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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 Pirates. Show all posts
Showing posts with label Pirates. Show all posts

Thursday, January 12, 2023

The Forgotten Smugglers' Cave #22: Arch Smuggler's Office

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 23  ==S 22. ARCH
SMUGGLER'S
OFFICE

 ==Area 21 
 


22. ARCH SMUGGLER'S OFFICE. This room, once the office of the arch smuggler (chief of the smugglers), is nicely appointed with plastered walls, paintings, rugs and wooden furniture, including a desk, chairs, chests, shelves, and cupboards, all of which are covered in dust. The only apparent exit is the short passage to the east that leads to the door to Area 21.

Desk. This is in the center of the room, facing the door to the east. A fine padded chair sits behind it, and three plain chairs face it. On the surface is a fancy inkwell (5 gp value), which is empty. The drawers are pulled open, as if rifled through, and some papers are scattered on the floor. A secret compartment in the desk contains a purse with 2d20 gold pieces and a journal, and a second secret compartment concealed within the first contains three potions in waxed-sealed vials: healing (red liquid), poison (orange), and speed (silver), and a shark-shaped key that opens the door to the crypt of the arch smugglers (Area 25). The journal contains evidence that at the time a member of the governing council of Portown was being bribed by the smugglers; this member is now deceased but his son is on the current council.

Cozy Corner. In the northeast corner are four comfortable upholstered chairs facing each other, and between is a small table, on which are two empty bottles of spirits. Nearby, along the east wall, is a small cabinet with glass doors holding a few more bottles of fine spirits, all partially filled, and several glass tumblers.

Bookshelves. Further west along the north wall are two dusty bookshelves holding books on a variety of topics (sailing, the ocean, travelogue, far-off lands, dice games, etc). If examined, none were published more recently than fifty years ago. There is a total of 30+d10 books, and each has a 5% chance of being a rare book worth 1d6 gp.

Cupboards. Along the west wall are three heavy cupboards, each with doors that are closed but not locked. The northernmost one contains shelves with a china dishes, silverware, goblets and table cloths, all now antique and worth a total of 30 gp. The middle one contains spare clothing, hats and boots for sea or town; and the southernmost one contains a variety of small practical items of low value such as candles, lanterns, handtools, etc.

Secret Door. Each cupboard is anchored to the wall, and will not move if pushed. However, the northernmost one is actually set on concealed tracks and, if two hidden catches inside are released, can be slid forward, revealing a 3' high opening leading to Area 23. Handles on the back facing the opening allow it to be pulled back into place once inside.

Chest. On the south wall, towards the west, is a large chest, unlocked and empty. This once held the gold coins now in Area 20.

Cabinet of Curiosities. On the south wall, on the east side of the room, is a cabinet in the form of a set of shelves, each with its own tip-up glass-fronted door. It is not completely full, but some curiosities remain, each of which will fetch 10d10 gp if sold to a collector:

---a perfectly polished orb, four inches in diameter, of unknown purple and green stone, which is strangely heavy for its size (30 lbs).

---a fake "mermaid" constructed from a monkey's torso grafted onto the tail of a fish.

---a "unicorn horn"; in actuality, a narwhal horn.

---a set of five bone dice with numbered faces shaped into the five Platonic solids.

---a clear, hand-sized rectangular stone; a sunstone, non-magically allowing the sun to be detected when the sky is overcast.

---an elaborately branched piece of brilliant orange coral. If inspected, several branches are broken. This coral, if ground, can be used to make a potion of poison.

---a finely detailed, palm-sized model of a sailboat, signed on the bottom with the artist's name (Suderlyn).

The sailboat is in actuality much more valuable than it appears, as it is a magical miniature sailboat. It can be commanded (using the artist's name) to either return to full size (20' feet long) or shrink. It has a cabin with bunks for four, but could seat up to 10 without discomfort. The speaker of the command word must also touch it to cause the change, which is slow (1 turn). It will change 1d20+20 times before remaining full size.

Chronologically on this blog, the previous installment was Area 21 and the next was Area 23.

Thursday, January 5, 2023

The Forgotten Smugglers' Cave #21: Meeting Room

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 24



S

 

Area 22 ===   21. MEETING ROOM  
 
 
||
 
Area 17

21. MEETING ROOM. This large room (150 feet east-west and 70 feet north-south), once used by the smugglers for meetings, contains furniture in disarray, a drinking fountain, and a skeleton on the floor.

Exits. There are two visible exits: In the center of the south wall, a short passage leads to the door from Area 17, and in the center of the west wall is a wooden door to Area 21. The latter is locked, and can either be opened with the key on the skeleton in Area 7, or by picking the locking. Beyond this door a short passage leads to Area 22 (to be described). 

Secret Door. There is also a small secret door in the center of the north wall, which can be opened by depressing a stone on the floor in front of it, allowing the door to swing inward into the room. Beyond the door is a 10 foot long passage leading north to a staircase down to Area 24.

Furnishings. The room contains two heavy wooden tables, each 10' long and 5' wide. One is upright near the eastern wall, and has five wooden chairs still around it, and a number of old candle stubs sitting upon it. The other lies on its side a few feet away from middle of the northern wall (it was unsuccessfully used to brace the secret door from being opened from the other side...). Scattered about the room are nine more intact chairs and the broken remains of ten chairs. In the northeastern corner of the room is a tall triangular cabinet, of sturdy wooden construction, filled with old pewter pitchers and drinking vessels. 

Drinking FountainIn the southeastern corner of the room is a small basin of water, which is fed by piper mounted in the rock above the basin, and which appears to drain through a hole in the bottom. The flowing water remains clear and is safe to drink. 

Remains. On the floor near the overturned table lies a non-animated skeleton, still wearing decaying leather armor and backpack, and with a dagger nearby. The skeleton is intact, except for its left hand, which is missing. The backpack contains a rusty set of lock picks, flint & steel, torches, and a fine triple-pronged grappling hook (worth 35 gp) attached to old rope, 50' in length (50% chance of breaking if used to support weight).

Dice Dragon. A dice dragon, once a companion to the smugglers, still nests in a crevice in the wall behind the top of the cabinet in the northeast corner. Its possessions include six gems (roll the value of each randomly on the gem table) and a shiny brass key that it found that will open the crypt doors in Area 24. It cannot speak, but has a bit of chalk to write with, and with friendly PCs will communicate an offer to gamble for the key if a gem of at least least 100 gp value is wagered.

Dice Dragon (1): DX 18, AC 2, HD 1+1, hp 6, #AT 1 bite for 1d6 or breath faerie fire 3x/day, target is +2 to be hit for 4d4 rounds

Chronologically on this blog, the previous installment described Areas 19-20 and the next posted installment will be Area 22.

Saturday, December 31, 2022

The Forgotten Smugglers' Cave #19-20: Pit and Sub-Basement

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 17 === 19. OPEN PIT
=== Area 20


19. OPEN PIT. A 10-foot wide tunnel runs 70 feet east-west between Areas 18 and 20, but is interrupted by an open pit, 40 feet from Area 18 and 20 feet from Area 20. The pit fills the width of the tunnel and is 10 feet across. This was once a covered pit trap, but the cover long ago collapsed into the water. A thief could climb past using the wall on either side without much difficulty (+5% to Climb Walls).  

The pit is 15 feet deep, but 5 feet of it is filled with water. If observed, two unusual things will be noted about the water:

First, a faint glow emanates from beneath the water in a small spot in the northeast corner. This comes from a magic sword resting on the bottom among other assorted rubbish (rocks, bones, rotten wood, rusted metal). This is a sword +1 (lawful good, Int 7 (empathic), Ego 6, detect poison), and is in excellent condition despite being covered in grime from being underwater for decades.

Second, once every few minutes, the back of an "eel" will be seen breaking the surface. This is actually a well worma "One Hit Point Monster" previously described here, and one of a number that infest the water of the pit. The well worms can also jump up to a foot out of the water trying to bite anyone that comes down towards the water.

Well Worms (20) (DX 10, AC 7, HD 1/8, hp 1, #AT 1 bite for 1 point)



Area 19 === 20. SUB-BASEMENT
U== Green Dragon


20. SUB-BASEMENTThe center of this small room (20 feet north-south by 40 feet east-west) is dominated by the planks and beams of a collapsed wooden staircase, which once led up to a trap door in the ceiling, 20 feet above.

In the middle of the west wall is a doorway, holding the broken remains of a wooden door, leading to the tunnel to Area 19. If examined, it can be determined that the door was locked from inside the room and broken into from outside in the tunnel. The walls around the door are covered in old graffiti, mostly inscrutable to PCs, but giving the impression that it was made by smugglers decades ago.

Bones, decaying clothing and leather armor, and rusted weapons are strewn about the room. Around the collapsed stairs are scattered gold coins (33 gp total) and a valuable-looking green eye agate, worth 100 gp, which will be easily spotted by its glimmer in torch or lantern light.

Collapsed Stairs. Pulling aside the pieces of the stairs will free an agate-eyed skeleton trapped beneath the wreckage. The agate on the floor is its left eye, and if anyone has picked it up, the skeleton will immediately attack them in order to take it back. If the eye is still on the floor, or is given to the skeleton, it will take it and depart to the west.

Agate-Eyed Skeleton (DX 12, AC 7, HD 2, hp 9, AT 1 bony hands for 1d6, SD when at rest, gazing at eyes causes sleep (save versus magic); when animated, turned as a ghoul.

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

The right eye of the skeleton is also a green eye agate also worth 100 gp.

Also among the wreckage are the remains (bones, clothing, leather armor, rusted daggers) of three humans who, fleeing from skeletons, overloaded the stairs, crashed through, and perished when it collapsed on top of them. Among their bones are more gold coins (57 gp).

Ceiling Trap Door. The trap door in the ceiling is about 30 feet east of the door. The bottom side of the trap door contains scratch marks, as if made by someone or something once trapped at the top of the stairs.

The trap door is locked from the top side, but even if the lock is picked, the trap door will not open easily as a heavy wooden wine barrel on a wooden rack is resting on top of it. It takes a combined strength of 36 to lift the trap door enough to cause the barrel to roll off the rack, allowing the door to be opened further.

The Area Above. The trap door opens into the wine and beer cellar of the Green Dragon Inn, which fifty years ago was a hub of smuggler activity in Portown. This basement is stocked with an assortment of wine barrels and beer kegs. The current proprietor will come to investigate any loud noises made during opening the trap door or poking around the basement. No one who now works at the inn now remembers what is below the trap door.

Alternate Start. This adventure could also be begun in the Green Dragon, where a new heir to the establishment has recently uncovered a forgotten trap door in the cellar marked with the smuggler's code for danger, and hires the PCs to investigate.

Chronologically on this blog, the previous installment was Area 18 and the next posted installment will be Area 21.

Tuesday, December 20, 2022

The Forgotten Smugglers' Cave #18: Green Grotto

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 17
 
||
 
  



Area 12 ==C



 18. GREEN 

GROTTO 



  

18. GREEN GROTTO. Beyond the gate in the south wall of Area 17, a rough-walled natural tunnel slopes down to the south 120 feet to the north end of a large cavern (50' wide east-west by 500' long north-south). On approach, a dim light is visible, and within the ceiling glows, allowing natural vision without a light source. The air is humid and warm, water drips from a profusion of stalactites, and the floor is dense with shrub-height vegetation. 

Flora. The glow emanates from a massive colony of phosphorescent fungus, also known as foxfire, growing across the cavern roof. The lush vegetation includes a variety of oversized club mosses, ferns, horsetails, and mushrooms. A carpet of ordinary moss covers the floor and inactive stalagmites, and extends part of the way up the walls and active stalagmites.

Fauna. For centuries, a colony of iguanas have dwelled here, feeding upon the strangely fast-growing plant life, which has allowed a number of them to grow to enormous size.

If the party makes noise near the entrance, the largest of these lizards will slowly approach, as it is old enough to dimly remember being fed by the humans (smugglers) that once came here and used its brethren to pull carts up and down the tunnel from the sea cave. It will come disconcertingly close, sniffing for fruit or vegetables but will not bite or otherwise harm the PCs unless attacked, in which case it will defend itself and then attempt to flee. It will also let out a distressing hiss that will call several other elder iguanas to its aid. The iguanas can attack twice each round, by biting and whipping their spiked tail.

Otherwise, if the party enters the vegetation, there is a 1 in 6 chance each round that the largest lizard will approach. 

Grotto Iguanas (6) (DX 10, AC 2, HD 3+1, hp 24, 20 x 2, 16, 14, 12, #AT 2: 1 bite for 1d6, 1 tail whip for 1d6)

There are numerous smaller iguanas in the cave that may be spotted by the party but will immediately flee to the safety of small holes in the walls.

Concealed Tunnel. In the west wall of the cavern, 70 feet south from the north end, and concealed behind several large stalagmites, is the entrance to a tunnel heading 140 feet west to Area 12. This can be found in the west wall is carefully examined. The last 10 feet of the tunnel before Area 12 is mostly filled with a sloping pile of sand, and entry to Area 12 will require digging out a few feet of sand at the top of the pile. 

Hot Spring. Starting at 240 feet from the south of the entrance, there is a mild hot spring, 30 feet in diameter and 5 feet deep, in the center of the cavern. 1d4-1 of the large iguanas will be relaxing in its warm waters at any time.

The Statue. At the very southern end of the cavern there is what appears to be yet another moss-covered stalagmite; however, on inspection it will be noted that it is growing out of a square-shaped slab. Removing the moss will reveal that the formation is actually a grey granite statue, roughly carved into a robed figure with a distinctly reptilian face. 

The statue is enchanted, rendering it impervious to ordinary weapons or tools, and magic cast upon it will be absorbed as a rod of absorption without effect. The first five spell levels that are absorbed will serve to incrementally awaken a shade that dwells within, which will visibly manifest as the statue slowly becoming of noticeably finer quality; i.e., more lifelike.

Once awake, the shade within will attempt to communicate telepathically with the most recent caster. However, it only speaks a forgotten tongue and thus the caster will not understand it without assistance; a Read Languages spell cast upon self will suffice. The statue itself has a permanent effect allowing it to understand any language.

If understanding is achieved by one of the PCs, the shade will introduce itself as Thss'tk'tss, a sorceror who lived aeons ago in a now forgotten civilization. Thss will offer to instruct the caster in spellcraft in exchange for more spells cast upon it. Treat the statue as a 13th level wizard, and thus able to absorb up to 72 spell levels total, and knowing and able to cast any 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 ability to memorize spells.

It can teach a magic-user a spell in an amount of time equal to one week per spell level. The magic-user must cast one spell level on the statue each day of study. 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 Thss will remain a beneficent mentor to the PCs or has another, more sinister purpose.

Troodontoid Statue: DX 18 (casting only), AC 0, MU 13, hp 46, #AT 0; SA spell-casting; SD absorbs all spells and magical effects; immune to normal weapons

See the full "new monster" write-up of the Troodontoid Statue here

Chronologically on this blog, the previous post installment was Area 17 and the next posted installment will be Area 19.

Sunday, November 27, 2022

The Forgotten Smugglers' Cave #17: Holding Area

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 21
 
||
 
Area 16 ==B   17. HOLDING AREA  
 === Area 19
 
||
 
Area 18

17. HOLDING AREA. Here the long east-west tunnel running from Area 16 to Area 19 widens, creating a chamber about 20 feet north-south and 40 feet east-west. This space was once used by the smugglers for storing goods brought up from the sea cave. However, at some point in the years after the ceiling of the tunnel collapsed (see Area 15), this chamber was bricked off from the rest of the tunnel. This brick wall is in the center of the west wall, and blocks exit to Area 16 (unless broken through previously by PCs). 

Extending out from the brick wall is a pair of rails, which terminate about 2/3 of the way into the room. At the end of these rails rests a metal "minecart", four feet wide and high, and six feet long (96 cubic feet capacity). Unlike the one in Area 15, this one is empty, but again the wheels are rusted and will not turn unless oiled.

In the north wall is a wooden door, which stands ajar, and leads to a short passage into Area 21.

To the east, the space again narrows to a tunnel that is 10' wide, which leads to Area 19. 

In the south wall is an opening to a passage heading south, which is blocked by a metal gate, but this can be opened with a simple latching system. Beyond this gate can be seen a tunnel, which heads south to Area 18.

The corners of the room contain wooden crates (with dimensions of 4' x 2' x 2'). There are 24 crates (6 in each corner, stacked in various configurations). Opening them will take 1d6 rounds per crate. Many are empty, as all valuable goods were removed from here long ago, but a few still hold items of low value. When a crate is opened, roll 1d12 for the contents, and then cross that item off the table for future rolls:

1-6. Empty.

7. Nest of Least Aggroaches (10d4). (DX 15, AC 7, HD 1/8, 1 hp, AT 1 bite for 1 point; SD "death stench" when slain). When the crate is opened, these will swarm out and start biting.

8. Conch shells (2d20): most are worth 10 sp, but one is a rare deepwater specimen that will fetch 100 gp from one collector in Portown.

9. Mouldering books (2d20): These outdated nautical books are now worthless, but sealed inside the binding of one is a magic-user scroll with two spells (clairaudience and clairvoyance). If books are inspected closely, make a secret door check to notice.

10. Bottles of Rotgut (2d20): Wax-sealed small bottles of poor-quality moonshine. Drinking one will temporarily boost hit points by 1d4, but the imbiber must save versus poison or be debilitated until sleeping for 10 hours (-1 on all attacks). 

11. Marbles (1d100). Stone marbles of adequate quality, worth one copper piece each.

12. Sneezum in sealed opaque jars (2d20): A tiny pinch of this powder, imported by caravans from the south, is a delicious spice but larger quantities will induce fits of sneezing. If a jar is not opened carefully, the opener must save versus poison or begin violent, uncontrollable sneezing for 1 round, automatically dropping whatever is in their hands, including the jar, which will then require anyone within 10' feet to also save. (The PCs could probably find a way to use this in combat). Each jar is worth 1 gp.

Chronologically on this blog, the previous post installment was Areas 14-16 and the next posted installment will be Area 18.

Monday, November 7, 2022

The Forgotten Smugglers' Cave #14-16: Rail 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 15 === 14. RAIL TUNNEL
=== Area 16
||
Area 13

14. RAIL TUNNEL. This is a long tunnel, 10 feet wide and high, that extends a few hundred feet east and west, terminating at Areas 15 and 16 (see above). At the midpoint, it can be entered from the Twisty Tunnels to the south (Area 13).

Running along the center of the tunnel for its full length, is a rusted pair of rails which are 4 feet wide and obviously made for wheeled cart, like a minecart, to be roll on (although there is no cart here right now). The walls and floor show occasional signs of being worked to widen and smooth the passage, and old timbers shore up the ceiling every 20 feet. 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.


15. THE OTHER END OF THE LINE
=== Area 14

15. THE OTHER END OF THE LINE. Here a mass of collapsed rubble and timbers covers the rails and completely blocks the way further west. (This is the other side of the collapsed material found blocking the tunnel in Area 4). Beginning 20 feet before the blockage, the floor is covered with large chunks of rubble, all of which is slick with moisture from rainwater that has dripped down from cracks in the ceiling, and coated with a slimy pink growth (harmless) fed by the water.

Water-filled Metal Cart. A few feet past the start of the rubble, still resting on the rails, is a sturdy metal "minecart", four feet wide and high, and six feet long (96 cubic feet capacity). Scattered around it, among the slimy rubble, are a number of bones, some human, some from a giant lizard. (At the time of the tunnel collapse, the smugglers were using the lizard to pull a cart back to the sea cave entrance). 

The cart is filled to the brim with murky water that has dripped from above, and the outside of the cart is coated with pink slime (again, harmless). Under the water is some rubble, and beneath one piece is the remains of wooden box. The wood is rotten, but inside is an assortment of gems (10, roll for each on the Gems table in the Holmes Basic rulebook) and jewelry (6 pieces, roll the value for each using the standard in the rulebook; i.e., 3d6 x 100 gp). One of these appears to be simply a silver brooch set with a large diamond, but in actuality is a magical brooch of reverse level drain, which if worn, will turn the tables on an energy-draining undead, allowing the wearer to take one energy level from the undead creature. This will give the wearer one extra HD, lasting for one week. Furthermore, the character can even bestow the energy level to another PC that has lost a level. The brooch will function 5 times before the diamond shatters.

The cart itself remains fully intact, but the wheels are so rusted that they no longer spin freely. However, with sufficient oil (1 quart) they could be restored sufficiently to spin again, allowing it to roll along the rails.


Area 14 === 16. BRICK WALL
B== Area 17
(B = Brick Wall)

16. BRICK WALL. Here the passage and rails end at a sturdy-looking brick wall that extends from floor-to-ceiling, completely blocking further passage to the east. The rails go right into the wall, as if it was built over them. 

Beyond this wall is Area 17, but the only way to get there from here is to make a hole in the wall. Using chunks of rock, a hole large enough for a person to step through could be made in 12 turns,  although this will make a great deal of noise; check for a Random Encounter each turn. There are no hammers here, but if each character that uses one will reduce this time by 2 turns, down to a minimum of 3 turns.

Alternately, if the the metal cart from Area 15 is restored by oiling, such that the cart is able to move freely again, and is pushed swiftly along the rails by at least three characters, it could be used as battering ram to knock a hole in the wall in one round. 

Chronologically on this blog, the previous installment was Area 13 and the next posted installment will be Area 17.

Friday, November 4, 2022

The Forgotten Smugglers' Cave #13: Twisty Passages

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 14
||
13. TWISTY PASSAGES
||
Area 11

13. TWISTY PASSAGES. This is a natural labyrinth of narrow, winding passages that is supernaturally challenging to navigate due to the effects of a dying smuggler's curse. This area can be entered from either the stream tunnel to the south (Area 11) or from the north (Area 14, to be described).

Movement. Due to the disorientation, movement in the Twisty Passages is handled differently than standard movement. Each turn, roll 2d6 and add the total number of turns the party has spent in the area (i.e., add 1 on the first turn; add 2 on the second turn, etc), and then consult the following table:

Encounters in the Twisty Passages (2d6 roll + turn number):

3-4. Nothing. The party wanders aimlessly.

5. An Item. A piece of equipment, showing signs of age and disrepair, is found on the floor of the tunnel (roll on the "Equipping the Adventurer" reference sheet; re-roll if the result doesn't make sense; e.g., a horse).

6-8. Cursed Doubloon. A double-sized platinum coin (worth 10 gp) lies on the tunnel floor. If any character handles it, note this, as they will suffer a penalty on a save made when leaving the area (see below).

9. Eerie Noise. The party hears one of the following noises echoing through the tunnels (roll 1d6): 1. Coins Jingling; 2. Scraping; 3. Thudding Footsteps; 4. Crunching & Cracking; 5-6. Ghostly Whispering. If the party moves towards the noise, there is a 3 in 6 chance that the next turn will be either #11-12 below (for noises 1-4) or #13-14 (for noises 5-6). 

10. Skeletal Remains. Human bones, scattered about, along with 1-2 items per #5 above. If a platinum doubloon is brought into the area, the bones will begin scraping themselves together, which after 1d4 rounds form into a partial skeleton (treat as a skeletal torso below in #11-12), and inexorably move towards the doubloon. 

11-12. Undead Smuggler. The animated remains of a smuggler, now cursed to search the tunnels endlessly for platinum doubloons. They will move inexorably towards and attack any character carrying a doubloon, but will depart if given all doubloons possessed by the party. (The ghost periodically steals the doubloons back and scatters them throughout the tunnels). 

Form (roll 1d6):

1. Skeletal Torso (DX 3, AC 9, HD 1/8, 1 hp, AT 1 claws for 1 point, turned as skeleton with a +2 on the roll), and wears/carries 1-2 items per #5 above. This is the upper half of a skeleton, and pulls itself across the floor with its arms.

2. Skeletal Legs (DX 12, AC 9, HD 1/8, 1 hp, AT 1 kick for 1 point, turned as skeletal torso). This is the lower half of a skeleton (pelvis and legs).

3. Skeleton (DX 12, AC 7, HD 1/2, 2 hp, AT 1 claws for 1d6). Carries 1-2 items per #5 above, and 0-2 (1d4-2) doubloons.

4. Skeletal Duelist (DX 15, AC 6, HD 1, 5 hp, AT 2 weapons; turned as zombie). Wears leather armor and wields sword & dagger (2 attacks/round), and has 0-3 (1d4-1) doubloons.

5. Zombie (DX 6, AC 7, HD 2, 9 hp, AT 1 claws for 1d8). Wears leather armor and a backpack with 1d4 items per #5 above, and has 0-3 (1d4-1) doubloons.

6. Big Zombie (DX 4, AC 5, HD 3, 14 hp, AT 2 bones for 1d6; turned as a ghoul). Wears chainmail and wields two large bones.

13-14. Mysterious Figure. Just visible down one tunnel stands the silhouette of a short figure. If approached, it withdraws into the darkness. If followed, it will lead them to the Ghost's Resting Place in the next turn (see below); otherwise, roll again as normal.

15-16. Ghostly Thief. A random party member must save versus spells or have a random piece of small equipment or treasure (preferentially a magic item) spirited away to #17-18 below.

17-18. Ghost's Resting Place. This area appears as #10 Skeletal Remains (see above). However, a narrow niche in one wall conceals a small hiding space (5' diameter, 5' height). This is difficult to find; treat as a secret door unless led here by the Mysterious Figure above. Inside the space, a skeleton sits against a locked chest holding roughly 1,000 platinum doubloons (value 10,000 gp), as well any items of characters that were stolen. Opening the chest will cause the ghost to materialize before the party. 

The Ghost. The characters hear a whisper that the ghost, Ness Sentra, was once the leader of the "importers" operating in these caves. They operated successful for decades, until she executed a heist of platinum doubloons from the wizard Zenopus. This proved her downfall, as her second-in-command, Mot Daxor, grew obsessed with the coins, and led a faction in mutiny against her. She slew Daxor in a duel but was backstabbed by one of his cronies. Mortally wounded, she fled here, and before dying swore that all who came for the treasure would be doomed to search for it forever.

The ghost is treated as an Reinvigorating Spirit, a new monster written up here. It will only restore a lost level once the curse has been lifted.

Reinvigorating Spirit (1): DX 9, AC 3, HD 4, 30 hp, AT 1 touch for 1d6

Lifting the Curse. The characters will sense that the curse can be lifted placing the remains of Sentra in her rightful place in a sarcophagi in the Crypt of the Arch Smugglers (Area 24), where Mot Daxor was instead entombed, and that the coins will then be theirs.

19+. An Exit. Roll the d12 again, on 1-6: exit to the south (Area 12); on 7-12: exit to the north (Area 14). When attempting to leave the area, each character must save versus spells, with a -1 on the roll for every 5 doubloons handled. On a failed save, the character will feel compelled to continue searching the caves for doubloons, and will lose one point of wisdom for each day spent outside the caves. This loss is permanent until the curse is lifted.

Chronologically on this blog, the previous post installment was Area 12 and the next posted installment will be Area 14.

Notes:

The name and description are inspired by the "maze of twisty little passages, all alike" in the original text adventure game, Adventure (aka Colossal Cave), which I played once on a memorable evening in the early '80s, and then more extensively in its cloned form in Infocom's Zork I on my home computer. (The pointcrawl map format that I am using for these drafts is also inspired by the hand-drawn maps that players would make for navigating these games). And then, obviously, having a pirate (Adventure) or thief (Zork) in the maze that steals stuff is also inspired by those games.

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.