Chance Dudinack Joel Hines Glynn Seal Sam Sorensen Logan Stahl Black Crag Secret of the
Secret of the Black Crag “What would an ocean be without a monster lurking in the dark? It would be like sleep without dreams.”
3 INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX SECRET of the BLACK CRAG CHANCE DUDINACK Writing, Illustration @wizardfightclub SAM SORENSEN Development, Editing, Layout @HeadOfTheGoat GLYNN SEAL Cartography monkeyblooddesign.co.uk LOGAN STAHL Cover Art tachyonart.neocities.org JOEL HINES Publishing, Development silverarmpress.com Copyright © Silverarm 2023 Tagline by Werner Herzog. Permission to adapt Wind Table and preexisting Stat Blocks from Old-School Essentials granted by Necrotic Gnome. OVERVIEW Player Background .......................... 4 History of the Region....................... 4 Rumors & Hearsay .......................... 5 PORT FORTUNE Port Fortune .................................. 6 Encounters ................................... 8 The Old Wharf............................... 9 Market Square ............................... 9 The Sultry Siren............................. 10 Curio Emporium............................. 11 Cruthers’ Smithy ........................... 12 Stitcher’s Shack............................. 12 Chapel of St. Syd .......................... 13 Lichyard...................................... 13 Whitmore House.............................14 Mama Fortuna’s Hut....................... 15 Tower of the Heavens..................... 16 Fort Albatross............................... 17 Pirates!....................................... 18 NPC Generator............................ 20 SALAMANDER ISLANDS Salamander Islands........................22 Weather & Random Sea Encounters ...24 Random Land Encounters................26 Sirens’ Claws................................28 Jade Island ..................................29 Temple of the Monkeys....................30 Fire Island....................................36 Skeleton Cove...............................38 Dagger Crag ................................39 Brimstone Island............................40 Driftwood Cay ...............................41 Drowned Watchtower.......................41 Lair of Morgawra...........................42 Castaway Island............................45 Fish-Eye Atoll ...............................46 Wreck of the Stormcrow ..................47 Smuggler’s Spit.............................47 Strange Meteor.............................47 THE BLACK CRAG Level 1: The Vault of Janzoon ............48 Level 2: The Sunken Grottoes ...........58 Level 3: The Ancient City .................68 Level 4: The Palace ........................ 74 APPENDICES Appendix A: Monsters.....................88 Appendix B: Magic Items .................93 Appendix C: Quick and Dirty Underwater Adventuring .................94 Appendix D: Automaton Creation ......95 Appendix N: Inspirations .................95 2nd Printing, 2023
4INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX OVERVIEW Player Background The Salamander Islands: Volcanic archipelago once battled over by foreign powers seeking trade routes. Port Fortune: Pirate republic grown wealthy, overrun with everything pirates spend loot on—drinking, gambling, and prostitution. The Pirates’ Code governs the port, enforced by an unofficial pirate governor, Red Roger Rathbone. The Black Crag: Mysterious sunken island rising just above sea level, rumored to contain the lost treasures of an infamous pirate. No-one knows why the Crag rises, but theories abound. Tales of merfolk attacks spread from inhabitants around the Black Crag. History of the Region A race of interstellar travelers referred to only as the Scholars visited this world, making contact with the human inhabitants of the Salamander Islands. The Scholars shared some of their knowledge and technology with those ancient humans, who in turn construced a vast city within a mountain, its volcanic heart to fueling their great assembly. In the Distant Past... These early humans, later dubbed “the Ancients,” made great wonders and terrible war machines. Among them were the nephroids, a species of hulking crustaceans created to serve as warriors. The Ancients dominated the young world, expanding across the seas and building a prosperous kingdom. Eventually, from volcanic activity or wrath of the gods, the sea swallowed the mountain city of the Ancients. They vanished from all records. The Ancients survived under the sea for a time, using their magic to hold back the floods. Eventually, scarcity led to infighting, and the nephroids rebelled against their divided masters. The Ancients were no more. Years spent beneath the waves transformed the deep tunnels of the Ancients’ mountain into a hotbed of sea life. Some centuries after the Ancients’ demise, the slageela, dragonfish-headed humanoids with fish’s tails, claimed the Crag as an undersea stronghold. They came upon the ruins of the Ancients, and the slageela’s hunger for extraordinary treasures brought conflict with the nephroids who still dwelt in the ruined city. Hundreds of years after the Black Crag sank, its peak once again rose above the surface of the sea. Spying opportunity, a fearsome pirate by the name of Janzoon the Blade employed its sea caves as a hideout, both for their menacing appearance and their proximity to lucrative trade routes. After Janzoon’s death, the Crag once again mysteriously descended into the depths. Rumors spread that the sunken crag held a forgotten treasure trove guarded by the ghosts of Janzoon’s crew. These tales drew more and more pirates to the Salamander Islands, each hoping to claim Janzoon’s loot for themselves. The pirates seized a nearby island and dubbed it Port Fortune, a haven for buccaneers. The wealth brought in by the pirates attracted unscrupulous merchants and businesses to the port, and in time the port became a bustling settlement. Recently... The waters near the Salamander Islands began to bubble. A column of smoke can be seen from the harbor of Port Fortune. For an entire day, the sun blazed green. The Black Crag rises once again!
5 INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Rumors & Hearsay d20 Rumors 1 “The Black Crag was once the lair of a legendary pirate.” [True.] 2 “Old Red Eyes haunts these waters, a monster born from the vengeful souls of drowned sailors.” [Partially true: Old Red Eyes is real, it’s just a white shark.] 3 “When the Crag rises, sea monsters follow.” [True.] 4 “If you toss a gold coin overboard before setting sail, the merfolk won’t attack your ship.” [Partially true: merfolk won’t attack, but the slageela will.] 5 “I’m telling ye I ain’t crazy! I saw ‘em on Jade Island! Talking. Monkeys. They wore clothes and acted like people.” [True.] 6 “The fishmen are awful protective of that big rock. They must’ve found something in there. Something worth stealing.” [True.] 7 “First a star falls from the sky, then that accursed island rises out of the sea. What’s next? I half expect it to rain frogs.” [False.] 8 “The Crag only rises when ol’ Jensen’s ghost gets restless. Then he comes out to plunder again.” [False.] 9 “Stay away from the Crag. Those caves stretch all the way down to Hell, where the sailors’ devil waits for ye!” [False.] 10 “I heard a monstrous fish washed up on the beach of Skeleton Cove.” [Partially true: the “fish” is an ancient vessel (pg 93).] 11 “If you want to know anything about anyone, I’d ask Mr. Whitmore.” [Partially true: a subtle way to say that the brothel’s madame can be bribed for secrets.] 12 “I heard sirens nest in the nearby reefs. Only way they’ll leave you alone is to cover yerself with shit. Swear on me mother.” [Partially true: this isn’t the only way, the sirens just hate strong smells.] 13 “Lighthouse keeper claims he’s a man of science, but he’s just insane.” [False.] 14 “The Crag births the fish-people, it rises to release them out to sea.” [False.] 15 “An ancient civilization lived on these islands, but they disappeared.” [True.] 16 “Hideous, man-eatin’ lizards stalk the jungles of Brimstone Island.” [Partially true: there are lizards, but they eat seaweed.] 17 “The missionary says he saw ghosts haunting the graveyards. Probably just wants to keep folks from robbin’ the church coffers again.” [Partially true: there is only one ghost.] 18 “All this fuss over another island popping out of the sea? I hear Castaway Island does that too, but you never hear of anyone goin’ off to hunt fer treasure there.” [False: Castaway Island is simply in the middle of nowhere.] 19 “I saw a dragon! The serpent were as big as the lighthouse with a jaw full o’ gleaming teeth. It cracked our ship in half and ate half the crew before I scared it off.” [Partially true: the dragon is real, but they’re clearly exaggerating.] 20 “Stay off Fire Island. Place is crawling with bloodthirsty cannibals.” [False.]
6 1 2 3 5 9 10 11 Locations in Port Fortune 1. The Old Wharf (pg 9) 2. Market Square (pg 9) 3. The Sultry Siren (pg 10) 4. Curio Emporium (pg 11) 5. Cruther’s Smithy (pg 12) 6. Stitcher’s Shack (pg 12) 7. Chapel of St. Syd (pg 13) 8. Lichyard (pg 13) 9. Whitmore House (pg 14) 10.Mama Fortuna’s Hut (pg 15) 11. Tower of the Heavens (pg 16) 12. Fort Albatross (pg 17)
7 4 6 7 8 12 Port Fortune
8INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF The People and Places of PORT FORTUNE A shantytown of ship hulls and sailcloth near the beach, solid timber buildings further inland. Fort Albatross overlooks the town from a hill. While the thousand-odd pirates of Port Fortune have no official governor, the code is enforced by Red Roger Rathbone, a powerful pirate. The island’s natural harbor runs larger ships aground, but easily houses the smaller vessels favored by the pirates. Encounters d6 Day Encounters 1 An angry pirate challenges one of the party to a duel to the death, claiming they stole a ring at the bar the night before. 2 Brother Lewyn (pg 13) preaches in the market square (pg 9). 3 A small crowd gathers around a pirate charging 5sp to throw rocks at a captured mermaid. 4 A pirate crew (see Pirates!, pg 18) arrives from a successful plunder, making their way to the Sultry Siren (pg 10) for a rowdy celebration. 5 Screams come from the docks as pirates heave a crewmate, leg mangled and bloody, to the Stitcher’s Shack (pg 12). 6 A paid shill raves about the item they bought from the Curio Emporium (pg 11) that changed their life. d6 Night Encounters 1 1d4 pirates (pg 90) sneak through town to rob the Chapel of St. Syd (pg 13). 2 Blinking colored lights flash from deep inside the Tower of the Heavens (pg 15). 3 1d6 drunken pirates (pg 90) stumble about, ready to fight anyone who so much as glances their way. 4 The Ghost of Isabella Smith (pg 13) appears at the docks, gazing out to sea. Only one of the party can see her. 5 A drunken Finnegan Cruthers (pg 12) pleads to be let into Whitmore House (pg 14). 6 Patrons pile into the Sultry Siren (pg 10), where Red Roger (pg 17) and his crewmates enrapture everyone with a tale of their previous adventures. Procuring a Ship A seafaring vessel is necessary for traversing the Salamander Islands—it’s easiest to assume the party already has a ship of their own. If they lose theirs over the course of adventuring, they could acquire a new one by: • Buying (or stealing) Ulysses McCloud’s fishing boat. • Taking the abandoned Stalwart from Jade Island (pg 29). • Stealing a pirate ship (pg 18) or merchant vessel (pg 25). • Reclaiming the legendary Scimitar from the Black Crag (pg 57).
9 INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON The Old Wharf Ramshackle wooden buildings run the length of a rickety boardwalk. Grunting sailors struggle to move cargo around missing boards. Seagulls pester anyone holding anything remotely food-shaped. Ulysses McCloud, an old squinty-eyed sailor, struggles to walk with a crutch. Bitter and angry, grumbles unintelligible curses at any minor inconvenience. Usually found scrambling up onto the dock after another unsuccessful attempt to board his boat. McCloud isn’t disabled, not physically. He claims the “bloated she-devil of a witch” Mama Fortuna stole his sea legs with a foul curse after he refused to do her “dirty work”. Now he can’t stand on deck for more than a few seconds before tumbling into the drink. McCloud owns a small fishing boat. Since he can’t use it for business anymore (and is desperate) he sells it for 200gp. Market Square Shantytown of tents and covered stalls made from overturned dinghies and sailcloth. Teems with hawkers and merchants selling all manner of goods for pirates and sailors, as well as standard adventuring equipment. Nautical Goods Cost Air Bladder 1gp Barrel, Crate 1gp Cookpots 5sp Clothing 10sp Exotic Pet 25gp Fish 3cp Fishing Rod, Tackle 5gp Jewelry 100gp+ Lockpicks 2gp Musical Instrument 20gp Opium 1gp/dose Perfume 1sp/bottle Pirate Hat 1gp Rum 5sp/bottle Sailcloth 10sp/yard Shellfish 2sp/lb. Spyglass 5gp Tattoo 1sp–500gp Tea 10sp Tropical Fruits 2gp/dozen
10INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF The Sultry Siren Two storeys, tarred wood sat atop a base of gray brick. The sign hanging over the entrance depicts a voluptuous woman with a pair of feathered wings on her back; a snaking ribbon displays the tavern’s name. In the common room, pirates laugh, drink, and fight. Tables sit pushed around the room to their liking; stains of thrown drinks and pipesmoke drip down the walls. Swain Gibbons owns the joint. Middleaged, bulky, leathery skin, arms covered in a sailor’s tattoos. Face swollen from a lifetime’s worth of bar fights. Loves rare treasures. Asks the party about any obvious swag. Gibbons sells seafood (3sp), rum (5sp), and lodging (5sp for a night in the common room, 5gp for a personal room). Deep down, Gibbons remains a pirate. He makes wealthy customers comfortable, then laces their drinks with a sleeping drug (save vs. poison). Once they’re unconscious, he picks their pockets, cleans them up, and sets them in a room. Jumbled stacks of crates and barrels fill the Siren’s dank cellar. A loose stone on the wall reveals a cubby where Gibbons squirrels away his stolen loot: 100sp, 50gp, an opal pendant on a gold chain (700gp), a golden sea serpent ring (200gp), and a bejeweled dagger +1.
11 INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON Curio Emporium Overturned ship’s hull painted in a garish palette of green, purple, and gold. A flowing calligraphy plaque reads “The Curio Emporium–Antiques, Oddities, Treasures Beyond Belief!” Hanging silk curtains and florid rugs decorate the interior. Shelves stocked with glittering relics, glass cases holding jewels polished to a mirror shine. Armando, the antiquarian, eagerly greets all potential customers. Lustrous black hair, meticulously styled goatee, flamboyant puffy shirt. Constantly walks a coin across his knuckles. Armando buys treasure. Always names his price at 80% of the item’s worth, but makes it sound like a special offer: “Normally something like that catches only five gold pieces…but for you? Ten.” Armando trades in rare artifacts, spices, silks, jewelry, and other finery. He tells an unbelievable swashbuckling tale for each item in stock. He sells: 1 Handsome red fez “once owned by a legendary sorcerer!” Nothing particularly special about it, but fools take fancy headgear as a sign of wisdom. 25gp. 2 Haunted skeleton figurine “stolen from the crypt of Neph-Kazan right as it collapsed!” The magnetite idol pulls small coins if held close. 50gp. 3 Gold signet ring “worn by the last king of Mu the night he was assassinated!” Iron painted gold. Fictional signet. 100gp. 4 Necklace of tooth-shaped jade beads “worn by the High Priest of the ancient civilization that once inhabited these very islands.” Jade is dyed glass. 200gp. 5 Jewel-encrusted saber “used to kill the King of the Wind Demons, whose soul now lies trapped within.” Decent sword, nonmagical, makes impressive whistling sounds when swung. Fake jewels. 500gp. 6 Golden oil lamp with a smiling snake spout. “My most prized piece… said to light the way to good fortune and prosperity.” Real gold, but it’s just a lamp. 1,000gp. He claims that Pharos the Brilliant (pg 16) is insane, just like every other lighthouse keeper. He heard recently of a massive ruin hidden in the jungles of Jade Island, no doubt hiding a lifetime’s worth of valuable artifacts. He only hints of its location initially, but if offered a bribe of 100gp, he makes up a very specific location on the spot.
12INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF Cruthers’ Smithy Squat stone building with a drunkenly leaning chimney. Finnegan Cruthers, ostensible blacksmith, snoozes at his grindstone. Greasy, redfaced, slurs his words. A lazy alcoholic who leaves all the actual smith work to his apprentice, a timid but strong young man named Jonas. When the party arrives, it is Jonas, not Cruthers, who runs the smithy. The smithy (via Jonas) sells metal weapons, shields, and chainmail armor at double the standard rate. If pressed, Cruthers claims the influx of buccaneers going spelunking in the Black Crag spiked his prices. Cruthers likes pretty women. If one provides him with attention, he happily lowers his prices or even gives away a product or two for free. Alternatively, he waives all charges if the party gets him unbanned from Whitmore House (pg 14). Stitcher’s Shack Creaking hovel of gray bricks and thatch. A white flag bearing a red square flaps above the door, sloppily nailed in place of a sign—the sailor’s symbol for “cheap medical assistance.” Inside, a ramshackle single-room hut. A table to accommodate patients stands in the middle of the room, medical supplies shoved against the bloodsplattered walls. Bonesaws and scalpels hang proudly displayed amidst shelves cluttered with rum bottles (“anesthesia!”) and frayed rolls of bandages. Pirates know the shack’s physicker as Doc Stitcher. Brash, stocky old woman. Eyepatch, peg-leg, blood-stained apron. No bedside manner, constantly cracks jokes at her patients’ expense while “taste-testing” her anesthetics. Stitcher mentions she’s received a lot of patients with shark bite-like wounds lately. Medical treatment costs 10 gp/hp healed. All cures involve cutting with a sharp implement, no matter the ailment—and no bellyaching.
13 INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON Chapel of St. Syd Dilapidated chapel. Leafy vines crawl across its facade. Planks board up its broken stained-glass windows. The inside is an echoey, dark space, sparsely furnished. Beams of colored light barely slip through boarded windows. Rows of splitting wooden pews face a lectern and an altar holding a hand-carved idol of a saint spearing a fish: St. Syd, patron of sailors and penitent thieves. A small wooden lockbox containing all of the church’s funds (2d20 + 100gp and 3 potions of healing) lies hidden underneath the lectern. Brother Lewyn, the priest, murmurs prayers from his lectern. Boyish, curly blonde hair, black eye. Goofy and impossibly optimistic. His superiors sent him here on a “very important mission” after the last priest mysteriously died. Ever since the “Devil’s Rock” rose, the chapel receives donations almost as often as it gets robbed. Lewyn sells healing magic: 100gp for a basic healing (as cure wounds) from one of his potions, or 250gp for a flashy ritual exorcism in the market square (as remove curse). He desperately wants to save the souls of the sinful populace, despite their apparent hatred for him and his religion. “They’re just a little… rough around the edges, is all.” Claims that he saw a ghost weeping in the lichyard, but everyone thinks he’s just trying to scare people away from vandalizing the church. Lichyard Poorly-kept graveyard where wooden markers and disintegrated headstones huddle onto mounds of uneven earth. 1-in-6 chance per night the ghostly image of a weeping woman appears by the grave of Isabella Smith. The Ghost of Isabella Smith Pale spirit in a frilly white gown, face forever streaked with black tears. Somber, dignified. Wants to reunite with her husband. She explains he was hanged at the Traitor’s Arch for a crime he didn’t commit. If his body is brought back and buried by her side, she offers the party a larimar necklace (800gp) her husband gave her before he died, buried under a tree marked “George + Bella” at the edge of town.
14INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF Whitmore House Two storey manor house, a “W” emblazoned above the double doors. At night, red light flickers in the windows. People of the port often joke that they “pay a visit to Mr. Whitmore” when they want a good time. Defaced portraits of a stuffy former governor line the halls. Gaudy decor, velvet pillows everywhere, moody red lighting from hanging paper lanterns. The place stinks of heavy perfume and poorly masked sweat. Esmeralda Snow runs the Whitmore House as its madame. Buxom, sharp face with a beauty mark, glossy black hair. Plays the part of a flirtatious hostess for customers, but transforms into a ruthless businesswoman behind the scenes. She hates anyone who gets too aggressive with her workers or her property. She banned Cruthers the Smith from the establishment months ago for constantly getting too drunk and trashing the place. She refuses to allow him back in until he stops being a drunken pig. She tells clerics in the party to tell Brother Lewyn to stop his preaching in the square—she pities the boy, but he drives away business. 1 Armando the Trader’s real name is Gilbert (pg 11). A simple street urchin come to Port Fortune as a stowaway. 10gp. 2 The astrologer’s colleague was marooned on Castaway Island years ago (pg 45). He’s probably dead. 50gp. 3 Swain Gibbons is a thief (pg 10). He laces the drinks of easy targets at his bar, then robs them. He buys the drugs from Mama Fortuna. 100gp. 4 The priest hides his donation box in a hole underneath the chapel’s lectern (pg 13). 150gp. 5 Red Roger keeps a box full of treasures under his bed, but good luck getting past his guards (pg 17). 200gp. 6 Red Roger knows the witch’s true name, forcing her to remain here as little more than a village apothecary. 300gp. Whitmore House sells two things: companionship (5 gp per hour), and information. Madame Snow knows:
15INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON Mama Fortuna’s Hut Stagnant puddles buzzing with insect life. Reed hut with a roof of shaggy palm fronds suspended over the water on stilts. A heavy curtain acts as the door. Inside, grimy glass jars and bottles hang from ropes throughout the room. A breeze from outside sets them off like wind chimes. Shelves line the walls, packed with pickled animal parts and half-melted candles. This is the home of Mama Fortuna, the sea witch. Fishy facial features, rattling shell jewelry, wears layers of robes to make herself look bigger. Her reflection moves independently of her. Regardless of what she’s doing, a character might catch a glimpse of it staring at them. Fortuna loves her reputation as a scary witch. She deliberately tries to make people uncomfortable to keep anyone from messing with her. She sells tarot readings (all predict disaster), wooden holy symbols, poisons, and acid. When asked, she says that all the stories are true: undead pirates, fish people, ghostly monsters, all of it, true. All the more reason to buy a protective charm or a holy symbol, no? Right now, though, she has a problem: a man in her debt, George Smith, died. She needs someone to collect his body from Traitor’s Arch (pg 39). Originally, she asked Ulysses McCloud (pg 9) to do it, to which he agreed. He then failed to recover the body, got drunk, and claimed he never agreed to the job at all. In recompense, Fortuna cursed him. With Smith’s corpse in hand, Fortuna performs an antediluvian ritual ending with her reaching inside its mouth to drag a screaming soul out into one of her jars. “To let it ferment a while.” In exchange for the body, she offers each party member a potion of water breathing, clear slime infested with tiny swimming creatures. The drinker doubles over in pain for 1 round while gills split open on the neck and the feet stretch into flippers. Fortuna bears a secret: she is bound by Red Roger Rathbone to Port Fortune. If Red Roger is slain, the binding spell over Mama Fortuna breaks, freeing her. Regaining her full powers, the sea witch takes revenge against Port Fortune by conjuring up a tempest that swallows the island whole—unless she can be stopped.
16INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF Tower of the Heavens Tide-blasted lighthouse of cyclopean stones topped with a wooden loft holding a flame. Faded, barely legible etching above the door displays the tower’s official name. The barren living space on the ground floor appears almost uninhabited. A twisting narrow staircase leads up to the loft, crammed with all manner of astrologer’s tools. Manyjointed metal arms hold lenses of all sizes, alongside telescopes, sextants, and star charts. The Tower’s keeper names himself as Pharos the Brilliant. Curly powdered wig contrasts a wrinkled, decrepit face. Spectacles, shrill voice, snooty. Pharos built his tower here to study the localized celestial phenomena before a single slovenly pirate even laid eyes on the islands, and don’t you forget it. He explains to anyone available that the skies above the Salamander Islands grow rife with peculiar behaviors. A flashing star fell about a week ago, and if his calculations are correct, landed somewhere north of Jade Island (pg 47). More than anything, though, Pharos desperately wants to converse with an intellect equal to his own. Hasn’t had a good scientific discussion since his old partner Bartholomeo disappeared after going to study the Tatunca village on Fire Island (pg 36). He gladly hands over a power crystal (pg 94) to anyone that holds their own in a proper conversation or returns his long-lost partner to him. Otherwise, Pharos knows the so-called “relics” sold at the Curio Emporium are all worthless, and snorts in disgust at the mention of Armando. He recently heard a whale washed up on the beaches of Skeleton Cove, and offers 100gp to anyone that collects blubber for the lighthouse’s flame.
17INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON Fort Albatross Imposing walls of white stone looming over the town from a sandy hill. Red Roger Rathbone named the fort for his old ship, whose tattered flags fly over the main gate. On each, a giant white bird bites a man in half on a field of black. 10 pirates (pg 90) armed with crossbows man the battlements. The fort houses 40 pirates total plus Red Roger himself. Messy bunk rooms fill the bulk of the fort, along with a great hall decorated with the captured flags of dozens of ships. Pirate guards drink, carouse, and (when the governor is around) pretend to do something important. Upstairs lie Red Roger’s private quarters, an unkempt but luxuriant bedroom. A silver mirror (200gp) and two crossed rapiers with golden basket hilts (150gp each) decorate the bedroom. Under the bed sits a chest trapped with a poison needle (save vs. poison or die) containing 3,000sp, 20 orichalcum coins (10gp each), 6 sapphires (100gp each), and a diamond ring (700gp). Red Roger Rathbone, Pirate Governor of Port Fortune, reigns here. Rotten smile, thick muscle under a layer of fat, bushy red beard woven with bits of jewelry, swaggering gait. Rathbone respects those not intimidated by him, and loves to hear stories of adventure. He yearns for his lost youth. During his adventuring days, Rathbone struck an agreement with the local merfolk to leave the vessels of Port Fortune alone in exchange for tribute. The agreement held until the Black Crag rose, but now merpeople attack pirate vessels. Rathbone directs the party to the merfolk’s sunken village to investigate (pg 46). If asked about the Black Crag, Rathbone points them to the Tatunca on Fire Island (pg 36); they know more of these islands than he ever could. More valuable than all his treasure, though, Red Roger knows Mama Fortuna’s true name—Sina. He wields her name to bind her to Port Fortune, keeping the sea witch at a mere fraction of her true potency. Those who know her true name share that same power of binding. Red Roger Rathbone AC 7 [12], HD 5 (25 hp), Att 1 × sword (1d8+1), THAC0 17 [+2], MV 120’ (40’), SV D10 W11 P12 B13 S14 (5), ML 10, AL Chaotic • Treasure: Nautilus amulet (pg 94), a gift from the merfolk. He wields a bejeweled cutlass +1.
18INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF Pirates! 1. The Black Queen Two-masted galley, prow shaped like a rearing jungle cat. Captain: Amra the Tigress. Lithe woman with silky black hair. Not particularly strong, but swings on the rigging of a ship like an acrobat. Absolute control over her crew, who view her as a goddess in human form. Amra the Tigress - Thief 6 AC 5 [14], HD 6 (10 hp), Att 1 x sword (1d8) or 1 × dagger (1d4), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P11 B14 S13 (T6), ML 9, AL Chaotic, XP 275 2. The Pale Nimbus Sloop, white hull accented with polished dark wood. Captain: “Gentleman James” Werthy. Pudgy aristocrat who decided to play pirate as the result of a midlife crisis. His crew hold no respect for him, instead following the orders of the first mate, a giant scowling man known as Mr. Stubbs. Gentleman James - Fighter 1 AC 7 [12], HD 1 (5 hp), Att 1 × sword (1d8+1), THAC0 19 [+0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 10 • Treasure: gilded sword +1. Mr. Stubbs - Fighter 5 AC 5 [14], HD 5 (25 hp), Att 1 × sword (1d8) or 1 × crossbow (1d6), THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P12 B13 S14 (5), ML 9, AL Chaotic, XP 175 3. The Mangy Monkey Carrack, three masts with striped sails. Approach usually signaled by a raucous sailing song. Captain: Mancomb Spotswood. Cocky, fresh-faced young man known for his biting wit and habit of insulting his opponents. His crew is a rowdy bunch who love drinking, throwing jabs, and singing sea shanties. Mancomb Spotswood - Thief 5 AC 4 [16], HD 5 (18 hp), Att 1 × sword (1d8), THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P12 B13 S14 (5), ML 10, AL Neutral, XP 175 4. The Revenge Menacing black-sailed galleon. In place of a figurehead, a skeleton in a metal cage hangs chained to the bow. Captain: Harkness the Hangman. Long black coat, wild black hair, gruesome scar across his cheek. Doesn’t speak much. Intimidates other ships into surrender. If called on his bluff, his facade crumbles. His crew are merciless sadists—each joined to live up to (or surpass) the captain’s dreadful reputation. Harkness the Hangman - Fighter 3 AC 5 [14], HD 3 (16 hp), Att 1 × sword (1d8), THAC0 19 [+0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 9, AL Chaotic, XP 35
19INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON 5. Bottom Feeder Shoddy fishing boat held together by barnacles and bird droppings. The ship moves so slowly that seagulls come to rest on her cabin. Captain: Old Tom. Crotchety old man with a matching set of peg legs. He and his crew of geriatric fishermen really can’t be bothered to do anything more than sit and wait for a bite. When they need cash, they pick through flotsam and jetsam of other wrecks rather than fight. Old Tom - Fighter 1 AC 7 [12] or 5 [14], HD 1 (4 hp), Att 1 × weapon (1d6), THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 6, AL Neutral, XP 10 6. Bloody Rose Three-masted caravel, crimson hull decorated with golden floral accents. Captain: Helena “Battleaxe” Barnaby. Ogress of a woman, spits curses between every other word. She wears the shrunken head of her late husband as a necklace (+1 AC, but only for her). Her crew are all women: she treats them as her own daughters. Battleaxe Barnaby - Fighter 4 AC 6 [13], HD 4 (20 hp), Att 2 × hand axe (1d6), THAC0 17 [+2], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), AL Chaotic, XP 75
20INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX JANZOON VAULT OF NPC Generator d100 Name Appearance Personality Quirk 1–2 Anne Acne Ambitious Pet parrot insults people. 3–4 Antonio Afro Angry Chronic seasickness. 5–6 Avery Androgynous Anxious Horrible body odor. 7–8 Beckett Balding Arrogant Silver holy symbol, their most prized possession. 9–10 Belle Beautiful Bitter Mute. Speaks in charades. 11–12 Camille Bowlegged Clever Only speaks a foreign language. 13–14 Carla Bucked teeth Compulsive liar Scurvy. Dies in 1d6 weeks. 15–16 Carmen Bug-eyed Confident Owes 1d10 × 100gp to a pirate captain. 17–18 Cedric Crooked nose Conspiratorial Bones sense the weather. 19–20 Charlotte Dreadlocks Courageous Iron gut. +2 to poison saves. 21–22 Davy Eyepatch Depressed Prophesied to drown. Refuses to swim in deep water. 23–24 Edward Facial piercings Diplomatic One milky, blind eye. -2 to ranged attack rolls. 25–26 Elaine Fat Drunkard Webbed fingers and toes. Swim at full movement rate. 27–28 Elizabeth Fish-lipped Dull Voice like an angel. 29–30 Fester Freckled Energetic Excellent at appraising treasure and trade goods. 31–32 Fisher Gangly Envious Disgraced noble. 33–34 Flint Greasy Flirtatious Stutters. 35–36 Francisco Hair hangs over eyes Foppish Obsessed with uncovering ancient artifacts. 37–38 Gabrielle Heavily tattooed Foul-mouthed Expert darts player. +1 to missile weapon attacks. 39–40 Gastor Heavy makeup Friendly Gambling addict. 41–42 Gilligan Hirsute Greedy Descendant of Janzoon. 43–44 Gomez Hooked nose Grumpy Banned from all establishments. 45–46 Gwen Hook hand Gullible Speaks with a lisp. 47–48 Hawkins Hunched Honorable Actually in disguise (roll again for fake identity).
21INTRO PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX VAULT OF JANZOON d100 Name Appearance Personality Quirk 49–50 Hector Lazy eye Indecisive Arm wrestling champion. +1 to melee attack damage. 51–52 Horatio Muscular Insane All decisions made by lucky coin toss. 53–54 Ignatius Old Insipid Talks to their weapon like a lover. Pretends not to. 55–56 Jack One ear Jolly Hard of hearing. 57–58 James Pale Kleptomaniac +1 weapon, a family heirloom. 59–60 Jane Peg leg Lazy Abnormally high pain tolerance. +1d6 hp. 61–62 Jones Rat-faced Lecherous Hates animals. 63–64 Katrina Rosy-cheeked Naive Locksmith. 65–66 Louis Rotten teeth Paranoid Irrational fear of crustaceans. 67–68 Lucia Scarred Plucky Requires double rations. 69–70 Margot Scrawny Polite Former wizard’s apprentice. Knows one 1st-level spell. 71–72 Martin Short Pretentious One-sided grudge with a pirate captain. 73–74 Mary Slack-jawed Quick-witted Educated in medicine. 75–76 Morgan Small hands Quiet Night terrors. 2-in-6 chance to wake up screaming. 77–78 Peter Spectacles Rebellious Extremely deep voice. 79–80 Rachel Spitting image of a party member Religious Sudden fainting spells. Save vs. paralysis when scared or excited or pass out. 81–82 Rose Sunburned Romantic Habitually cracks knuckles. 83–84 Sarah Sunken eyes Snarky Runny nose, always sniffling. 85–86 Scarlet Swarthy Stoic Hacking cough. 87–88 Smitty Unibrow Stubborn Former navy sailor. 89–90 Sophia Unsightly mole Stupid Double-jointed. 91–92 Tetra Veiny Superstitious Uncontrolled eyebrows. 93–94 Tiana Wild, matted hair Talkative Constantly scratches at a mysterious rash. 95–96 Tom Wispy mustache Tough Anger issues. Must save when angered or get violent. 97–98 Valeria Wrinkled Uptight Whistles when stressed. 99–100 William Young Vicious Distrusts magic-users.
22 Black Crag Castaway Island Driftwood Cay Fish-Eye Atoll Skeleton Cove Brimstone Island Dagger Crag 8 9 11 12 10 13 18 16 17 15 14 22 Locations Across the Salamander Islands 1. Port Fortune (pg 6) 2. Sirens’ Claws (pg 28) 3. Wreck of the Stalwart (pg 29) 4. Temple of the Monkeys (pg 30) 5. Tatunca Village (pg 36) 6. Obsidian Eggs (pg 37) 7. Tar Pits (pg 37) 8. Nereus’s Cave (pg 38) 9. Traitor’s Arch (pg 39) 10. Omo-Toto’s Nest (pg 39) 11. Iguana Bay (pg 40) 12. Volcanic Ruin (pg 40) 13. The Cursed Tree (pg 41) 14. Drowned Watchtower (pg 41) 15. Lair of Morgawra (pg 42) 16. The Emperor of the Sea (pg 45) 17. Wind Control Machine (pg 45) 18. Village of the Merfolk (pg 46) 19. Wreck of the Stormcrow (pg 47) 20. Smuggler’s Spit (pg 47) 21. Strange Meteor (pg 47) 22. The Black Crag (pg 48)
23 Smuggler’s Spit Jade Island Siren’s Claws Fire Island Port Fortune 1 2 5 6 7 3 4 21 20 19 The Salamander Islands
24INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX SALAMANDER ISLANDS The Weather & Random Sea Encounters Roll 2d6 each day to determine weather and wind conditions. 2d6 Weather Wind Sailing Modifier 2 Dry, sweltering No wind Sailing is impossible. Movement by oar at 1/3 rate. 3 Hot, humid Faint breeze Sailing movement reduced to 1/3 normal. 4 Warm, sunny Gentle breeze Sailing movement reduced to 1/2 normal. 5 Cloudy Moderate breeze Sailing movement reduced to 2/3 normal. 6–8 Clear Fresh breeze Normal sailing movement rate. 9 Foggy Strong breeze Sailing movement rate increased by 1/3. Visibility is reduced to 12 miles around. 10 Light rain High wind Sailing movement rate increased by 1/2. 11 Heavy rain Near gale Sailing movement rate doubled. 12 Thunderstorm Gale Sailing movement rate tripled. Visibility is reduced to 12 miles around. Near Gales Gales 80% chance the waves overrun unseaworthy vessels, sinking them. 10% chance seaworthy vessels take on water. 20% chance unseaworthy vessels take on water. If water is taken on, reduce the ship’s movement rate by one third until repaired at a dock. Seaworthy vessels may attempt to move with the wind to avoid damage. The vessel travels at three times its normal speed in a randomly determined direction. If the ship encounters land during this travel, 75% chance it wrecks against the shore. If a vessel is in sight of land when the gale hits, it may attempt to beach, automatically succeeding on a clear shore; otherwise, 2-in-6 chance the vessel finds safe harbor to weather the storm. If both fail, the ship wrecks against the shore.
25INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX d20 Random Encounters at Sea 2-in-6 chance per day 1 Pirate Ship. Roll on the Pirates! table (pg 18). 2 Merchant Cog. Single-sailed vessel crewed by 20 sailors (as normal human), a first mate (HD 2), and a captain (HD 4). 1,000gp in cargo. 3 Treasure Ship. Three-masted carrack crewed by 40 sailors (as normal human), a first mate (HD 4), and a captain (HD 6). 10,000gp in gold. 4 Flotsam. Floating remains of a destroyed ship, 1-in-6 chance a single survivor clings to a plank, willing to join the crew if rescued. 5 2d4 Slageela (pg 91). Climb aboard while peppering the deck with spears and spiny fish. They capture crew members to take them back to the Black Crag. 6 1d4 Orcas. Breaching alongside the ship. 7 2d6 Grindylow (pg 89). Clamber up the sides of the ship. If undetected, they make mischief—untie knots, prank crewmates, and steer the ship off-course. 8 Mystic Mist. Heavy fog bank. Going around reduces the ship’s movement rate by half. If entered, the vessel sails through the fog for 1 hour and re-emerges 1d20 hexes away (roll 1d6 for direction). 9 Gargantuan Sea Turtle. Asleep on the surface; appears as a small, uncharted island seen off in the distance. The shores glitter as if covered with jewels, but are merely coated with large shards of dazzling seaglass. 1d4 turns after setting foot on its back, the turtle descends beneath the waves. 1d6 × 10gp of glass can be gathered per turn. 10 Omo-Toto (pg 39). A giant winged shadow blocks out the sun. Omo-Toto circles to observe the ship for a while. If treasure is on deck, the twin-headed roc swoops to snatch the loot for its nest (pg 39). If not, Omo-Toto leaves. 11 Old Red Eyes (pg 47). A giant white fin cuts eerily calm waters, circling the ship. The beast rams the ship, attempting to knock sailors overboard for an easy meal. If the crew puts up a fight, the shark retreats to its lair (pg 47). 12 1d3 Water Termites (pg 92). Hungry for wet, rotten wood. 13 Sandbar. Stuck in an unseen sandbar. 2d6 hours to dislodge, halved if the whole crew pushes and heaves. 14 Fire! Fire breaks out belowdecks. 1d6 hull damage each turn until extinguished. 15 Jellyfish Bloom. Shoal of translucent pink jellies slowly flit away from the boat. 16 Freak Lightning Storm. Dark, angry clouds form overhead, flashing with green light. Lightning bolts stab down for an hour. 10% to strike the boat, dealing 2d6 hull damage and starting a fire. 25% chance to strike anyone topside carrying metal. 17 Sea Dragon (pg 44). A weaving shadow coils around the ship’s keel. The deck pitches, threatening to throw the crew overboard as a giant serpent’s neck rises from the water—Morgawra! 18 1d6 Sharks (pg 91). Attack anyone in the water. 19 Doldrum. The wind stops. Sailing vessels cannot move for the rest of the day. 20 Reroll Twice. The results interact with each other.
26INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2d6 Encounter Location 2 Man-Eating Jaguar (pg 89) Stream flowing over mossy stones. 3 1d3 Insect Swarms (pg 89) Rickety rope bridge connecting two cliffs. 4 1d10 Pirates (pg 90) Trees heavy with coconuts. They fall easily. 5 1d8 Monkeys (pg 90) Bones of an abandoned village consumed by leafy creeper vines. 6 1d2 Giant Coconut Crabs (as giant crab, pg 88) Branches blanketed with shaggy moss. Mazes of pendulous vines and knee-high ferns. 7 2d4 Killer Vines (pg 89) Trunk of a mighty kapok tree. A dirty skeleton sits at the base. 8 2d6 Wolf Bats (pg 92) Dense undergrowth. Thick, shoulder high ferns. Sticky, humid air. 9 1d6 Pit Vipers (pg 91) Toppled and crumbling limestone columns wrapped in the roots of walking palms. 10 1d2 Cassowaries (pg 88) Remains of a campsite. Tattered tents, fire pit, scattered tools. 11 1d6 Giant Lava Lizards (pg 89) Giant stone head, half-buried. Insects creep out of hollow eye holes. 12 1d6 Boars (pg 88) Collapsed pyramid covered in vines. Stairs leading nowhere. Indecipherable carvings. Random Land Encounters Roll 2d6 to determine reaction, activity, encounter, and location. 2d6 Reaction Activity 2 Hostile Fighting with [roll again]. 3 Unfriendly Chasing or fleeing from [roll again]. 4 Investigating location. 5 Guarding territory. 6 Wary Passing by or patrolling. 7 Seeking prey. 8 Resting. 9 Neutral Working. 10 Tending wounds. 11 Sleeping. 12 Friendly Recreating. Jungle Encounters
27INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2d6 Encounter Location 2 1d6 Giant Crabs (pg 88) Tide pools. Pockets of seawater, difficult terrain. Colorful sea stars, urchins, and barnacles. 3 1d10 Pirates (pg 90) Patches of seagrass growing in slimy heaps along the shoreline. 4 1d8 Slageela (pg 91) Blowholes shooting gouts of hot water. 5 2d4 Grindylow (pg 89) Sand sculptures. Twisting spires of drip sand like lightning bolts. 6 Flock of Seagulls Piles of driftwood collected on the shore. 7 1d6 Crocodiles (pg 88) Sea stacks. Swarms of seabirds huddle on the peaks, diving into the water. 8 Giant Sea Turtle (pg 92) Remains of an ancient overgrown lighthouse. 9 Merrow (pg 90) Overturned dinghy, discarded fishing tackle. 10 1d2 Elephant Seals (pg 89). If more than 1, they duel. Rotting corpse of a beached whale. Gaping red wounds picked at by tiny crabs. 11 1d6 Merfolk (pg 90) Coral reef fringes off the shore. 12 Giant Marine Iguana (pg 89) Horseshoe crabs mating along the shore. Coast Encounters 2d6 Encounter Location 2 1d6 Poison Frogs (pg 89) Waterfall rushing down a mossy cliff face. 3 1d4 Giant Crab Spiders (pg 92) Pool of knee-high water. Thick algae and bobbing water lilies. 4 1d6 Crocodiles (pg 88) Muddy earth gives way to a pit of quicksand. 5 1d6 Pit Vipers (pg 91) Field of reeds. Shin-high water. Gnat swarms. 6 Killer Vine (pg 89) Woody vines tangled with skeletons’ feet. 7 Pitcher Plant (pg 90) Leafless trees covered in white fungal shelves. 8 1d6 Boars (pg 88) Grassy clearing littered with the splintered trunks of felled trees. 9 1d3 Insect Swarms (pg 89) Island of moss-covered stone at the center of a stagnant pond. 10 1d6 Zombies (pg 92) Patch of boot-sucking mud dotted with crooked trees and weeds. 11 Giant Leech (pg 33) Dozens of tiny pools and rivulets overhung by bushy tree branches. Constant dripping water. 12 1d4 Snapping Turtles (pg 92) Tangled woody roots spreading, weblike. Swamp Encounters
28INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Sirens’ Claws Slender, rocky sand bars rise just above the water. Bits of wrecked vessels dot the feet of clawlike sea stacks. Siren Song Those sailing through the sandbars of hear a chorus of ethereal voices singing a soothing, breathy lullaby. This is the song of the three sirens who roost here, luring in ships to feed on the crew and collect their treasures. The sirens covet beautiful things, not only treasures but also people. They charm and capture conventionally attractive characters to add to their collection. Strong smells disgust the sirens—citrus, onions, terrible body odor, excrement, and so on. The sirens do anything to get away from such horrors. Nest Treasures lie strewn about the sirens’ nest: 3,000sp, 1,000gp, a golden statuette of a mermaid blowing an auger shell trumpet (500gp), and a set of prismatic abalone shells (300gp). Amidst these trophies lurk the carcasses of sailors the sirens found unworthy of their collection, dozens and dozens of them. In a cheap driftwood pen lounge a dozen-odd conventionally-attractive shipwrecked sailors, emaciated and listless but still barely alive. The sirens sing to them twice a day to maintain the spell. The freshest prisoner is a young woman in a rusty cage, apparently not fallen under the birds’ spell. The woman’s name is Carla. Despite a sand-smeared face and peeling sunburnt skin, she remains traditionally beautiful— fiery red hair, cracked lips, wild eyes. She snaps at the sirens when they try to dust her off; she is deaf, thus staying free of the song’s spell. The birds picked her up after Old Red Eyes (pg 47) sank her ship. She’ll join the crew as long as the party promises to get revenge on the shark. She knows where the beast lairs (pg 47). Siren Monstrous birds of paradise with beautiful human faces. Shimmering rainbow-colored feathers cover their bodies, which they meticulously clean. They sing their song to lure in sailors, then eat them alive. AC 7 [12], HD 3* (13 hp), Att 2 × claw (1d4) or 1 × song (charm), THAC0 17 [+2], MV 60’ (20’) / 150’ (50’) flying, SV D12 W13 P14 B15 S16 (3), ML 7, AL Chaotic, XP 50 • Charm: Those who hear the song must save vs. spells or move towards the sirens, even jumping into the sea or crashing the ship to reach them. Those under the spell see the sirens as beautiful beckoning figures, their bites and scratches as kisses and caresses.
29INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Jade Island Covered in dense jungle. Howling calls of monkeys sound from deep within. Scratch marks and bloodstains mar the walls, clear signs of a fight. The captain’s quarters are ransacked, bed ripped to shreds, cabinets flung open. A skeleton with a cracked skull sits at a desk. A ledger on the desk shows the ship’s Wreck of the Stalwart cargo: monkeys. Wide cargo vessel washed up on the sand. Strangely, the ship shows no visible damage from the outside, and no signs as to why it grounded here. The hold sits ransacked. Empty crates, barrels, and broken animal cages thrown around the room. Anyone searching the mess finds a clockwork parrot: the parrot records and repeats phrases after pressing a button on its back. The last recording is screams and static. Skeletons of the ship’s crew fill her insides, stripped of their clothing and weapons.
5 1 6 7 8 9 12 13 14 30 W
11 4 3 2 10 31 Temple of the Monkeys
32INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Temple of the Monkeys Temple ruins consumed by the jungle. Crumbling walls and towers locked in the grip of woody vines and thick moss. Howls of monkeys echo through its shadowed halls. During the day, sunlight squeezes in through the many cracks in the ancient stonework, and motes of dust twinkle in the air. The monkeys inhabiting the temple wield human weapons and wear human clothing. The monkeys are under orders to capture humans and bring them before Cap’n (Area 10, pg 34), who asks them to open the locked door to the reliquary (Area 13, pg 35) in exchange for their lives. Random Encounters d4 Encounter 1 1d6 monkeys (pg 90) looking for victims to trigger the traps in the overgrown corridor (Area 12, pg 35). 2 1d4 monkeys (pg 90) scurrying to Area 11 (pg 35), each carrying a bronze dish (10gp) stacked high with teetering fruit. 3 1d2 giant centipedes crawling out from debris. 4 Furtive pirate (pg 90) nervously tip-toeing along the walls, stripped of gear and clothing. 1 Vestibule A 3’ set of stairs leads up to a pair of stone doors. Three bronze dishes (3 × 10gp) and piles of half-eaten rotten fruit litter the floor. Monkeys’ hooting sounds from behind the doors to the north. Those running or fighting must check DEX or slip and fall on rotten fruit. 2 Dead Monkey Painted, carved reliefs run the length of the open gallery. The fly-ridden carcass of a monkey dressed in sailor’s clothing splays out in the middle of the hall. Close inspection reveals a purple, swollen neck with two small puncture wounds. The relief panels on the north wall depict the following: 1 A crowd of humans observes a shooting star. 2 Godlike figures with feathered wings and golden armor present a crowned human with a green flame. 3 Humans construct a great city under the gods’ guidance. 4 The king commands a great army of human warriors and sea creatures. 3 Collapsed Tower Light pours in from a hole in the ceiling. A layer of dust settles over the remains of the domed roof, now a jumbled mess in the corner of the room. Examining the dust on the floor reveals slithering tracks leading into the debris in the corner. Any disturbance to the pile causes a pit viper (pg 91) to snap out from inside. Inside the pile lie scattered monkey bones and a jade ornament shaped like a jaguar’s head (300gp). 4 Sleeping Room Plump, gold-tasseled cushions sit thrown around the room (50gp total after washing out the monkey smell). Something wriggles and growls underneath a red blanket in the corner. Two monkeys hide underneath the blanket, mating. The male attacks, the female flees back to the common room (Area 5) to alert the others.
5 1 6 8 7 9 4 3 2 33INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 5 Monkey Shrine Light shines from an oculus in the domed ceiling. 2d6 monkeys (pg 90) dressed in undershirts and bandanas play along the branches of trees piercing up through the cracked flagstones. Once they detect a threat, the monkeys quickly snap out of their more naturalistic state, drawing swords and howling for blood. Half come down from the trees to fight, while the other half stay in the branches to fling feces at the party, laughing when they land a hit. On the north wall, a 3’ jade statue stands bound in vines, a winged deity in a meditative pose. Its face is almost human, blank but for three pairs of bulbous eyes. Its hands hold a red-gold trident (1,000gp) and a power crystal (pg 94). It radiates an aura of mental clarity. When touched, nerves tingle like electricity. 5,000gp, but bound by vines. Requires 30 points of Strength to move. 6 Vine Pit Light pours in from a hole in the ceiling. A layer of dust settles over the remains of the domed roof, now a jumbled mess in the corner of the room. Perceptive characters notice the vines ever so slightly moving towards anyone that gets close. 3 killer vines hide amidst the mundane vines (pg 89), ready to attack upon any vine being touched. 7 Statue Pond Remains of a destroyed statue lying in a slimy pool, its gemstone eyes glinting just above the water. Only its head remains recognizable, a bearded man in a mechanical headdress. Its eyes are glossy emerald-colored jade (500gp each). Beneath the lily pads lurks a murky shadow—a giant leech. It attacks anything that disturbs the water. 8 Vine-Choked Rubble Caved-in south wall. Dense ferns and vines spill in from outside and blanket the floor, as if the plants themselves clawed through the stones to get inside. Giant Leech Fat bloodsucking worm, wriggling and pale. AC 7 [12], HD 6 (27 hp), Att 1 × bite (1d6 + blood drain), THAC0 14 [+5], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Neutral, XP 275 9 Target Practice Horrible stench. 1d6 chattering monkeys (pg 90) toss globs of feces at reliefs on the wall, hooting and jumping up and down when they hit one in the face.
34INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 10 Cap’n’s Quarters A gorilla dressed in a captain’s garb lounges on a throne of torn-up flagstones, fawned over by 1d6 monkeys (pg 90) bearing plates of food. The gorilla calls himself Cap’n, a word he learned from human sailors. Cap’n speaks in gruff, simple sentences and pantomimes. Fights with a cutlass, but if severely hurt he drops the weapon and fights like the wild animal he is (× 2 fist attacks, × 1 bite). His monkey attendants flee to the Shrine (Area 5, pg 33) at the first sign of trouble. Cap’n himself wears jeweled rings on each finger of his hands and feet (150gp each, 3,000gp total) and wields a gleaming gold-filigree cutlass (500gp). He carries the stone key to the Loot Pile (Area 11). Cap’n asks the party to get him whatever waits locked behind the Sun Door (Area 13). His “crew” is too weak and stupid to succeed. If the party are captives of the monkeys, he agrees to let them go free if they recover the treasure for him. If free and willing, he offers each party member a piece of treasure from the Loot Pile (Area 11) as payment. Cap’n Huge gorilla dressed as a pirate captain. Simple-spoken but cunning. AC 5 [14], HD 4+1* (28 hp), Att 1 × sword (1d6) OR 2 × fist (1d3 + rending), 1 × bite (1d6), THAC0 15 [+4], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 10, AL Neutral, XP 200 • Rending: If Cap’n hits a victim with both fists in the same round, he rends for an extra 1d6 damage.
12 13 14 10 11 5 35INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 11 Loot Pile Shiny trinkets lie atop a pile of rubble. 875gp, chipped jade mosaic tiles (350gp), a golden belt inlaid with jade (700gp), 4 golden cups (200gp each), and 2 bronze amphorae with snakeshaped handles (1,000gp each). 12 Overgrown Hall A bejeweled bronze door shines in the distance at the opposite side of the hall. Dense creep vines cover the walls and floor in between. Monkey skeletons tangle in the undergrowth, riddled with small feathered darts. Pressure plates lie hidden beneath the vines, which trigger a flurry of poisoned darts to shoot from the walls. 2-in-6 chance to trigger every 10’. If struck, save vs. poison or die. Clearing away the vines on the floor reveals the pressure plates and allows them to be avoided. Clearing the walls reveals stone faces with coin-sized holes in their eyes and mouths. 13 Sun Door Round bronze door carved with astrological symbols arranged in rings. At the center, a sunburst slotted with a dim red jewel, a spherical corundum (700gp). To open the door, sunlight or moonlight must reflect onto the jewel. Two plinths flank the door, each holding a terracotta statue of a warrior dressed in scaly, geometric armor.The statues kneel, placid smiles on their faces. If the party attempts to open the door by means other than reflected celestial light, the heads spin around to reveal a second, snarling face, whereupon the statues animate and attack. Warrior Statue Terracotta warriors keeping an eternal watch for long-dead leaders. AC 4 [15], HD 3 (13 hp), Att 2 × blow (1d6), THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 11, AL Lawful, XP 35 14 Sealed Reliquary A pedestal stands at the center of a full-floor mosaic depicting a blazing green sun. A brilliant diamond the size of a coconut stands on the pedestal (10,000gp). When hit by sunlight, the diamond refracts it into a dazzling glare. Creatures of beast-level intelligence must save vs. wands or be mesmerized.
36INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Fire Island 3-in-6 chance random encounters are instead a hunting party of Tatunca. Tatunca Village 15’ ivy-clad wooden palisade surrounds the village. A pair of masked guards watch the eastern gate. Commander Nago receives visitors. If attacked, the guards call for reinforcements: 1d8+1 soldiers arrive in 1d4 rounds. 50 villagers and 30 soldiers live in Tatunca. Their eyes shine completely green, lacking iris or pupil. Adults bear tattoos resembling traces on a circuit board, beginning from a triangle on the chest and zigzagging out onto their limbs. Many now wear bits of clothing acquired from trade with the pirates (jackets, hats, wigs, and so on). For the Tatunca, the Black Crag is an ill omen—and not just because of the pirates. The villagers know the gods struck down the Ancients for a reason. They know the power crystals (pg 94) give life to Ancient machines, but little else. Masked Soldier Tattooed soldiers wearing masks of bronze beaten into stoic faces. AC 7 [12], HD 1 (4 hp), Att 1 × obsidian club (1d6), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 10 • Treasure: Bronze mask (10gp). A deadly illness slowly eats away at the commander, Nago. The High Engineer, his daughter Eka, knows of a cure: the fruit of the great banyan tree on Driftwood Cay (pg 41). The village’s soldiers tried to acquire the fruit, but failed to defeat its “guardian” (pg 41). If saved, the commander tells the party the Ancients’ history: they upset their even-older gods and were destroyed. He also explains that the vault of Janzoon the Pirate lies inside the Black Crag, and that only a power crystal (pg 94) opens it. The village is built amidst Ancient ruins. Weathered huts and pens huddle between dilapidated stone structures. A square temple stands in the center, an undying green flame burning at its apex.
37INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Commander Nago - Fighter 7 Proud, stubborn, leans on a trident like a walking stick. Wears a strange mask with brass tubing and glass eye-lenses. Broad frame, despite his muscles withering away. Wary of outsiders, but sees value in alliance. AC 7 [12], HD 7 (22 hp), Att 1 × trident (1d6+3), THAC0 17 [+2], MV 60’ (20’), SV D10 W11 P12 B13 S14, ML 10, AL Neutral, XP 450, STR 15 INT 12 WIS 15 DEX 10 CON 7 CHA 13 • Treasure: Power crystal (pg 94) around his neck. He wields a lightning trident (pg 93). High Engineer Eka - Cleric 5 Young, curious, trusting. Nago’s daughter. Wears jewelry made from metal scraps and a pair of heavy bronze gauntlets. AC 9 [10], HD 5 (18 hp), Att 1 × hammer (1d4) or spell, THAC0 19 [0], MV 120’ (40’), SV D11 W12 P14 B16 S15, ML 8, AL Neutral, XP 175, STR 9 INT 12 WIS 11 DEX 11 CON 10 CHA 10 • Spells: cure wounds, hold person, purify food and water, speak with animals. More than anything, Eka wants to save her father, Nago. After that, she yearns to learn more of her people’s longforgotten ways. She offers healing magic—magic performed with oil and green fire—in exchange for donations to the village. Eka wears her gauntlets (makes the wearer’s hands invulnerable to heat and cold) and her holy symbol (orichalchum hammer, 100gp). Tar Pits Acrid smoke fills the air. Jungle parts into a clearing filled with bubbling pools of tar, each pit a black clawmark cleft into the earth. Animal skeletons stripped of all flesh lie stuck around the edges. Even while avoiding the obvious pits, tar seeps into the ground throughout the hex. Without strict caution or the aid of a guide, those moving through the pits must save vs. paralysis or step into a seep, one foot caught in sticky black tar. Jaguars stalk the jungles near the tar pits, waiting for animals to sink and become an easy meal. If a character is caught in the tar, 50% chance a man-eating jaguar (pg 89) emerges. Obsidian Eggs Lake of dully glowing red lava pooled within the volcano’s caldera. Man-sized nodules of obsidian jut from the stone around the rim. Black shadows like birds circle above—lava gargoyles. 4 dwell around the edge of the caldera. On the edge of the lake sit five natural outcrops shaped like giant eggs. 2 man-hours of mining yields 250gp worth of obsidian from each. The gargoyles fiercely protect them, claiming them to be their “sleeping brothers.” Lava Gargoyle Clumsy, lopsided creatures composed of porous black lava rock. Their bodies resemble crudely carved gargoyles, winged (though their wings seem much too small for them to fly) with gorilla proportions and a single obsidian horn on the forehead (worth 50gp). AC 5 [14], HD 4 (18 hp), Att 2 × claw (1d3), 1 × bite (1d6), 1 × horn (1d4), THAC0 16 [+3], MV 90’ (30’) / 150’ (50’) flying, SV D8 W9 P10 B10 S12 (8), ML 11, AL Chaotic, XP 75 • Regeneration: Covers itself in molten rock to regain 1d6 hp.
38INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Skeleton Cove Tall white cliffs overhang a sandy beach, a darkened cave mouth set back into the rock. A giant black fish sprawls beached on the shore, surrounded by hundreds of bleached white fishbones. Upon closer inspection, the giant fish is no fish at all, but a metal vessel encrusted with barnacles and seaweed. The vessel is bullet-shaped, but finned like a shark (ancient vessel, pg 93). Nereus’s Cave Reeks of dead fish. A hairy giant lounges on a mound of seaweed, stuffing fistfuls of fish into his mouth before tossing bare fishbones over his shoulder. Here dwells Nereus, the cyclops. Talks with a lisshp. He behaves like a spoiled child; he simply eats anyone who disagrees with him. Nereus refuses to give up the beached vessel solely because others think it’s rare. Reverse psychology convinces him, but only if the traded item is one of a kind. Buried within his seaweed bed Nereus hides a beautiful carved mermaid figurehead (100gp), a huge rusty anchor, a vaguely seahorse-shaped black baroque pearl (100gp), and a black opal ring (200gp). Any searching his bed stinks of rotten fish for 1d4 weeks (-2 Charisma). At night, 2-in-6 chance a group of slageela haggle with Nereus to buy the beached vessel in exchange for a chest full of pearls (500gp). The slageela strangely flatter the cyclops; they believe him to be the son of a sea god. Nereus the Cyclops Scaly gray skin, blue lips, and a single silvery fish eye. Shaggy fur resembling matted seaweed covers his whole torso. AC 5 [14], HD 13* (58 hp), Att 1 × club (3d10) or 1 × rock (3d6), THAC0 10 [+9], MV 90’ (30’), 90’ (30’) swim, SV D4 W5 P6 B5 S8 (13), ML 9, AL Chaotic, XP 2,300 • Attack penalty: -2 penalty on tohit rolls (limited depth perception).
39INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Traitor’s Arch Wind-sculpted arch of white stone. Along the inside, three desiccated corpses dangle from rotting nooses, dried-out mummies draped in ruined sailors’ clothes. Black thread sews each corpse’s mouth and eyes shut. A foul curse—punishment for their crimes—binds each corpse’s spirit to its body. At night, they come to life and wriggle in their nooses, wailing in agony. They moan out to nearby ships, begging for help through sewn lips. 1 Drunk Pete. Agonizes over how long it's been since he had a drink. Promises to tell the party the location of the rum runners’ cache on Smuggler’s Spit (pg 47) if released. The map still lies folded inside his shirt. 2 George Smith. Young man, earnest tone. Wants to be buried in the Port Fortune cemetery with his wife, Isabella. 3 Black Tom. Sparse stringy black hair, weepy voice. Claims the others as liars and villains, and that he was falsely charged. In truth, Tom was a backstabbing scoundrel. If released, he possesses one of the PCs (save vs. spells) to use their body to debauch as he pleases. To release the corpses’ spirits, cut the threads sealing their mouths shut. Dagger Crag Regurgitated skeletons of giant fish and iguana litter rocky shores. A single sheer cliff looms high above the island’s hills, stabbing at the sky. 3-in-6 chance the roc, Omo-Toto, roosts in its nest. Omo-Toto’s Nest Tangled mass of dead sea life. Seaweed, giant sea stars, and skeletons woven together with the remains of stolen ships. If the roc is elsewhere, 1-in-6 chance each turn the party see it flying home, arriving in 1d6 rounds. Each turn spent searching the nest uncovers one of the following: 1–2 1d10 × 10gp. 3 1d6 × 10 gold ingots (100gp each). 4 Pieces of a stone tablet covered in glowing script. Act as a scroll of dimension door when repaired. 5 Upper half of an ancient statue, 200gp in gold accents. 6 Cracked ship’s bell (300gp). Three man-sized blue-green eggs lie in the nest (5,000gp alive, 2,000gp dead). With proper care, the eggs hatch into young rocs in 1d3 months (25% chance each is born with two heads). Omo-Toto hunts down egg-thieves. Omo-Toto Colossal bird with sleek blue-gray feathers and twin heron heads atop snaking necks. The right head is vicious and bloodthirsty, but the left is inquisitive and loves shiny things. AC 2 [17], HD 12 (54 hp), Att 2 × claw (1d8), 2 × bite (2d10), THAC0 10 [+9], MV 60’ (20’) / 480’ (160’) flying, SV D10 W11 P12 B13 S14 (6), ML 9 (12 in nest), AL Neutral, XP 1,100
40INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Brimstone Island Beaches of jumbled black stones rim the eastern coast. Jungles give way to basalt-columned cliffs huddled around the skirt of a shield volcano. Fraying streams of lava spread across the west side of the island. Iguana Bay 1d4+1 giant, fat, short-snouted iguanas with lumpy black skin (pg 89) sun themselves atop mounds of rock. They lazily snort and sneeze seawater, halfasleep. The lizards remain indifferent to other creatures unless openly aggressive or too close to the burrows. If Omo-Toto (pg 39) arrives, the iguanas shoot awake and scurry into the sea. If the party approaches the burrow, the iguanas notice and become aggressive, standing up and hissing until the interlopers back off. If they do not relent, the iguanas attack. The burrow itself is a small cave, 10’ wide, filled with clutches of iguana eggs each about the size of a coconut (3d6, worth 100gp each). If properly cared for, the eggs hatch in 3d20 days. 2-in-6 chance Omo-Toto (pg 39) flies overhead to hunt iguanas. Volcanic Ruin Red-rimmed streams of molten rock drool from the volcano’s mouth. A single slag-crusted statue stands at the base, nestled between rivulets of lava. The statue depicts a stoic warrior sitting on a throne covered in scabs of igneous rock. He wears a nose bar, disc shaped earrings, and a cylindrical headdress. The throne’s armrests end in hissing serpent heads. Pulling the tongue of the left serpent reveals a secret door in the base of the throne. Inside, a stone slab sits in the center of a square tomb—the crypt of an ancient mummy. The mummy sleeps untouched by time, pristine as the day it was entombed. It wears a power crystal (pg 94) on a chain around its neck. Grave goods lie scattered around the body: 300 orichalcum coins (300pp), a sword of red-gold metal (orichalcum sword +1), a golden idol of a four-armed god with a halo of flame (750gp), golden sandals (150gp), and 6 jewel-encrusted golden bowls (200gp each). If the party disturbs any of the treasures, the sound of scraping stone echoes from outside. If they remove any treasure from the tomb, the statue awakens as an Ancient colossus, the statue’s head grinding to look down at the thieves. After a moment, the colossus peels itself off the throne to pursue with great lurching steps. Ancient Colossus Towering granite colossus, webbed with vines and bearded with moss. AC 4 [15], HD 11 (50 hp), Att 1 × fist (5d6) or eye ray (3d6), THAC0 10 [+9], MV 120’ (40’), SV D6 W7 P8 B8 S10 (11), ML 12, AL Neutral, XP 1,100 • Eye Ray: Fires an energy beam from the eyes. Target within line of sight must save vs. spells or take 3d6 damage. • Immunity: Unharmed by gas; immune to charm, sleep, and hold spells.
41INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Driftwood Cay Island consumed by murky water and dense trees. Appears more as a natural raft of woven roots and branches bobbing along the surface than an island of solid earth. The Cursed Tree Massive banyan tree exploding out from the ruins of a stone building, suspending masonry in its woody vines. A giant statue lies buried up to its shoulders at the base of the trunk. When a character passes by the statue, its head slowly turns to follow them. The statue’s eyes suddenly glow, building up a lurid green radiance for 1 round before firing a bolt of crackling energy for 6d6 damage (save vs. spells for half). Each tree on the island is but a limb of the great tree, its tangled branches shading the jungle for miles around. Scorch marks mar the trees nearest the great banyan, some still rimmed with glowing embers. High above, at the banyan’s apex, three plump, heartshaped golden fruits glisten like pearls. Eating one restores 2d8 hp and cures all diseases. They rot after 1 week. Drowned Watchtower Three-story circular tower now sunken into the sea. Only its domed roof still reaches above sea level. A crack in the domed ceiling allows entry inside. Waist-deep seawater floods the room, pouring in from its narrow windows. A flooded staircase yawns wide, deeper into the tower. One floor down, snakelike tendrils of seaweed fill the room. They grow around the skeletal remains of a thousand small fish. The seaweed hides the fronds of 3 strangle weeds, hungry for victims. A trapdoor, half-hidden amidst the seaweed, leads further down. Strangle Weed Dense, knotted weeds wavering in the surf. Their fronds are deep green tinted with red. Their stems drift towards flesh. AC 5 [14], HD 3* (13 hp), Att 1 × grab (1d4 + entangle), THAC0 17 [+2], MV 0’ (0’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50 • Entangle: A frond’s hits entangle their victims, inflicting 1d4 damage each subsequent round. Check STR each round to escape. • Clusters: Each frond is treated as an individual monster, but clusters of multiple fronds are controlled by a single semi-intelligent “brain” in the seabed. On the lowest floor, clay jars lie stacked in the corners of the room. The jars mostly contain ruined bronze spears and shields, but one holds 20 bronze crossbow bolts with heads that glow a dim neon green. When fired, the bolts give off green light as a torch.
1 2 3 4 5 6 7 8 42 Lair of Morgawra E
43INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Lair of Morgawra Below the surface of the water, a dazzling coral reef teems with tropical fish. A darkened cave mouth lies at the base of the reef. 1 Entrance Rainbow swarms of tropical fish swim among the coral, darting in and out of small passages. As the party approaches, they scatter to reveal a wide tunnel stretching into darkness. 2 Razor Coral Tunnel overgrown with jagged purple and red branch corals. Only a small passage remains to swim through. Those traversing must check DEX or be cut by razor coral for 1d4 damage. Characters who cannot move freely underwater automatically fail. If the coral draws blood, a shark arrives from Area 5. 3 Reef Holes Rays of light shine from crevices all over the ceiling. Colorful fish slip in and out of deep holes speckling the walls. 1 Hunk of violet coral shaped like a small tree (100gp). 2d6 total hunks across the holes. 2 Hand-sized golden crab. Its shell is worth 300gp. After the crab is recovered, nothing. 3 Shoal of tiny colorful fish surging out of the hole. 4 Anemone. Save vs. poison or 1d4 damage. 5 Moray eel. Bites at the hand and swims out to attack. 6 Sea snake. Extremely venomous, surprisingly docile. 7–8 Nothing. Those reaching inside one of the reefholes find one of the following: 4 Air Pocket Damp cave only partially flooded. Above the water’s surface a skeleton sits on a ledge. It wears a shirt of blue metal scales (as chainmail +1) beneath its ragged jacket. It clutches a barnacleladen chest in its lap; the hands snap off if the chest moves, always hanging on tight. The chest’s rusted lock breaks easily. The chest holds 4,000ep and a horn of bubbles (pg 93). If the treasure is disturbed, the skeleton’s bones rattle loudly. An echoey voice barks “You’ll never take me treasure!” and a grimacing pirate’s wraith steps out of the remains to attack. Wraith Grinning, cackling specter dressed in rags. Shimmers blue-green in the watery half-light. AC 3 [16], HD 4** (18 hp), Att 1 × touch (1d6 + energy drain), THAC0 16 [+3], MV 120’ (40’) / 240’ (80’) flying, SV D10 W11 P12 B13 S14 (4), ML 12, AL Chaotic, XP 175 • Undead: Silent until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep). 5 Sharks! Thick trees of red coral swarm with small fish. A group of three reef sharks (pg 91) dart through the branches, herding the fish together. The hunt distracts the sharks, but they whip up into a feeding frenzy if they smell blood in the water. 6 Eel Garden Silver tendrils poke up from the sandy floor like blades of grass, swaying in the calm water of the room. The “tendrils” are actually garden eels. They shoot back under the sand if anything gets too close.
44INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 7 Tentacle Curtain Giant orange anemones block the way forward in a thick curtain of undulating tentacles. Those touching the tentacles unprotected must save vs. poison or die. 8 Sea Dragon Nest 30% chance Morgawra sleeps here, fitfully twisting around herself. If not, 10% chance she returns each turn. When awoken or upon her return, Morgawra roars: “Loathsome creatures! First you take my child and now you come for me?” Massive beds of fiery coral span the whole floor; orange and yellow tables mix with swaying crimson sea whips. A massive treasure hoard lies piled onto the bed, the sunken riches of a hundred shipwrecks. 120,000cp, 70,000sp, 20,000ep, 30,000gp, 20 chunks of gold ore (10 small, 200gp each; 10 large, 500gp each), a small iron chest of 16 black pearls (200gp each), 7 glazed ceramic bowls (100gp each), 8 carnelians (100gp each), a stone tablet etched with glowing green runes (as spell scroll: hold person, read languages, continual light, growth of plants, lightning bolt, telekinesis), and waterlogged crates of lumber and silk (worthless). Morgawra herself is an intelligent serpentine dragon bedecked in silver and blue scales. Her flowing whiskers and magnificent red crest bestow a regal appearance. A giant pearl, just barely visible, flashes inside her mouth when she speaks. Vain and imperious. Morgawra desperately wants her child, Gyara, returned to her. Slageela stole the young dragon while she was away. If the party agrees to retrieve her child or else flatters and grovels profusely, Morgawra spares their lives. If the party returns the child, Morgawra gifts them her pearl as a token of gratitude. In the future, she inexplicably appears to aid the party at sea—but only once. After that, the debt is paid. Morgawra, Sea Dragon Glittering blue-and-silver sea serpent, beautiful and terrible. AC 3 [16], HD 14* (63 hp), Att 1 × bite (3d8) or 1 × squeeze (2d10 hull damage) or breath, THAC0 9 [+10], MV 180’ (60’) swimming, SV D8 W9 P10 B10 S12 (7), ML 9, AL Neutral, XP 2,300 • Breath Weapon: 100’ line of pressurized water. Save vs. breath or suffer damage equal to Morgawra’s current hp and be shoved backwards 60’. • Lunge: Up to 40’ out of water to use a bite attack. • Squeeze: Coil around and crush a vessel (of equal size or smaller). Pearl of the Sea Dragon: Pearl the size of a grapefruit, an aurora of swirling colors within. Functions as a decanter of endless water, command word “Morgawra.” Sea creatures and aquatic humanoids respect anyone carrying a dragon’s pearl.
45INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Castaway Island Small island with rocky beaches leading into a sweaty jungle. Swarms of bright red crabs scuttle along the shores. The Emperor of the Sea Strange totems stand posted around the jungle: sticks woven into small human figures topped with a coconut head. The coconuts bear childishly-painted faces, each different than the last. The trail of totems leads to a dome-shaped hut of palm leaves, a plume of smoke rising from its makeshift seastone chimney. Inside, a surprisingly spacious room with a dirt floor and a throne carved from a dead tree stump. A scrawny figure hunches over a firepit, muttering to himself and roasting tiny fish on a spit. This is the Emperor of the Sea. Crystal blue eyes bulge from a dirty, sunburned face. Dressed only in a loincloth, a palm leaf cape, and a crown made of sticks. Talks to people nobody can see. He is grateful to finally have some human company, but he considers the party to be his newest loyal subjects. The Emperor gladly allows subjects to stay with him in his hut, sharing food and regaling them with stories of his incredibly boring daily activities. The Emperor hates when subjects try to leave. If the party attempts to escape, he turns his coconut men on them, ranting about how the party just thinks he’s crazy like everyone else. 10 coconut men wait nearby, but each combat turn 1d4 more coconut men arrive from the surrounding jungle. The coconut men fall inanimate if the Emperor dies, falls unconscious, or returns to his senses (see below). As Emperor, Bartholomeo no longer remembers who he was before. Restoring his memory requires either a significant curative spell (remove disease, etc.), a powerful electric shock, or a very hard whack to the head. Hidden in a bole on the back of his stump-throne lie 42gp and Bartolomeo’s spellbook, containing all of his memorized spells plus read languages, read magic, wizard lock, and water breathing. Coconut Man Humanoid collection of sticks, topped with a painted coconut face. AC 7 [12], HD 1 (2 hp), Att 1 × claw (1d2), THAC0 19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18 (NH), ML 12, AL Neutral, XP 5 • Vulnerable to fire: double damage from fire. Emperor of the Sea - Magic-User 5 Ragged, dirty scholar now afflicted with madness. AC 10, HD 5 (14 hp), Att 1 × stick (1d4) or 1 × spell, THAC0 19 [0], MV 120’ (30’), SV D13 W14 P13 B16 S15, ML 10, AL Chaotic, XP 300 • Spells: detect magic, infravision, magic missile, mirror image, web. Wind Control Machine Peeking just above the jungle canopy rises a colossal stone statue of the Ancients’ design, the upper body of a man blowing into a conch shell horn. A vine-curtained entrance in the statue’s back opens to a hollow interior. Spiral stairs wind up into the statue’s head. Leafy vines festoon the circular walls of the statue’s head, light pouring in through hollow eyes. A stone capstan with a triangular slot on its drum stands in the middle of the head. When slotted with a power crystal (pg 94), the giant statue shakes as a low, powerful note blows from the conch. Rotating the capstan (with a combined 40 Strength) turns the machine, changing the direction of the winds it creates. The conch-wind blows for 90 miles out (15 hexes). Vessels moving with the wind increase their sailing speed by 50%.
46INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Fish-Eye Atoll Ring of small islands encircling a lagoon teeming with tropical fish. A low, electrical hum emanates from deeper within the lagoon. Village of the Merfolk Ruins of a sunken village lie half-buried on the seabed. 30 square stone houses overgrown with algae and glowing molluscs circle a stepped pyramid. Tunnels honeycombed in the ringed reef allow passage out to the open ocean. 70 merfolk, 30 warriors and 40 noncombatants, live in these ruins. The merpeople treat sailors with caution verging on hostility—despite their alliance with Port Fortune, pirates attack with increased frequency since the Black Crag rose. The courtyard of a larger building consumed by sand serves as a common area. Chieftainess Sish watches over the hall from a coral throne flanked by two trident-wielding merman guards (HD 2). At the top of the pyramid stands a small temple housing the chieftaness’s chambers. Sish’s pet giant electric eel guards it day and night. A secret door in the floor conceals a staircase to a desecrated tomb. The merfolk keep their treasure inside a sarcophagus: 4,000sp, 1,000gp, 250 orichalcum coins (250pp), and 12 pink pearls (100gp each). Sish herself is a crowned, wizened mermaid, a mane of kelpy hair as long as her tail. Feathery gills on her neck resemble a noblewoman’s collar. Haughty, perpetual scowl, bitter towards land dwellers. As merfolk, but with 4 HD (saves: D10 W11 P12 B13 S14 (4)). Sish holds that the merfolk did not break their agreement with the landfolk. Her tribe’s hunters regularly see aquatic eel-like humanoids inhabiting the Black Crag. They know of the slageelas’ entrance to the dungeon (Area 2.27, pg 67). Sish believes these creatures responsible for ruining her people’s good reputation. Recently, a more pressing problem consumes Sish’s time: a friend of the village, the sea dragon Morgawra, is uncharacteristically angry. She seeks out ships to sink them and kills merpeople on sight. If the party offers to help, the merfolk direct the party to the coral reef where Morgawra makes her lair (pg 42). Sish wears a crown of auger shells (500gp). She wields a trident +1 of fish command made from a branch of colorful coral inlaid with aquamarines. Giant Electric Eel Nine-foot sea serpent, slick and slimy, humming with electricity. AC 9 [10], HD 2* (9 hp), Att 1 × bite (1d4), electric shock, THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25 • Electric shock: Characters within 5’ suffer 3d8 damage; those within 5’–10’ suffer 2d8 damage; those within 10’–15’ suffer 1d8 damage (no attack roll or saving throw). Usable once per hour. • Electric immunity: Unharmed by electric attacks.
47INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Wreck of the Stormcrow Seagulls fight for places to rest on the bowsprit and foremast of a ship jutting from the water. The wavy shadow of a sunken cog glowers beneath, a glint of gold sparkling on the seabed. The ship itself lies 30’ below the surface. Her name, Stormcrow, remains legibly painted along the bow. Algae-ridden skeletons of the crew tangle in the rigging of a collapsed mast; the captain tied to the helm. A 10’ hole blown in the ship’s keel leads to the shadowed hold, where Old Red Eyes dwells. Among the ruined flotsam and jetsam, the ship’s hold contains an upturned, but intact, treasure chest. 2,000sp and 800gp spill out onto the floor of the hold. Old Red Eyes Gigantic albino tiger shark some 40’ long. Scars run the length of its massive body; broken harpoons still stick in its leathery hide. AC 4 [15], HD 8 (40 hp), Att 1 × bite (2d10), THAC0 12 [+7], MV 180’ (60’), SV D10 W11 P12 B13 S14 (4), ML 7, AL Neutral, XP 650 Strange Meteor The air grows greasy; skin tingles as if electrified. Trees ring the clearing, bent back as if blown by a powerful wind. A giant needle of spiky green crystal sits half-buried in a crater, like a flashfrozen comet’s tail. It emanates a subtle neon glow and a low fluorescent thrum. The crystal forms a 1’ crust around a 6’ capsule of red-gold metal. Two hours’ blunt force breaks through the crust, uncovering the capsule’s hatch. The hatch opens to the touch of bare skin. Within the capsule, a charred corpse lies on a recumbent seat. The corpse is vaguely humanoid, its long craning neck, slender limbs, and torn fleshy wings the only recognizable features. It wears a damaged suit of armor made of the same red-gold material as the capsule (1,000gp). Smuggler’s Spit Narrow sandbar less than a mile wide. Fragments of old crates and barrels lie scattered across the sand. 1-in-6 chance those moving across the spit feel the sand sink beneath their feet, giving way to a springy, creaking surface below. Clearing the sand reveals an old trapdoor to a cellar dug into the earth. Ten tightly-packed crates fill the cellar, each crate holding a dozen-odd sandcrusted bottles of potent rum (100gp per crate, 1,000gp total).
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1.12 1.23 1.22 1.19 1.21 1.20 1.24 1.18 1.14 1.13 1.16 1.17 1.15 49 The Vault of Janzoon