d&d wreck ashore - the eye & dragons/d&… · the player’s handbook,the dungeon master’s guide,...

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1 WRECK ASHORE A Short Adventure for Four 1st-Level Player Characters CREDITS Design: Robert Wiese Editing: Penny Williams Typesetting: Nancy Walker Cartography: Todd Gamble Web Production Julia Martin Web Development: Mark A. Jindra Graphic Design: Sean Glenn, Cynthia Fliege Based on the original DUNGEONS & DRAGONS ® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. ©2004 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www .wizards.com/d20 . For more DUNGEONS & DRAGONS articles, adventures, and information, visit www .wizards.com/dnd Wreck Ashore is a short D&D adventure for four 1st- level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell. To get a good feel for this area, look at a map of Florida and imagine that the state is only about 50 miles long and 50 miles wide. The lighthouse is just off the coast near St. Augustine, and Seawell lies on the coast just south of Tallahassee. This peninsula juts out from a longer coastline. The scenario can be placed on any coastal peninsula that features a reef. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign. PREPARATION You (the DM) need the D&D core rulebooks, including the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual to run this adventure. Fea- tured monsters include alligators, snakes, and panthers (leopards). To make the scenario more realistic, you might also want to read up on the terrain of Everglades National Park. This scenario utilizes the D&D v.3.5 rules, but it can easily be used with the 3.0 rules as well. To get started, print out the adventure. Read through the scenario at least once to familiarize your- self with the situation, threats, and major NPCs. Text that appears in shaded boxes is player information that you can read aloud or paraphrase for the players at the proper times. ADVENTURE BACKGROUND Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The most dangerous inhabitants of this peninsula are lizardfolk, but several kinds of reptiles, amphibians, mammals, and birds dwell there too. Most of these creatures don’t bother the town, and Seawell’s militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the penin- sula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of

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    WRECK ASHOREA Short Adventure for Four 1st-Level Player Characters

    CREDITSDesign: Robert Wiese

    Editing: Penny Williams

    Typesetting: Nancy Walker

    Cartography: Todd Gamble

    Web Production Julia Martin

    Web Development: Mark A. Jindra

    Graphic Design: Sean Glenn, Cynthia Fliege

    Based on the original DUNGEONS & DRAGONS® game by E.Gary Gygax and Dave Arneson and on the new edition of theDUNGEONS & DRAGONS game designed by Jonathan Tweet,Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.

    D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks ownedby Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of theCoast, Inc. All Wizards characters, character names, and the distinctive likenessesthereof are trademarks owned by Wizards of the Coast, Inc.

    This material is protected under the copyright laws of the UnitedStates of America. Any reproduction or unauthorized use of the

    material or artwork contained herein is prohibited without the express written permission of

    Wizards of the Coast, Inc.

    ©2004 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.

    This product is a work of fiction. Any similarity to actual people, organizations, places,

    or events is purely coincidental.

    This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without

    written permission. To learn more about the Open Gaming License and the d20 System License,

    please visit www.wizards.com/d20.

    For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd

    Wreck Ashore is a short D&D adventure for four 1st-level player characters (PCs). The scenario takes placeon and around a swampy peninsula that juts out from alonger stretch of coastline. Along one side of thispeninsula stretches a dangerous reef. Just offshore onthe reef side stands a lighthouse built to warn ships ofthe danger. At the base of the peninsula on the sideaway from the reef is a small port town called Seawell.

    To get a good feel for this area, look at a map ofFlorida and imagine that the state is only about 50miles long and 50 miles wide. The lighthouse is just offthe coast near St. Augustine, and Seawell lies on thecoast just south of Tallahassee. This peninsula juts outfrom a longer coastline.

    The scenario can be placed on any coastal peninsulathat features a reef. As always, feel free to adapt thematerial presented here as you see fit to make it workwith your campaign.

    PREPARATIONYou (the DM) need the D&D core rulebooks, includingthe Player’s Handbook, the Dungeon Master’s Guide,and the Monster Manual to run this adventure. Fea-tured monsters include alligators, snakes, and panthers(leopards). To make the scenario more realistic, youmight also want to read up on the terrain of EvergladesNational Park. This scenario utilizes the D&D v.3.5rules, but it can easily be used with the 3.0 rules as well.

    To get started, print out the adventure. Readthrough the scenario at least once to familiarize your-self with the situation, threats, and major NPCs. Textthat appears in shaded boxes is player information thatyou can read aloud or paraphrase for the players at theproper times.

    ADVENTUREBACKGROUND

    Though small, Seawell is a prosperous trading townwith a good location on the coast. Next to it is a longpeninsula that features mostly swamplike terrain. Themost dangerous inhabitants of this peninsula arelizardfolk, but several kinds of reptiles, amphibians,mammals, and birds dwell there too. Most of thesecreatures don’t bother the town, and Seawell’s militiais experienced at repulsing raids by the moreaggressive lizardfolk.

    A large reef extends the entire length of the penin-sula on the side away from Seawell. This great wall ofcoral is a favorite site for fishermen, but it has alwayspresented a serious hazard to ships approaching fromthat direction. Thus, about 45 years ago, the people of

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    Seawell built a lighthouse on a small promontory nearthe reef, about 200 yards from the shoreline. Operatedby a family who lived inside it, this lighthouse ensuredthat ships could easily steer clear of the reef.

    A few weeks ago, a group of pirates who had beenunsuccessful on the seas decided to try a differenttack—luring ships to their doom. After killing thelighthouse keeper and his family, the pirates built ahigh wooden tower on the beach about 200 yards fromthe lighthouse, then lit a fire atop it. Captains using thisfalse “lighthouse” to navigate ran aground on the reef,and the pirates rowed out to steal the foundering ships’cargo and claim the wrecks as salvage. They murderedthe crews as well, so that no one could spread the storyof the false lighthouse. So far, three ships have fallenvictim to these pirates, and the people of Seawell arebeginning to wonder what has happened to them.

    Thus far, however, they have not been able to mountan investigation. To keep the townsfolk away from thesite for as long as possible, the pirate captain has beenstirring up a small group of lizardfolk that live on thepeninsula. Emboldened by the pirates, these creatureshave begun raiding Seawell and its environs in earnest.

    ADVENTURE SYNOPSISThe characters must head for the lighthouse by eitherland or sea, fighting off various swamp denizens alongthe way. Once they arrive at the lighthouse, they dis-cover that the operators have been murdered and thelight extinguished. From there, they must locate thepirate camp and the false lighthouse and put a stop tothe renegades’ plan.

    ADVENTURE HOOKSThe PCs may come to Seawell for any number of rea-sons. As the DM, it is your job to decide how best toinvolve them in the adventure. You can use the follow-ing hooks to spur your imagination, modifying them asnecessary to fit your campaign or the characters.

    • The PCs live in Seawell and have been expecting ashipment of merchandise that has not arrived.

    • The characters come upon Seawell in their travelsand hear about the problems plaguing the town in atavern. They also might see a sign offering employ-ment to anyone willing to brave the swamps.

    • The PCs are on a ship bound for Seawell from the reefside. The ship runs aground, and its crew is attackedby pirates. If you decide to use this approach, the PCsencounter the pirates first, then the false lighthouse,and finally the swamp denizens while working theirway overland to Seawell.

    BEGINNING THEADVENTURE

    Unless the PCs came to this area aboard a ship that hasfoundered, the adventure begins when they reach Sea-well. There they can find out about the current situa-tion from any of the townsfolk.

    SEAWELLSeawell is a small but prosperous trading town on theseacoast, nestled into the base of a peninsula. If you’reusing the FORGOTTEN REALMS Campaign Setting, youcould place it near the peninsula just south of theSpider Swamp, in southern Calimshan. In the world ofGreyhawk, you could either fit Seawell into the Hold ofthe Sea Princes, or place it on the Wild Coast betweenSafeton and Fax. Either location would require extend-ing a swamp across the peninsula.

    Since the town is near enough to the peninsula toattract occasional lizardfolk attacks, it maintains a well-trained militia for protection. Even so, however, Sea-well retains the feel of a small, bustling port townrather than a military post.

    Two problems plague Seawell at present: theincreased hostility from the local lizardfolk and thecontinued absence of all ships expected from the direc-tion of the reef. Anyone in town can provide the PCswith basic information about these issues. If they seemuninterested in the missing ships, the mayorapproaches them upon finding out that they are adven-turers. He offers them 50 gp each, plus all the treasurethey find, to find out what happened to the ships andresolve the problem.

    The characters are not really needed to deal with thelizardfolk raids, since the militia has thus far been ableto repulse the attacks. They can, of course, strike out ontheir own through the swamps in search of lizardfolkto attack, but such a trek is beyond the scope of thisadventure. Doing so, however, might provide themwith clues about the pirates, since they have been inclose contact with some lizardfolk tribes.

    If desired, the characters can hire a guide (expert 1with maximum ranks in Survival) to take themthrough the swamp for 1 sp per day. They can also finda 1st-level druid or ranger who consents to guide themfor an equal share of any treasure found.

    The characters can take either of two routes to get tothe lighthouse. The sea passage (encounter B) is bothfaster and less dangerous than the overland routeacross the peninsula (encounter A).

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    A. THE PENINSULAThe “swamps” that cover the peninsula are not swamp-land in the classic sense. They do, however, support thekinds of creatures that generally lair in swamps.

    THE ECOLOGYDuring the wet season, water from a lake fartherinland flows over the grassy peninsula to the sea.The result is a river many miles wide but only about2 feet deep, hidden for the most part by tall grasses.Though not impassable, the peninsula is quite dan-gerous during this time because of the alligators,snakes, birds, and other swampland creatures thatroam its waters.

    During the dry season, the water recedes, leavingmost of the ground dry. When the water level begins todrop, the alligators dig deep pits known as solutionholes to trap the remaining water. A typical solutionhole measures about 20 feet across and is home to oneor more alligators, plus some fish, turtles, snakes, andbirds throughout the dry season.

    The peninsula is dotted with stands of trees growingon raised areas known as hummocks. A typical hum-mock measures about 300 feet across, but some are aslarge as 800 feet in diameter. Trees grow thickly on thehummocks, providing shelter for large predators suchas panthers. During the dry season, the hummocksserve as a refuge for other kinds of animals as well.

    The characters arrive during the dry season, aftermost of the animals have retreated to the hummocks orthe solution holes. Birds, however, can still be foundjust about everywhere.

    MOVEMENTPlenty of game trails cross the peninsula, making pas-sage relatively easy during the dry season. Assuming aspeed of 30 feet and no forced marching, a typical bandof adventurers can travel 18 miles a day without gettinglost via such trails. At this speed, characters can reachthe lighthouse in just under three days. Horses can tra-verse the peninsula with no trouble, but the townsfolkrecommend against taking them there, since they usu-ally fall prey to hungry panthers at night.

    ENCOUNTERSUse the Random Encounter Table for temperateswamp in the Dungeon Master’s Guide to determineencounters on the peninsula. Check every hour whilethe PCs are moving overland, and every time they finda hummock or solution hole. Check every four hourswhile the party is camped.

    The following optional encounters may be usedwhenever they become appropriate.

    A1. Lizardfolk (EL Variable)A tribe of lizardfolk that makes its home near the endof the peninsula has been raiding the area around Sea-well for some time. Recently, they have been moreaggressive in their raids at the pirates’ behest. If youwant to bring these lizardfolk into the adventure, or ifthe PCs wander too far down the peninsula, use thebase lizardfolk statistics given in the Monster Manualto create raiding bands for encounters.

    A2. Alligator (EL 2)Use this encounter if the PCs decide to poke around ina solution hole.

    CCrreeaattuurree:: An alligator lies hidden in a solutionhole, shielded by the reeds that grow inside it. As longas no one disturbs its hole, the alligator is content toremain there, taking 10 on its Hide check. It defendsits hole against any intrusion, but it otherwise ignoresthe PCs. DD AAlllliiggaattoorr:: hp 22; see Monster Manual page 271

    (crocodile statistics).TTaaccttiiccss:: A successful DC 33 Spot check is required

    to see the alligator before it moves. (Thus, for 1st-levelcharacters, the alligator is virtually invisible until itattacks.)

    If its hole is disturbed, the alligator waits until a foecomes within 20 feet, then charges to the attack, usingits swim speed. At the end of the charge, it bites thetarget character and uses its tail slap attack on anyoneelse who happens to be within reach. The alligatorfights to the death to defend its hole, but it doesn’tpursue the PCs if they retreat.

    A3. Constrictor Snake (EL 2)Various kinds of snakes slither around all over thepeninsula.

    CCrreeaattuurree:: A constrictor snake is sunning itself on agame trail. DD CCoonnssttrriiccttoorr SSnnaakkee:: hp 19; see Monster Manual

    page 279.TTaaccttiiccss:: Thanks to its natural coloration and the

    detritus on the ground, the snake is effectively hidden(DC 21 Spot check to see it before it attacks). The snakeattacks the first character to come within 5 feet, bitingand constricting on a successful hit. If it manages toconstrict a foe, it fights to the death. If not, it slithersaway (using the withdraw action) after its first attack.Once the snake reaches the nearby undergrowth, it hastotal cover and concealment.

    A4. Vipers (EL 2)Vipers nest in various hidden areas, but they particu-larly like hummocks, where fallen trees provide goodcover.

  • CCrreeaattuurreess:: The PCs may disturb a nest of smallvipers when they find a fallen tree blocking the trail, orwhile searching for a campsite, firewood, or water. DD SSmmaallll VViippeerrss ((44)):: hp 4 each; see Monster Manual

    page 280.TTaaccttiiccss:: When the PCs disturb the tree trunk or log

    under which the vipers lie hidden, the creaturesexplode out of hiding and bite anything within reach.After this initial attack, they slither off into the under-growth (using the withdraw action), where they havetotal cover and concealment.

    A5. Panthers at Rest (EL 2 or 4)Panthers often hide in the hummocks during the day.Any PCs who venture into these copses of large treesmay disturb the big cats.

    CCrreeaattuurreess:: One or two panthers have bedded downfor the day in a thicket of young trees, where they arewell hidden (DC 26 Spot check required to see them). DD PPaanntthheerr ((11 oorr 22)):: hp 4 each; see Monster Manual

    page 274 (leopard statistics).TTaaccttiiccss:: The cats give a warning snarl when the party

    comes within 10 feet of them. The PCs can escape with-out a fight if they leave without delay. Otherwise, thecats charge and use their pounce attacks. Each pantherfights until reduced to 9 or fewer hit points, then flees.

    A6. Hunting Panthers (EL 2 or 4)Panthers may attack the PCs in their camp at night,especially if they leave food out or bring animals (suchas mounts) onto the peninsula with them.

    CCrreeaattuurreess:: One or two panthers stealthily approachthe PCs’ camp in search of food.DD PPaanntthheerr ((11 oorr 22)):: hp 4 each; see Monster Manual

    page 274 (leopard statistics).TTaaccttiiccss:: The hunting cats use their Hide and Move

    Silently skills to creep within about 30 feet of the PCs(DC 21 Spot or Listen check to notice the cats beforethey attack). As soon as they are in position, the pan-thers use their pounce attacks. If the characters havemounts or other animals with them, the cats attackthose creatures first. Each panther fights until reducedto 9 or fewer hit points, then flees.

    B. THE SEA PASSAGEThe characters can also reach the lighthouse by sea.Taking a ship around the peninsula requires less timethan the overland route and is also less dangerousbecause fewer encounters occur. If you would rathermake the characters walk through the swamp, you canjust rule that no ships are available.

    A small coastal sailing vessel can make about 50miles a day, so it can get around the peninsula in just

    two days. The local fishermen don’t like to be on thewater at night because of the reef, so they anchor incoves when the sun goes down.

    The journey is rough but uneventful while the char-acters are aboard ship. If they get off the ship for anyreason (even while it stands at anchor during thenight), they have one of the numbered encounters(DM’s choice) detailed in encounter A.

    C. A BAD NEIGHBORHOOD

    The terrain around the lighthouse and the pirate campconsists of sand dunes dotted with patches of tall grassand trees. The dunes form a raised area between thebeach and the swamp, which shields the beach fromthe view of anyone approaching from the peninsula.

    If PCs came overland, they can see the tops of thelighthouse and the pirates’ wooden tower above thetrees only after ascending the dunes. If they came byship, they can see the entire setup from afar. But theymust disembark some miles distant from the light-house and pirate camp because the reef allows no safelanding any closer than that. They can get to shore byswimming or via a small lifeboat, then hike toward thebuildings.

    CCrreeaattuurreess:: The pirates regularly dispatch two-personteams to patrol the area. These patrols clear the area ofpredators and lizardfolk and ensure the security of thecamp.

    A local tribe of lizardfolk is also clandestinelywatching the beach. These lizardfolk are not the onesthat have been raiding Seawell. This tribe distrusts thepirates, whose patrols have clashed with their huntingand foraging parties in recent days. Furthermore, theselizardfolk were on good terms with the lighthousekeepers, who made an effort to get along with them.Fearing that the presence of the pirates means some-thing has happened to their friends at the lighthouse,they send occasional lone scouts to check out the area.

    Regardless of how the PCs get to the dunes, theymeet both the pirates and the lizardfolk (DM’s choice asto which group is encountered first) shortly after arrival.

    C1. PIRATE PATROL (EL 1)When walking a patrol, the pirates follow the trailsthrough the area, walking at a brisk pace. Characterscan spot them 70 to 100 ([1d4+6] × 10) feet away.

    CCrreeaattuurreess:: The pirates patrol in groups of two.DD PPiirraattee//WWrreecckkeerr CCrreeww ((22)):: Male or female human

    warrior 1; CR 1/2; Medium humanoid; HD 1d8+1; hp 5;Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; BaseAtk +1; Grp +3; Atk +5 melee (1d6+3/18–20,

    4

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    masterwork cutlass) or +4 ranged (1d8/19–20, master-work light crossbow); Full Atk +5 melee (1d6+3/18–20,masterwork cutlass) or +4 ranged (1d8/19–20, master-work light crossbow); AL LE; SV Fort +3, Ref +2, Will+1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8.

    Skills and Feats: Intimidate +3, Profession (sailor)+3, Swim +6; Dodge, Weapon Focus (cutlass).

    Possessions: Masterwork cutlass (treat as a scimitar),masterwork light crossbow, 20 bolts, potion of curelight wounds, potion of mage armor, potion of jump,potion of endure elements, explorer’s outfit, 38 gp.

    TTaaccttiiccss:: Upon meeting any humanoids other thanlizardfolk, the pirates assume (probably correctly) thatthe group has come from Seawell. They dash to oppo-site sides of the trail, take cover, and loose crossbowbolts at the intruders. They keep firing for 2 or 3rounds, or until their foes close to melee range, thenwithdraw through the undergrowth in opposite direc-tions. The pirates have no stomach for a fair fight, andeven less for a battle in which the odds are againstthem. They surrender as soon as the characters manageto catch up with them.

    DDeevveellooppmmeenntt:: A captured pirate pretends to betough, but a successful Intimidate check (opposed bythe pirate’s Wisdom check +1) makes the prisonerreveal all he knows about the pirates’ activities in thearea—which is pretty much everything (see encounterE for details).

    If one or both of the pirates escape, they make theirway back to the pirate camp as quickly as they can.They move cross-country, so they might not beat thePCs back there (see encounter B for details).

    C2. LIZARDFOLK SCOUT (EL 1)Lizardfolk scouts usually stick to the undergrowth nearthe trails, moving parallel to them. Having developed ahealthy respect for the pirates’ crossbows, they stayquiet and hidden as much as they can.

    Each PC can make a DC 10 Spot check to see thescout when she is 40 feet away. A –1 penalty applies tothe check for each 10 feet of distance between the PCand the scout.

    CCrreeaattuurree:: Each lizardfolk scout works alone, doingher best to keep the pirates under surveillance andambushing them if she can.DD LLiizzaarrddffoollkk SSccoouutt:: hp 11; see Monster Manual

    page 169.TTaaccttiiccss:: Like the pirates, the scout assumes that

    the PCs have come from Seawell. She furtherassumes that they are hostile and decides to make ashow of force.

    The scout begins by hurling a javelin into thedirt in front of the lead PC and commanding thecharacters (in Common) to halt. If they obey, shedemands to know what they are doing in the area.If they attack, she drops her shield and flees to thenearest waterway, where she escapes by swimmingunderwater.

    DDeevveellooppmmeenntt:: If the PCs converse with the scout,she tells them that the lighthouse keepers haven’t beenseen for six weeks. She also can give the characters ageneral layout of the pirate camp (see encounter E) anda description of their activities. The scout also warnsthe PCs about the pirate patrols in the area.

    If the characters capture the scout, they get more orless the same information as they would have by con-versing with her.

    If the PCs have not yet attacked the scout, they canuse a Diplomacy check to persuade her to join in anattack on the pirate camp. Her starting attitude is indif-ferent if the PCs have been rude or menacing towardher, or friendly if they have been polite and open. Towin her aid, they must shift her attitude to helpful (seepage 72 in the Player’s Handbook).

    If the PCs tell the scout that they have already metthe pirate patrol and allowed one or two pirates toescape, she gladly contacts the rest of the tribe. Oncealtered, the tribe prevents the escaping pirates fromreturning to their camp.

    D. THE LIGHTHOUSEStanding about 60 feet tall, the lighthouse dominatesthe promontory on which it stands. A sea wind alwaysblows around the lighthouse, even when there is noneat the shoreline.

    The lighthouse is the home of Mirval Kojar (humanmale expert 4), his wife Stenna (human female com-moner 5), and their two sons, Mirval Jr. and Kolin(both human male commoners 2). The Kojars also haveanother son, but he left about three years ago to see theworld.

    The pirates slew all four of the Kojars and left theirbodies in the lighthouse to rot. The corpses have beenthere for nearly six weeks, and the whole lighthousenow smells of death and decay.

    A short key follows, but there is no treasure lefthere. The pirates took everything of value from thelighthouse when they killed the family.

    D1. LIGHT CHAMBERRead or paraphrase the following when the PCs enterthis chamber.

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    A large oil-powered lamp provided the light, and themirrors and lenses in the housing reflected and ampli-fied it. The pirates smashed both the lamp and thehousing and removed all the oil.

    D2. MIRVAL JR.’S BEDROOMEach of the two children had his own bedroom, sincethe lighthouse was quite spacious.

    Mirval Jr.’s body lies decaying in a corner of the room,covered by discarded clothes. The books on the bed areabout astronomy, Mirval’s chief interest.

    D3. PLAYROOM Mirval Jr. and Kolin played together in this chamberwhile their parents tended to business.

    A thin patina of dust covers everything here.

    D4. KOLIN’S BEDROOMThis chamber is the bedroom of Kolin, the younger son.

    The corpse is that of Kolin, who was killed when thepirates sacked the lighthouse. The wardrobe is filledwith clothes for a small boy.

    D5. STORAGE Linens, oil, and other nonfood items were stored here,but the pirates looted the chamber to augment theirown supplies. Nothing is left here now except emptyand broken crates.

    D6. SITTING ROOM Mirval and his wife Stenna relaxed here after the day’swork was done.

    The bag contains Stenna’s knitting.

    D7. EXTRA BEDROOMThis room once belonged to the Kojars’ oldest son.After he left to seek his fortune, the room was con-verted into a second spare bedroom.

    The books in this room are all about seafaring andoceangoing vessels.

    D8. COMMON WORKROOMThe Kojars used this chamber to repair furniture, fixthe light housing, and make new items of wood, glass,and metal.

    The tools here are for woodworking, glassblowing, andmetalwork.

    D9. EXTRA BEDROOMThis chamber is furnished exactly like area D7, exceptthat there are no bookshelves.

    D10. MASTER BEDROOMThis room was where Mirval and Stenna slept.

    Stenna’s body lies in the corner by the bed.

    D11. STORAGEThis chamber was devoted to storage of outerwear,including boots and rain gear of all sorts.

    A double bed dominates this room. Beside it standan open, empty wardrobe and a night table with alamp. Clothes are strewn everywhere. The smellof death hangs heavy in here.

    Tool racks are mounted on the walls of this room,and large tables occupy the center.

    This chamber contains an adult-sized bed and anempty wardrobe, plus bookshelves whose con-tents now lie scattered on the floor.

    A comfortable-looking sofa and two upholsteredchairs make this room seem cozy and inviting. Infront of the sofa is a small table, and bookshelvesline the wall. Most of the books now lie heaped onthe floor. Beside one of the chairs is a small bagwith knitting needles protruding from it.

    The stench is overpowering in this room. Itssource is easy to see—a child’s corpse lies rottingamid scattered toys on the floor. A small bedstands against one wall, and beside it is an openwardrobe, its contents scattered about the floor.A window on the outer wall lets in the sunlight.

    This room is filled with furniture sized for bothadults and children. Boxes of toys and books linethe walls, and hobby horses and toy carts standhere and there.

    A putrid stench like that of rotting bodies fills thischamber. On one side of the room stand an open,empty wardrobe and an adult-sized bed withbooks lying open atop it. More books fill theshelves along the walls, and a telescope standsbeside the window. Clothes litter the floor.

    The broken shards of a glass housing litter thefloor of this chamber at the top of the lighthouse.

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    D12. BATHROOMThis chamber contains four pits that go through the floorinto the ground. Herbs are normally used to sweeten theair, but they have not been replaced for the past six weeks.

    D13. ENTRY ROOM This room is the entryway to the lighthouse.

    Four pairs of boots stand along the wall. The cloaks thatonce hung on the hooks, however, are gone.

    D14. PANTRYThis room is filled with row upon row of shelves thatonce held food stores. The pirates looted most of thesesupplies.

    D15. KITCHEN AND DINING AREAThe family ate in a corner of the kitchen.

    The dishes and pots from the cupboards are gone,looted by the pirates.

    E. THE PIRATE CAMP (EL 4)

    The pirates have built a campsite just off the beach onthe lighthouse side of the peninsula. Their light toweris out in the open on the beach, but their tents andsemipermanent structures are concealed in the bushesoff to the side.

    The pirates wrecked and salvaged a ship two days beforethe PCs’ arrival. After slaying the crew and looting the ship,they burned the wreck; thus, no trace of it is visible fromthe beach or above the water’s surface. The pirates are stillin the process of sorting the loot, figuring out what theyhave, and deciding what to do with it. Except for thepatrols, most of them stick fairly close to the camp.

    NORMAL PIRATE ACTIVITIESThe pirates’ regular activities include the following.

    • IInnvveennttoorryyiinngg aanndd AApppprraaiissiinngg LLoooott.. The pirates havedragged most of the goods they took from the

    lighthouse and all the goods salvaged from thewrecked ship into their campsite. During the day,four pirates are usually engaged in sorting, appraising,and recording the loot under the captain’s supervi-sion.

    • HHiiddiinngg LLoooott.. When they’re finished with the sorting,the pirates pack their stolen goods in barrels andbury them above the high tide mark. At any giventime, two pirates are busy packing barrels and twomore are hauling a packed barrel off somewhere tobury it.

    • PPaattrroolllliinngg tthhee AArreeaa.. This patrol is in addition to theone in encounter A. Two pirates (either two crewmembers or the first mate and a crew member) arealways on patrol, except at mealtimes. The patrolsearches for tracks and keeps an eye out forunwanted visitors, such as survivors of wrecks orlizardfolk. The first mate directs these patrols andoccasionally goes out himself. Patrols cover a circulararea about 200 yards around the camp, but the piratesinvestigate anything suspicious that they see, even ifit is farther away. They keep the camp informed as totheir movements outside the base area, and a secondpatrol comes looking for any missing crew membersafter 1 hour.

    • PPrreeppaarriinngg MMeeaallss.. At mealtimes, one or two piratescook under the pavilion. The whole crew eatstogether, so patrols are suspended during meals.

    • GGeenneerraall AAccttiivviittiieess.. Pirates not engaged in any otheractivity gamble, repair equipment, read, or pursueother leisure activities during the day.

    • NNiigghhttttiimmee:: At night, the pirates light the false light,and one of them remains atop the tower as lookout.Those not on patrol sleep in the tents.

    There are always pirates in the camp unless a wreck isbeing salvaged. When they discover the PCs dependson how quiet and discreet the characters are whileexploring the area. Use your judgment here, and makeuse of Spot and Listen checks.

    PIRATES ON ALERTAny pirate scouts who escaped from an encounter withthe PCs try to return to the camp by an overland route.The trip takes at least a day, and the pirates are subjectto the same dangers from the swamp as the PCs are.The characters, however, can make the same trip in justa few hours using the trails. As noted earlier, the char-acters can also enlist the aid of the local lizardfolk tostop the pirates from returning to the camp.

    If any pirate who has seen the PCs manages toreturn to camp, the pirates post one or two extra guardsin the camp and stop their patrols. If no attack is

    A stone oven dominates one wall of this room.Nearby stands a sink, and cupboards line thewalls, their doors hanging open. One corner holdsa table and five chairs.

    A small table beside the outer door holds two oillamps. On the opposite wall are hooks for cloaks,and boots are lined up underneath them. A chairstands in the corner.

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    forthcoming within a day, the captain, first mate, andtwo crew members set out to confront the PCs.

    HANDLING THE PIRATESThis encounter can be extremely dangerous for thePCs. If they try to attack all the pirates at the same time,they face an EL 4 encounter that will probably killthem, though they might just pull through if they sur-prise the pirates or if they’ve managed to recruit thelizardfolk scout. The captain alone is a challenge for a1st-level party (see The Pirates, below). Thus, the PCshave to find clever ways to handle this encounter.Below are some options they might use.

    • GGeett HHeellpp ffrroomm SSeeaawweellll.. The PCs can go back toSeawell, explain that pirates are camped on the beach,and recruit some help. They should be able to getenough militia people together to help them defeatthe pirates, especially if they have watched longenough to know their enemies’ true strength. If thePCs were spotted, however, the pirates are ready fortrouble.

    • DDiivviiddee aanndd CCoonnqquueerr.. The characters may choose towear down the pirates by taking out small groups ofthem and then retreating to rest. The party has ampleopportunity to make such attacks as the pirates goabout their daily business. But if they allow any piratethey have attacked to escape, the pirates will be ontheir guard.

    • GGeett HHeellpp ffrroomm tthhee LLiizzaarrddffoollkk.. To make this optionwork, the characters must already have befriended thelizardfolk scout. In that case, they can raise a largeenough force to help them defeat the pirates, as notedabove.

    THE PIRATESThe PCs can encounter the pirates anywhere withinthe camp area. How exactly that encounter occursdepends on how the PCs decide to approach the camp(see Handling the Pirates, above).

    CCrreeaattuurreess:: The camp is home to Erqua Ashilim andher crew of cutthroats. The band consists of Erqua, herfirst mate Svingal Stonefist, and six crew members—though only two crew members are actually in thecamp at any time.DD EErrqquuaa AAsshhiilliimm,, PPiirraattee//WWrreecckkeerr CCaappttaaiinn:: Female

    human ranger 1/sorcerer 1; CR 2; Medium humanoid;HD 1d8 plus 1d4; hp 6; Init +2; Spd 30 ft.; AC 12, touch12, flat-footed 10; Base Atk +1; Grp +2; Atk +3 melee(2d4+1/18–20, masterwork falchion) or +4 ranged(1d8/[TS]3, masterwork composite longbow); Full Atk+3 melee (2d4+1/18–20, masterwork falchion) or +4

    ranged (1d8/[TS]3, masterwork composite longbow);SQ favored enemy (humans +2), wild empathy +2; ALLE; SV Fort +3, Ref +5, Will +3; Str 12, Dex 15, Con 10,Int 14, Wis 10, Cha 13. Height 5 ft. 9 in., weight 170 lbs.

    Skills and Feats: Concentration +3, Hide +6, Jump+5, Knowledge (geography) +6, Listen +4, Search +6,Spellcraft +4, Spot +4, Survival +4, Swim +5, Use Rope+6; Combat Reflexes, Point Blank Shot, Track.

    FFaavvoorreedd EEnneemmyy:: Erqua gains a +2 bonus on herBluff, Listen, Sense Motive, Spot, and Survival checkswhen using these skills against humans. She gets thesame bonus on weapon damage rolls against humans.

    WWiilldd EEmmppaatthhyy ((EExx)):: Erqua can use body language,vocalizations, and demeanor to improve the attitude ofan animal (such as a bear or a monitor lizard). This abil-ity functions like a Diplomacy check to improve theattitude of a person. Her bonus on the check is +2. Thetypical domestic animal has a starting attitude of indif-ferent, while wild animals are usually unfriendly.Erqua and the animal must study each other for 1minute. This ability can also be used to influence amagical beast with an Intelligence score of 1 or 2, butErqua takes a –4 penalty on the check.

    SSoorrcceerreerr SSppeellllss KKnnoowwnn (5/4; save DC 11 + spelllevel): 0—acid splash, detect magic, mage hand, readmagic; 1st—mage armor, sleep.

    Possessions: Masterwork falchion, masterwork com-posite longbow, 20 arrows, cloak of resistance +1,potion of cure light wounds, potion of mage armor,potion of jump, explorer’s outfit, spell componentpouch, two tanglefoot bags, 8 gp.DD SSvviinnggaall SSttoonneeffiisstt,, PPiirraattee//WWrreecckkeerr FFiirrsstt MMaattee::

    Male dwarf rogue 1; CR 1; Medium humanoid; HD1d6+3; hp 6; Init +2; Spd 30 ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +1; Atk +2 melee (1d8+1,masterwork morningstar) or +3 ranged (1d8/19–20,masterwork light crossbow); Full Atk +2 melee (1d8+1,masterwork morningstar) or +3 ranged (1d8/19–20,masterwork light crossbow); SA sneak attack +1d6; SQdarkvision 60 ft., dwarf traits, trapfinding; AL NE; SVFort +3, Ref +4, Will +1; Str 13, Dex 15, Con 16, Int 10,Wis 12, Cha 6. Height 4 ft. 3 in., weight 164 lbs.

    Skills and Feats: Balance +6, Craft (metalworking)+2, Craft (stoneworking) +2, Hide +6, Jump +5, Listen+5, Move Silently +6, Search +4, Spot +5, Tumble +6;Combat Reflexes.

    DDwwaarrff TTrraaiittss:: Svingal has a +1 racial bonus on attackrolls against orcs and goblinoids, a +2 racial bonus onsaves against spells and spell-like abilities, a +2 racialbonus on Fortitude saves against all poisons, and a +4dodge bonus against giants. He also has stonecunning(+2 racial bonus on checks to notice unusual stone-work; can make a check for unusual stonework as

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    though actively searching when within 10 ft. and canuse the Search skill to find stonework traps as a roguecan; intuit depth) and stability (+4 bonus on abilitychecks made to avoid being bull rushed or trippedwhen standing on the ground). In addition, Svingal hasa +2 racial bonus on Appraise checks and Craft or Pro-fession checks related to stone or metal (already fig-ured into the statistics above).

    TTrraappffiinnddiinngg:: Svingal can use the Search skill tolocate traps when the task has a DC higher than 20.

    Possessions: Leather armor, masterwork morning-star, masterwork light crossbow, 20 bolts, potion ofcure light wounds, potion of mage armor, potion ofjump, potion of endure elements, explorer’s outfit,thieves’ tools, 55 gp.DD PPiirraattee//WWrreecckkeerr CCrreeww ((22)):: Male or female human

    warrior 1; CR 1/2; Medium humanoid; HD 1d8+1; hp 5;Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; BaseAtk +1; Grp +3; Atk +5 melee (1d6+3/18–20, master-work cutlass) or +4 ranged (1d8/19–20, masterworklight crossbow); Full Atk +5 melee (1d6+3/18–20, mas-terwork cutlass) or +4 ranged (1d8/19–20, masterworklight crossbow); AL LE; SV Fort +3, Ref +2, Will +1; Str15, Dex 14, Con 13, Int 10, Wis 12, Cha 8.

    Skills and Feats: Intimidate +3, Profession (sailor)+3, Swim +6; Dodge, Weapon Focus (cutlass).

    Possessions: Masterwork cutlass (treat as a scimitar),masterwork light crossbow, 20 bolts, potion of curelight wounds, potion of mage armor, potion of jump,potion of endure elements, explorer’s outfit, 38 gp.

    TTaaccttiiccss:: Should it come to a fight, the pirates masstogether and attack from a distance with ranged weap-ons and spells. After one or two volleys of projectilesand spells, the pirates close to melee range. Theyhaven’t been taking any prisoners lately, but they givethe PCs a chance to surrender if the opportunity pres-ents itself. (The pirates suspect that the PCs are a cutabove the ordinary seafarers they’ve been fightingrecently, and they figure they can collect a ransom orforce some kind of service from them.) If the PCsrefuse to surrender or have the upper hand in the fight,the pirates fight to the death, since they know that’s thefate that awaits them if captured.

    DDeevveellooppmmeenntt:: The PCs must defeat all the piratesbefore they can safely examine the loot.

    TTrreeaassuurree:: In addition to their personal possessions,the pirates have collected a considerable amount of loot.Their stash includes twelve casks of salted meat (1 gpeach), eighteen casks of wine and other spirits (18 gpeach), twenty-eight bales of cloth (10 gp each), threecasks of glassware (15 gp each), fifteen hundred copperingots (30 pounds, 15 gp each), nineteen casks of oil (2 gpeach), and fifteen casks of herbs and spices (25 gp each).

    KEY TO THE CAMPThe points of interest within the pirate camp aredetailed below.

    E1. The TowerThe false light tower is situated about 30 feet from theshoreline and 20 feet from the edge of the bushes thatconceal the pirate campsite. The structure is basically a60-foot-tall, skeletal tower with a ladder attached on theside nearest the campsite. It measures 25 ft. square atthe top and slopes outward toward the ground. The topsupports a great fire basin made of stone and metal, aswell as a pile of wood. Beside the structure stands awinch that the pirates use to haul wood and other sup-plies to the top of the tower.

    The pirates burn a fire in the basin at night to simu-late the light of the lighthouse. The tower is generallymanned only at night, but the pirates sometimes use itas a surveillance platform during the day. Those on topof the tower can stay out of sight of people on theground just by staying low.

    E2. The CampsiteThe pirate camp is located 40 feet from the tower, about20 feet beyond the edge of the bushes. They cannot seethe shore from their camp, but they rely on the noise ofa wreck to know when a ship has grounded on the reef.

    The campsite consists of four 15-foot-by-15-foot tentsfor sleeping, a central area with a 20-foot-square woodenpavilion under which the pirates cook their meals, andthree wooden buildings, each 15 feet by 10 feet, thatthey use for storage. The structures are well builtbecause the pirates worked on this camp for weeksbefore lighting the false lighthouse fire for the first time.

    E3. BoatsTwo large rowboats, each equipped with four oars,stand on the beach. The pirates use these to row out tothe reef and salvage wrecks.

    CONCLUDING THEADVENTURE

    Whether or not the PCs had help, they become heroes inSeawell after vanquishing or driving off the pirates. Theyreceive the promised payment, if any, and free room andboard for a week. Others in town who know whereheroes are needed point them in the direction of furtheradventures, but they are always welcomed in Seawell.

    FURTHER ADVENTURESIf you wish to expand on this adventure, just assumethat Erqua was in league with, or working for, some

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    other villain. A clue in her possessions can lead thecharacters on a quest for the power behind the pirates.

    If the PCs choose to stay in the area for a while, theycould become involved with the local lizardfolk in anyof several ways. The hostile tribes might decide to starta real war with Seawell, and the characters might becalled upon to stop the threat. Or perhaps the lizardfolkneed help to deal with a threat deep in the swamp. Insuch a case, the PCs could find themselves aiding thecreatures that the town views as enemies.

    ABOUT THE AUTHORRobert Wiese began playing D&D with the blue boxedset (the one after the original three small pamphlets).He has campaigned through three and a half editionsof his favorite roleplaying game, and he has tried Callof Cthulhu and some other games as well. Through itall, he has learned that a great DM makes a great cam-paign, so he is happy to assist great DMs with littleideas such as this adventure. He led the RPGA Net-work through the tough times and now works at UNRas a biochemical researcher. Life is very full betweenstudies, work, pets (three dogs, three cats, a fish, a frog,a toad, and two rats), and gaming, but he always putshis wife and his faith first.