, which were used by the smugglers to store supplies. There are a total of seven large niches (marked by squares on the map above) in locations roughly corresponding to the following compass points: 

NW, N, NE, E, SE, S, SW
(click to jump to the description of each below)

    a. Northwest. The niche in this direction is at floor level and large enough to walk into, but after five feet the back slopes down for about ten more feet before ending, and this area is filled with the discarded remains of crates, bins, jars and jugs, which once held various supplies of food and drink. A search of the junk for one turn will yield one intact and tightly-sealed jug of vinegar (formerly apple cider).

    b. North. This shelf-like niche is about two feet off the ground, and on the shelf lies a row of iron tools, all rusty but usable, including an adze (for shaping wood), an auger (for drilling holes), two hammers, a maul and three 5' long digging bars, which could be used for levering up the fallen stalactite (see above).

        Beyond the tools, the niche continues for 5 feet and then narrows to a tunnel large enough for a human to crawl through, one person at a time, but ending in rubble after 15 feet. The rubble can be cleared out in 1d4 turns, but doing so will only reveal a dead end of solid rock.

    c. Northeast. This large niche is just a few inches above floor-level, and holds large pile of mouldering ropes and a bunched-up canvas sail. Hiding in the folds of the sail is a Huge Aggroach (see writeup of this new monster here). If disturbed, the aggroach will attempt to scurry to the back of the niche, where it will hide among the rubble ten feet back (see below), and then bite at anyone who bothers it there.

        Huge Aggroach (1): DX 9, AC 5, HD 1, hp 6, AT 1 razor legs for 1d6, SD death stench

        Beneath the sail are a ladle and four sealed clay pots, each filled with pine pitch. (Optional: There is sufficient pitch to re-waterproof the old rowboat in Area 3 (this will take two pots. The pitch must be heated over a fire before application; any character familiar with ships, or even having lived near a coast, will know this.)

        Past the piles, the niche narrows as above for the north niche, and reaches rubble after 10 feet, but here there is just enough space for an unarmored human to squeeze past, and each turn spent clearing has a 2 in 6 chance of enlarging the tunnel enough for an armored character. Beyond this, the tunnel soon turns east and continues to Area 23

    d. East. In this direction, the niche is about fifteen feet above the floor, and the wall leading up to it is smooth and not easily climbed by non-thieves (normal chance for thieves). The niche is only about 5 feet tall and deep, and is empty with several cracks in the back wall. Deep in one crack is wedged a flat unholy symbol of Dagon depicting a humanoid shark, and made of mother-of-pearl (worth 500 gp):



    e. Southeast. This is the largest niche, located at floor level and 10 feet high and deep. A low moaning sound will be heard by anyone standing at the mouth. If a light is shone towards the back, it will reveal that the moaning is emanating from a ten-foot tall figure in a dark grey robe wrapped in ropes, arms raised, standing against the back wall. However, this figure is unmoving, and closer inspection will reveal it to be a statue wrapped in an oilskin canvas, and the moaning to be a trick of wind filtering through tiny cracks in the back of the niche.

        The statue is a warrior sea goddess, made of a finely carved and exquisitely painted wood (cedar), worth 10,000 GP to the right buyer in Portown. The statue is too large to fit through the sea cave entrance (Area 1) or even up the chimney in Area 5. However, being made of cedar means that it is buoyant, and thus could be floated through Areas 8 and 9 and then hauled the rest of the way through the caves to Portown.

    f. South. Another shelf-like niche, similar to the north niche, but about 3 feet off the ground and with a horizontal cast-iron rack lying on it, holding six rusted cutlasses. Five are usable but have a 1 in 6 chance of breaking with each successful hit. The sixth appears similar to the others, but on closer inspection the grip will be noted to be engraved with a pattern of waves. This cutlass of the high tide has magical powers that are activated by immersing it in, or anointing it with, fresh sea water. If such is done, it will become a +1 weapon, +3 versus sea creatures, as well as functioning as a +1 ring of protection. These powers will last for one day, after which it must be dowsed with fresh sea water to activate it again. 

    The back of this niche narrows to a blocked tunnel, similar to the north niche (see above).

    g. Southwest. Another large niche at floor level containing four empty barrels (once holding water, long since evaporated), a few wooden cups, and a rusted ladle. The barrels remain in fair shape and could be used to float through Areas 8 and 9; each will hold a single person.

The only apparent exit from this room is back to the west (the northeast niche conceals a crawlable tunnel that heads east). Follow the links on the above map; if there is no link, the area is not yet posted.

Chronologically on this blog, the previous posted installment was Area 6 and the next posted installment was Area 8.

Monday, October 19, 2020

The Forgotten Smugglers' Cave #6: Bloody Mess

This is an installment of a dungeon adventure set in the Portown milieu, written for Holmes Basic D&D. You can find the Introduction here: Area 1. Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate:
6. BLOODY MESS
||
Area 5




6. BLOODY MESS. The only entrance to this cave is the tunnel from Area 5 to the south, a narrow (single-file only), rubble-filled passage. Moving north through this passage, characters will note increasing humidity, a strong acrid smell, and reddish guano on the floor. The area is pitch black during the day.

The cave itself is oval, about 20 ft. east-west and 30 ft. north-south, with many stalactites, some dripping water. The floor is covered in bloody red guano-covered rubble, making it slippery and difficult to traverse (all attacks by characters are made at -4, with a modified 1 on the attack indicating the attacker has fallen prone).

Bats. A large colony of vampire bats has taken up residence here, exiting to the surface through the chimney in Area 5. Unless already awakened by noise to the south (see Area 5), during the day they will be asleep on the ceiling, hidden among the stalactites. Characters moving about this room have a 1 in 6 chance of waking them per person in the room, per round (i.e., 2 in 6 for two, 3 in 6 for three, etc), at which point they will begin flying about, hungry for blood. If awakened here, 1d8 of the bats will begin attacking each round.

Vampire Bats (21-40 (20 + 1d20)): DX 18, AC 3 (9 while attached), HD 1/8, hp 1 each, AT 1 bite for 1 point damage, attach on a successful hit and then automatically drain 1 hp per round for two rounds (i.e., three points total), SA surprise 1-5 in 6, attack from behind at +4

The full write-up of this new monster can be found here.


Vampire Bats by Lore Suto

Old Well. In the northeast corner of the room, there is a 3'-wide hole in the floor where water dripping from the ceiling and running across the floor pools 8 ft. down. A rusted chain is fixed to a piton near the edge, and hangs down into the water. The chain is about 12 ft long, and a metal bucket is attached to the end of the chain, below the surface of the water. If the bucket is pulled up it will be filled with bloody-looking water (fouled by the guano). Etched on the bottom of the bucket is a rough map showing Areas 5-7, including the secret passage in Area 7.

The only exit from this room is back to the south. Follow the link on the above map.

Chronologically on this blog, the previous installment was Area 5 and the next was Area 7.

Trivia: As I mentioned back in the One Hit Point Monster post, in the Combat section of the Basic rulebook, Holmes provides a vampire bat as an example of "a small fast creature" that would have a lower armor class (AC3) than one would expect based solely its natural armor.

Wednesday, October 14, 2020

The Forgotten Smugglers' Cave #5: Smugglers' Bunk

This is an installment of a dungeon adventure set in the Portown milieu, written for Holmes Basic D&D. You can find the Introduction here: Area 1. Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate:

 
Area 6
 
||
 

  5. SMUGGLERS' BUNK  
 === Area 7
 
||
 
Area 3



5.
SMUGGLERS' BUNK: This is a dry, sandy cave, roughly oval (70 ft east-west by 50 ft north-south). During the day, the room is dimly lit by a narrow natural chimney to the surface in the center of the ceiling (30 ft. high), although there are also several rusty torch sconces affixed to the walls. Beneath the chimney is a rock-ringed shallow pit, and scattered around the room are ten decaying wooden pallets.

Exits. There are three tunnels exiting the room. To the north, the tunnel leads 70 feet to Area 3 (if players look down this tunnel, check out the description in that Area). To the east, a tunnel leads 60 feet to Area 7. To the south, a tunnel leads 60 feet to Area 3.

Bats. Each turn spent searching this room has a 1 in 6 chance of waking a colony of vampire bats in Area 6 to the north. If this happens, 1d4 bats will begin arriving each round. The bats will silently swoop down and attack from behind (surprise on 1-5 in 6, attack at +4).

Vampire Bats (21-40 (20 + 1d20)): DX 18, AC 3 (9 while attached), HD 1/8, hp 1 each, AT 1 bite for 1 point damage, attach on a successful hit and then automatically drain 1 hp per round for two rounds (i.e., three points total), SA surprise 1-5 in 6, attack from behind at +4

The full write-up of this new monster can be found here.

Firepit. The pit was once used for fires by the smugglers but now filled with sand. Digging in the sand will at first reveal only layers of old ashes, and then sand again, but several feet beneath this sand there is a waterproof, locked box of bronze (worth 50 g.p. itself) containing 500 pieces of eight (large silver coins equal to electrum in value), 3 gems worth 100 g.p. each and an etching showing the location of a lost pirate fortress (DM's choice; one possibility is the Judges Guild module the Corsairs of Tallibar by Mike Wilson).

Junk. The wooden pallets were once used for sleeping. Searching around them will uncover a number of discarded personal effects, half-buried in the sand. Much of it is worthless (rusted utensils, ceramic shards, broken bottles), but each turn spent searching the area will turn up one of the following (roll 1d6), but also give a chance of waking the bats (see above).

i. A broken cutlass with a fancy engraved hilt, worth 100 g.p. to a weaponsmith.

ii. A hook hand, well-preserved because it is made of bronze, and worth 150 g.p.

iii. A shark-shaped key of wrought iron that will open the doors in the catacombs in Area 24.

iv. A wax-sealed fifth of fine spiced rum; 1d10 swigs remain, with each swig giving a temporary boost of 1d4 hp, usable once per day per person.

v. Strangely well-preserved cavalier boots, which are boots of nimble feet, with 20 + 1d4 charges remaining.

vi. A decaying leather case holding a fine skeletal spyglass, which when used will give x-ray vision (as a potion) for 1 turn per day but also bestow a minor illusionary curse lasting 1 day that makes the viewing eye appear as an empty socket, even if covered with a patch, reducing Charisma to 3. The power of the spyglass only lasts as long it is kept on the eye; once removed, the single charge is expended for that day. Per OD&D Vol 3, x-ray vision allows the viewer to see through up to 10 ft. of rock or 6 inches of iron and to a total distance of 30 ft.

The adventure continues in several directions from here. Follow the links on the above map; if there is no link, the area is not yet posted.

Chronologically on this blog, the next posted installment was Area 6.

Tuesday, October 6, 2020

The Forgotten Smugglers' Cave #4: End of the Line

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate the dungeon:
 

 
Area 3  ===  4. END OF THE LINE 
 
 


4. END OF THE LINE: The rusty rails from Area 3 extend east into a tunnel 10 ft. wide and high, the walls and floor of which show occasional signs of being worked to widen and smooth the passage. The tunnel slopes up slightly to the east, and there is no natural light here. Every so often an odd bit of timber, rope or metal, or empty rum bottle lies discarded at one side or the other of the tunnel. Heading east, every 20 feet there are old timbers shoring up the ceiling. 

Cave-in. At 150 feet, the passage ends at a mass of collapsed rubble and a few timbers, which covers the rails and completely blocks the way further east, which once continued towards Portown.

Discards. Scattered about on the floor in front of this area are a torn open backpack and several other pieces of equipment, all that remains of a failed attempt by a previous explorer to flee down this passage from the carrion crawler in Area 3. The pack is empty but contains a concealed pocket holding a large rough agate (worth 100 g.p. if properly polished; see Area 3 for the reputed property of agates) and the other equipment consists of 3 torches, an empty tinderbox, a rusty dagger, an oil flask, and another apparent oil flask that on closer inspection will be revealed to be filled with a red liquid (a potion of healing).

Despite the name, this is not the end of the adventure, merely a dead end in one direction from Area 3. 

Chronologically on this blog, the next posted installment was Area 5.

Monday, October 5, 2020

The Forgotten Smugglers' Cave illustrated: The Old Rowboat


"The Old Rowboat" by Lore Suto. Click for a larger view.


Above is another new illustration by Lore Suto for Area 3 (Grotto with Rocky Beach) of The Forgotten Smugglers' Cave. I will be adding the image to that post, but I'm also posting it here to highlight it.

Thursday, October 1, 2020

The Forgotten Smugglers' Cave #3: Grotto with Rocky Beach

This is an installment of a new dungeon adventure set in the Portown milieu, which I'm writing for Holmes Basic D&D. You can find the Introduction to the dungeon here: Area 1.

Each entry includes part of a "pointcrawl" map showing the area & any exits, which include links allowing you to navigate the dungeon:

 
Area 5
 
||
 
Area 2 ===
  3. GROTTO WITH 
    ROCKY BEACH   
 === Area 4
 
||
 
Area 8


3. GROTTO WITH ROCKY BEACH: The east end of the sea cave tunnel (Area 2) opens into a large natural cave, roughly circular with a 50 ft. diameter. During the day, the area is very dimly lit by natural light from the north. When the first character enters, check to see if they are attacked by a carrion crawler that lairs here (see below). 

From the entrance, it can be seen that the sea water ends in the grotto in a semi-circular pool, which at low tide is 10 feet in radius and 3 feet deep (20 feet in radius and 13 feet deep at high tide). Beyond the water is a pebble and stone-covered beach that covers the floor of the remainder of the grotto. Stalactites hang overhead, and there are some stalagmites near the walls. In the northeast portion of the cave, well past the high tide line, is an old turned-over rowboat.

Exits. There are three other exits: north, east and south. If investigated, the one to the north is a natural passage that goes 60 feet before opening up (Area 5). To the east, a rusted pair of cart rails start about 10 feet before the exit, and then extend into the tunnel for as far as can be seen (the tunnel and rails go 150 feet before ending at a collapse, which is Area 4). There is no cart present. To the south, another natural passage goes 140 feet before opening up (Area 8). 

Inhabitant. During low tide, which is the most likely time that the party will be entering, there is a 2 in 6 chance that the carrion crawler will be fishing from the wall above the pool (3 in 6 at medium tide, 4 in 6 a high tide). If so, there is then a 2 in 6 chance that it will attack each character as they enter (check for each person), surprising them on 1-4 in 6.  

Carrion Crawler: DX 12, AC 7, HD 3+1, hp 14, AT 8, D 0 + paralysis.

If the carrion crawler is not fishing, it will either be on a wall of the grotto (3 on the initial die roll), or under the old rowboat (4-6 on the roll)
Carrion Crawler by Lore Suto

Rocky Beach. This was once the unloading area for the smugglers. An inspection of the rocks of the beach will turn up numerous bones, mostly of fish, but several that are human, evidently those of previous explorers who became victims of the carrion crawler, and possibly some agates.

Agates. For each turn spent searching the rocks, there is a 1 in 6 chance of finding a beach agate, up to a maximum of 1d10 agates. The base value of each is 10 g.p., with a chance of being worth more per the rules of the Gems table (i.e., a 1 in 6 chance of being worth 50 g.p., and if so there is a 1 in 6 chance of being worth 100 g.p., etc.). As agates are reputed to improve sleep (AD&D DMG, pg 26), optionally allow a character who keeps one of 100 g.p. or greater on their person at all times to gain 1 extra hit point per night of rest.



The Old Rowboat by Lore Suto

Old Rowboat.  The carrion crawler nests here when not elsewhere in the area, although it has no treasure. If the boat is examined, it will be noted that its wood is remarkably well-preserved for its age due to waterproofing with pine pitch, and that it can hold 4 people. It is too large to fit through the entrance to the sea cave (Area 1). A pitted iron anchor weighing 10 lbs rests against the grotto wall behind the rowboat, but there are no oars present.

Optional: The rowboat will leak unless re-waterproofed using fresh pine pitch (some of which can be found in Area 7). Omit this in a game with limited time, such as at a convention.

The adventure continues in several directions from here; follow the links on the above map. Chronologically on this blog, the next posted installment was Area 4.

A hearty thanks to Lore Suto for kindly contributing the original art featured above!

Tuesday, September 22, 2020

The Forgotten Smugglers' Cave #1-2 & Intro

This is the start of The Forgotten Smugglers' Cave, a new adventure that I am posting on the blog as I write it. Below are the Background, Location, Area 1 and Area 2. Subsequent posts are limited to a single area. The dungeon can be navigated using the links surrounding each map. Note that the posts in this series are subject to revision as it progresses.

The coda to the Sample Dungeon (aka the Ruined Tower of Zenopus) poses several unanswered questions that are meant to inspire avenues for the new DM to expand the adventure. One of these asks, "Do the pirates have other treasure troves hidden in the sea caves?", referring to the group in Room M. I used this as the basis of Rumor #13 in the d20 Portown Rumors (also included in the Ruined Tower of Zenopus conversion). Below is one sea cave system that can be used for such a sea cave.

THE FORGOTTEN SMUGGLERS' CAVE

BACKGROUND: Years ago, this natural cave system was the preferred route for smuggling goods into Portown, because it leads from the sea all the way into the town proper. This changed on the night of magical destruction of the Tower of Zenopus, an event which shook the land enough to collapse both the cliff face over the entrance to the smugglers' cave and a section of the main passage through the tunnel. This rendered it unsuitable for smuggling, although it is still possible to traverse the system with some difficulty. After the town knocked down the remains of the tower of Zenopus, the smugglers eventually began using the caves there instead.

LOCATION: This sea cave is located at the base of the sea cliff to the west of Portown, to the south of the Zenopus dungeon.

ENCOUNTER AREAS:


1. SEA CAVE MOUTH
=== Area 2

1. SEA CAVE MOUTH: What remains of the opening is barely visible at the top of a pile of boulders, coated in barnacles and seaweed, that rises from the water line. At low tide, 10 feet of rock is exposed, at mid-tide, 5 feet, and at high tide, the entrance is just below the surface. 

A boat can be rowed alongside the slippery pile without too much difficulty, but climbing up it will require some dexterity, with a slip dropping a character into 5 (low tide) to 10 feet (mid-tide) of choppy seawater. One person at a time can fit through the narrow entrance by scooting sideways while on their belly.

Once inside, there is a less slippery scramble down to the seawater covering the floor of the cave tunnel, which is of similar depth to the water on the outside, depending on the tide.

On the inside the walls can be seen to be prominently covered with etched drawings of skulls and written warnings such as "KEEP OUT", "DEATH AHEAD", and "DANGER" (as described by Fenza in Setting Up the Adventure). These were placed here long ago by the smugglers to warn off intruders into the cave.


Area 1 === 2. SEA CAVE TUNNEL
=== Area 3

2. SEA CAVE TUNNEL: The cave tunnel is about 10 feet wide, and runs east-west 1,000 feet, with the eastern end leading into the water in a grotto (Area 3). The tunnel slopes up about two feet along the length of the tunnel. The water of the tunnel is filled with numerous large (2' long), trapped fish. These will bump into anyone walking through the water in an alarming but harmless manner. 

This adventure continues in Area 3.