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Secret of the Black Crag v1.0.3 (OSR Adventure)

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Published by Capn_Ragnar, 2024-02-21 13:34:54

Secret of the Black Crag

Secret of the Black Crag v1.0.3 (OSR Adventure)

Keywords: D&D,AD&D,TTRPG,OSR

50INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX BLACK CRAG The Jagged monolith piercing the waves, encircled by a palisade of giant black spikes. Its fanged mouth greedily swallows the sea, the waters echo into the darkness with a hollow roar. Waves slam splintered ship hulls at the base of the Crag. The dense spikes prevent vessels larger than a rowboat from getting within 1,000’. 2-in-6 chance 1d6 slageela (pg 91) on shark-back attack vessels within 1 mile of the Crag. Level 1: The Vault of Janzoon Rooms on this level are sandy-floored stone caves. A veneer of ooze covers the walls, pocked with decaying remnants of the Crag’s time underwater: kelp-bearded shells, white barnacles, and limp slimy seaweed. The mutinous undead crew of Captain Janzoon the Blade haunts these caves. Years spent below the waves give each an outer crust of barnacles and coral. They seek the key to Janzoon’s treasure vault, along with the treasure taken by living pirates plundering the Crag. Random Encounters d6 Encounter 1 2d4 coral skeletons (pg 88) prod through the sandy floors, searching for loot. 2 1d8 pirates (pg 90), also searching for loot. 3 Giant marine iguana (pg 89) hunting for food. 4 Ghostly apparitions of pirates hauling treasure chests towards the vault (Area 1.17, pg 54). They disappear when approached. 5 Tiny red crabs skittering about. 6 Sea shanty echoing from Area 1.19 (pg 55) throughout the caves. 1.1 The Teeth Waves lap at a maze of jagged stalagmites. The tunnel sounds like the inside of a seashell. Flickering firelight dances on the walls further to the north. Stalagmites grow dense and thick; a rowboat barely fits through. Maneuvering through the rocks takes one turn. Lamplight shines through a crack at the tunnel’s end. 1.2 Octopus Trap A stream of water slips under twin trees of branch coral through a crevice in the rock. Mid-stream, a huge mound of gold glitters from the sand below (15’ deep). The “treasure” is actually a camouflaged giant octopus. 2-in-6 chance the party notices this. 495gp and 4 hollow crystal crab shells (50gp) aid its disguise. The octopus attacks anyone who gets close. It looks for easy targets but retreats if its prey fights back.


1.1 1.3 1.4 1.2 1.5 51INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Giant Octopus Huge eight-limbed cephalopod, mottled and patterned to look like the seafloor. AC 7 [12], HD 8 (36 hp), Att 8 × tentacle (1d3 + constriction), 1 × bite (1d6), THAC0 12 [+7], MV 90’ (30’), SV D10 W11 P12 B13 S14 (4), ML 7, AL Neutral, XP 650 • Constriction: Tentacles grab and constrict after a hit. Each constricting tentacle inflicts 1d3 damage per round plus a –1 penalty to attacks. A cutting weapon inflicting 6 or more damage severs a tentacle. • Ink cloud: When escaping, emits a cloud of black ink (80’ diameter) and jets away at 3 × normal speed. 1.3 Urchin Crawl The stream passes a sandbar covered with soggy crates. A rowboat bobs nearby, a flickering lantern left inside. It’s undamaged, unlike the crates—left here recently. The lantern’s oil lasts 1d6 turns. A crack in the wall exposes a tunnel: 2’ high, sandy uneven floor covered in puddles. Spiny urchins on the inside deal 1d4 damage to those crawling through. 1.4 Whale-Fall A whale’s white skeleton lies halfsubmerged in the sand. Swarms of opalescent crabs scuttle over the bones, picking them clean. If undamaged, the crabs’ rainbow-hued shells fetch 50gp apiece. The skeleton distracts the crabs: 4-in-6 chance to surprise. 1.5 Sword in the Stone The temperature rises here, enough to make the walls themselves sweat. Puffs of hot steam hiss through cracks in the floor. A sword-shaped chunk of limestone plunges into a quivering vent, plugging it entirely. A thick layer of ancient limestone and cockle shells covers the sword. If removed, the geyser erupts, spraying scalding water on everyone inside the room (2d8 damage, save vs. breath for half). Removing the outer crust reveals the sword within: a scimitar +2, Tidebringer (pg 94).


1.6 1.8 1.9 1.10 1.11 1.7 52INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.6 Bloodgrass Cave Murky seawater floods the cave up to the ankles. Beneath the water, wet sand fills in the footprints of a giant reptile. The prints meander around the room before moving to Area 1.8. Blood-red seagrass patches the walls. It’s bitter and slimy, but very nutritious (heals 1 hp per portion). Most is chewed down to nubs. 2d6 portions’ worth of seagrass still remains on the walls. 1.7 Waterslide Water curtains down from the ceiling of the north wall before disappearing into a gurgling drain of a tunnel. The tunnel twists and dives, forming a slide, before emptying out onto the watery terraces of Area 2.7 (pg 61). 1.8 Iguana Nest Stinks of reptilian musk. An island of wet sand juts out of the water. Unless already encountered, the giant marine iguana (pg 89) sleeps in its nest. Loud noises disturb the beast. Amongst gnawed bones and patches of shed skin, the nest holds: 200sp, 80gp, a dented silver censer (100gp), a skull with a mouth full of golden teeth (50gp), and a power crystal (pg 94). If still in its nest, cumulative 1-in-6 chance the iguana wakes up for each piece of treasure taken. 1.9 Oyster Cave Murky water floods the cave to the ankles. Clusters of oysters clamp on wet stones throughout. Each turn spent cracking open the oysters collects 1d6 × 10gp worth of pearls. 1.10 Wolf Bat Cave Speleothems riddle the cave, mottled with white spots. Rushing water sounds distantly from the eastern exit. Sleeping wolfbats cling to the ceiling. The brood comprises 6 adults (pg 92) and their young (as normal bat swarm). 1.11 The Walk of Death The tunnel ends abruptly on the edge of a chasm, a frothing waterfall rushing down its southern edge. The shattered half of a ship’s hull sits lodged on the western wall, listing in the waterfall. A broken mast bridges the gap, connecting the two sides of the tunnel. Those crossing the water-slickened mast must check DEX or fall into the pool below (1d6 damage). Darkness obscures the chasm’s bottom (Area 2.1, pg 60).


1.12 1.15 1.13 1.14 1.16 1.19 53INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.12 False Treasury Water trickles through the cavern. Four treasure chests and 172gp in discarded coins lie haphazardly thrown around in the muck. The chests are unlocked: opening them disturbs the giant hermit crabs (as giant crab, pg 88) living inside, who use the chests as shells. Singing voices echo faintly from Area 1.19 (pg 55). 1.13 Fresh Kill 4 coral skeletons (pg 88) pull their swords from the corpse of a hapless pirate, alive mere moments ago. They attack on sight, shouting “Ye’ll never find the treasure!” The corpse still clutches a bag of 350gp—if given a spare moment, the skeletons wrench it from the pirate’s dead hands. 1.15 Spike Trap The stench of rotting flesh permeates the tunnel. A dark fissure splits the eastern wall asunder. A near-invisible tripwire hangs pulled across the tunnel just before the fissure. 2-in-6 chance to trigger if unnoticed. If triggered, spears shoot out of the fissure: save vs. death or 2d6 damage. A dead pirate hangs impaled on the spears, the source of the stench. The corpse wears an amulet of a golden face (30gp). After triggering, the spears quickly retract back into the fissure. Sounds of combat echo from Area 1.13. 1.14 Dead Fish The reeking stench of the sea permeates the cave. Shallow, sponge-crusted pools dapple the uneven floors. Dead fish float in and around the pools, but a few stillliving flop desperately for breath.


1.19 1.18 1.16 1.17 1.14 1.15 1.20 1.21 1.24 1.22 54INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.16 Vault Doors Solid, heavy stone doors set into a shouldered archway. Virtually immovable. Careful inspection reveals a triangular depression on one door. If a power crystal (pg 94) is inserted into the depression, its energies arc into glowing glyphs before the doors magically slide open. 1.17 Treasure Vault Beams of light shine down onto a stone chest atop a dais, overflowing with gleaming coins. Piles of golden treasure surround the chest. Half-buried skeletons forever claw their way through the gold towards the door. The chest is affixed to the dais. If any weight is removed from the chest, it sinks 6” into the dais, triggering a trap: the vault doors slam shut, alerting nearby monsters. Hidden wall drains open, flooding the room in 10 minutes. The doors are heavy and difficult to force (Open Doors at -2, requires a wedge). Across the chest and piles, the entire vault holds 5,000sp, 10,000gp, 500 orichalcum coins, 2 gold-andsilver necklaces (600gp each), 3 golden candelabras (200gp each), a chalice of gold and platinum set with rubies (1,000gp), a silver holy symbol inlaid with sapphires (600gp), a cloth-of-gold cape with fur trim (1,000gp, 500gp if it gets wet), and a jeweled crown (2,000gp).


55INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.18 Captain’s Room A canopy bed and nightstand sit against the wall, now crusted with a fine layer of silt. A birdcage sits on the nightstand, holding a skeletal—but very much alive— parrot. The bird loudly squawks “Thief! Thief!” when the party enters (roll for an encounter unless silenced). Under a layer of crust, a plaque at the base of the cage reads “Alexander.” Above the headboard, the jawbones of a shark hang like a trophy. When pulled, the bottom jaw opens a secret door to a hidden closet. Inside is an iron lockbox wrapped in shark leather (the cowl of the shark, pg 93). The lockbox is trapped with a poisoned needle (save vs. poison or 4d6 damage). It contains 1,000gp, a golden locket (500gp) with a woman’s portrait (Lina, Janzoon’s favorite prostitute), and a medallion set with a power crystal (pg 94). 1.19 Haunted Bar Simple wooden tables and chairs furnish the cave; a ship’s-wheel chandelier dangles from the ceiling. Barrels stacked behind a driftwood bar counter. Ghostly pirates play music and toast frothing mugs to another successful plunder. The wavering blue-green ghosts do not react to anything, endlessly replaying one happy night. If touched, the apparitions fade and the illusion dispels. Chairs become wet splinters, tables rot, and merry pirates become lifeless skeletons. 1.20 Barracks Packed with bunk beds slowly dissolved by wet slime. 10 coral skeletons (pg 88) bicker over a rotting table. A stained map of the caves sits on the table. Raspy voices speak of how “no-one has found the key yet,” and to double-check the rooms. Easily-surprised while wrapped up in their argument (5-in-6 chance). 1.21 Captain’s Prison Forlorn humming echoes through the cave. A strung-up gibbet cage sways from the ceiling. A disembodied skull, Janzoon the Blade, sings from inside the gibbet. If he notices the party, he perks up and asks them to help him down. The gibbet attaches to the ceiling with a pulley, but the mechanism to lower it is long rusted over. Using the mechanism sends the gibbet crashing to the ground, alerting the skeletons in Area 1.20. Janzoon himself is boisterous and bloodthirsty. Gray wisps of what used to be a beard cling to his jaw; a barnacle tumor grows from one eye socket. Obnoxious snorting laugh. He wants revenge on his mutinous crew. He claims they only ever “whinged about not gettin’ a fair share of the loot—loot they never woulda plundered without me!” All they ever did, that is, before they cut off his head and locked it up here. Janzoon helps the party if he can secure revenge. Janzoon’s Skull can Turn Undead as a 2nd-level cleric, but only against his crew. The skull barks a string of obscenities and threats that, if successful, causes the skeletons to become loyal to him rather than flee.


1.23 1.22 1.21 1.20 1.24 1.11 56INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.22 Pirate Fight Planks, ropes, cloth, and other building materials line the cave. The chamber rings with the sounds of clanging swords. 4 pirates (pg 90) flee from 8 coral skeletons (pg 88), one pirate lugging a sack brimming with coins (1,000gp). If the pirates survive, they join up with the party until they escape the dungeon (1-in-6 chance they turn traitor—they are pirates, after all). They know of skeletons deeper within, and that the skeletons search for a “vault key.” On the north wall, a 12’ ledge leads to an elevated tunnel beyond. 1.23 Supply Cave Stacked with barrels and crates long since swollen with water. They break apart like cheese, the contents long turned to wet slop. A staircase on the southwestern wall lies in ruins at the base of a 12’ sheer ledge, now just a jumble of sodden planks. A tunnel opens atop the ledge, visible from beneath.


57INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 1.24 The Rest of the Scimitar The passage opens into a domed cavern flooded with seawater. A crew of 16 coral skeletons (pg 88) repair a derelict ship, stripping off decades of barnacles and adding new driftwood to the hull. Small streams cascade down the flowstone walls of the cave and into the pool, filling the room with shimmering mist. LeSinge, Janzoon’s former first mate turned leader of the mutineers, oversees the repairs. He aims to recover the treasure stolen by his former captain and surpass his legacy by becoming the new undead scourge of the seas. The skeletons stash what loot they find in a chest inside the ship’s hold: 2,000sp, 4,000ep, 8,000gp, a pearl necklace (200gp), 5 golden cups (100gp each), and 5 rubies (50gp each). LeSinge, Mutineer Captain A swaggering skeleton dressed in an embroidered jacket and wide-brimmed hat topped with a magnificent plume. AC 2 [17], HD 4 (18 hp), Att 1 × sword (1d6+1), THAC0 17 [+2], MV 60’ (20’), SV D10 W11 P12 B13 S14 (4), ML 12, AL Chaotic, XP 35


2.1 2.2 2.4 2.3 2.5 2.7 2.6 2.9 2.10 2.13 2.25 2.2.11 2.8 58 Level 2 W


12 2.24 2.26 2.22 2.21 2.20 2.23 2.19 2.15 2.14 2.16 2.17 2.18 2.27 59 The Sunken Grottoes


60INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Level 2: The Sunken Grottoes Walls of black stone painted by the wavy phosphorescence of water. Colorful corals with grasping polyps that shoot back into their shells when passed by. Motes of marine snow twinkle in the air. The caves that form this level seem to forget they rose above the sea. Seawater floods each highlighted room. Unless otherwise listed, these rooms are entirely underwater. Random Encounters d6 Encounter 1 Patrol of 1d6 slageela and a slageela sorceress (pg 91). 2 1d4 nephroids (pg 90) searching for the Slageela queen. 3 Escaped prisoner (from Area 2.21, pg 64) pursued by 1d4 slageela (pg 91). 4 1d6 giant crabs (pg 88) picking clams off the cave walls to eat. 5 Signs of battle. Bits of black chitin and purple blood, torn slageela flesh, shattered armaments. 6 1d4 luminescent bubbles floating along, bobbing towards the party. Pop if touched. 2.1 Plunge Pool A shimmering waterfall in the ceiling plunges down into a misty pond, reflecting a rainbow of colors from the luminescent plants along its shore. The waterfall flows down from Area 1.11 (pg 52). Bones of (dead) pirate skeletons tangle among the seaweed at the bottom of the pool, along with a sunken rowboat. The skeletons wear gold jewelry worth 80gp. One of their detached hands wears a ring of swimming (pg 94). 2.2 Coral Forest Vibrant forest of giant corals: red and yellow branch trees, swaying bushes of sea whips, and soft coral grass. The ceiling of the cave stretches beyond torchlight, speckled with phosphorescent animals glowing like distant stars above. 2.3 Laughing Shipwreck Remains of a pirate sloop cracked in half down the middle. A cacophonous chittering sounds from within. A pack of 20 grindylow (pg 89) live inside. If the party approaches the ship, the chittering quickly shushes, as if they’re trying not to spoil a surprise. Inside the ship, stacks of wooden boxes and barrels topple over each other. Every so often, the party hears a squeaky stifled laugh. The grindylow sneak around the darkened crannies of the ship. 4-in-6 chance they hitch a ride on the party without their notice, usually by misdirecting them (a scratching noise coming from the opposite direction, a shadow rushing around a corner). If the grindylows succeed, they remain hidden until they can pull a prank at the worst time (stealing a sword out of its sheath, writing profanity on a spell scroll)— getting the party into serious trouble. The slageela, monstrous aquatic humanoids from the darkest depths, control the grottoes. They wish to harness the power of the Ancients’ technology to expand their sphere of influence. If the party carries Ancient items on them, the slageela steal them above all other goals, bringing the loot back to the Fish God Idol (Area 2.24, pg 66).


2.1 2.2 2.4 2.3 2.5 2.7 2.6 2.11 2.8 2.9 2.10 61INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.4 Mantis Shrimp Lair Dark burrow bored into a wall of bleached coral. Dazzling colors, a rainbow gleam of gold and jewels, flash within. The colors are the shimmering carapace of a giant mantis shrimp (pg 89). The shrimp waits for prey to come close before jetting out to strike. The burrow itself is a sandy cave full of cleaned out shells and slageela skeletons. Littered among the bones are 3 clawshaped shards of serpentine (50gp each), a teardrop-cut peridot fitted in a rusted crown (500gp), and a necklace of black coral beads (1,000gp). 2.5 Excavation Site Parts of a bronze construct sit uncovered from the sandy floor of the cave. The main body of the machine still lies partially buried in a hole, arms and legs spread out across the room. 2-in-6 chance a group of 1d6 slageela (pg 91) excavate while supervised by a slageela sorceress (pg 91). 2.6 Cave of Stars Dots of violet light shine all over the cave. Sea stars dot the walls and ceiling, giving off a dim purple phosphorescence. If other light sources are extinguished, the stars’ undiluted light shines brightly enough to illuminate the cave in dim light. If ground down to a powder, the remaining pigment glows, visible only in complete darkness. 2.7 Cave of Rain Seawater trickles down from the ceiling in a constant drizzling rain. Streams of green water bleed from holes in the porous stone walls, collecting in terraced pools of flowstone. A tunnel in the north wall spirals upwards into Area 1.7 (pg 52). 2.8 Active Battlefield Sounds of battle echo through the tunnels. Spears crack through chitin, claws rip flesh. 10 slageela (pg 91) in skull helmets and turtle-shell armor fend off 6 nephroids (pg 90) from a pool of water. If uninterrupted, the nephroids kill off half the slageela, forcing the remainder to retreat through the underwater tunnel in the pool to Area 2.9. 2.9 Hot Vent Hallway The water grows scalding hot. Rocky tubes line the tunnel, spewing streams of boiling bubbles and dark smoke. The heat of the vents inflict 1d6 damage every turn (save vs. breath for half).


2.9 2.10 2.13 2.12 2.11 2.14 62INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.10 Hydrothermal Pool A pool of liquid, comfortably hot, bubbles on the cave floor. Dozens of dazzlingly colorful slugs slither in and around it. Bathing in the pool recovers 1d6+1 hit points, but incurs a 3-in-6 chance to touch a slug. The slugs secrete a contact poison from their skin. If touched, save vs. poison or grow intoxicated and experience psychedelic hallucinations for 1d6 turns. 2.11 Empty Battlefield Shattered pieces of black shells and broken slageela weaponry litter the room. Glass scars of white fulgurite streak one wall. Searching through the remains yields four intact barbed spears and two intact turtle-shell shields. 2.12 Transport Capsule A small shrine-like stone structure in the middle of the cave: a capsule-shaped building atop a circular stepped platform some 15’ wide, with a hatchway on its side. Scratches and chips adorn the structure, but no substantial damage. On the inside, the capsule is bare save for a bronze lever in the wall. If pulled, the hatch snaps shut and the entire capsule shoots down into the dais (actually a giant tube), hurtling down to Area 3.6 (pg 72), arriving in 1 turn. The lever locks in place until the capsule arrives at its destination. 2.13 Boundary Stone Garden of pillar coral bushes. At the center a cyclopean boulder stands, carved with glowing reliefs of tridentwielding merfolk hunting sea creatures. 35 total sparkling aquamarines (20gp each) form accents in the boundary stone (eyes, stars, set into weapons) to give the reliefs their glowing effect. The corals appear to be algae-covered clusters each about the size of a man. In actuality, they are 2 giant crabs (pg 88) with coral mounds growing on their backs. The crabs guard the village from nonslageela who pass the boundary stone. 2.14 Stepping Stones (10’) 20’ cave flooded with 10’ of water. Stones patched with slimy algae peek just above the surface, providing walkways to the cave’s exits. Wavy shapes of fish flicker below the water’s surface. The stepping stones are dangerously slick: 1-in-6 chance to slip and fall. 4 reef sharks (pg 91) inhabit the flooded part of the cave. 50% chance they take an investigatory bite out of whatever drops into the water (unless bleeding, in which case they attack).


2.19 2.15 2.14 2.16 2.17 2.18 63INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.16 Cave of Bones Fossils of ancient sea creatures cover the walls. Giant twisting ammonite shells sit embedded in the rock. 2.17 Jellyfish Cave A swarm of ghostly jellyfish lazily floats near the ceiling of the cave, obscuring the way through in a dense mass of stringy tentacles. They sting those passing through unprotected for 1d10 damage. Victims must save vs. paralysis or be paralyzed for 1d10 rounds. 2.18 Teleporter Four broken pillars surround a circular platform inlaid with intricate patterns of bronze. At the center of the platform is a symbol resembling an eye, a triangular slot in place of an iris. Inserting a power crystal (pg 94) into the slot activates the platform. Standing on it causes the patterns on the platform to glow, steadily becoming more intense. 1 round later, a flash of light teleports anyone and anything on the platform to Area 3.4 (pg 71). 2.15 Kelp Farm Swaying columns of kelp brush the ceiling of the flooded cave. Clusters of spiny urchins collect at the base of the plants. Bubbles half-filled with glowing liquid float about freely. The bubbles contain water infested with microscopic bioluminescent organisms. If popped, those looking at the bubble must save vs. spells or be blinded for 1d4 turns as little particles fly out like an exploding firework. The bubbles are a mobile light source, but very fragile. 2.19 Creeping Coral A giant mass of stony coral consumes the cave walls, covered in grasping polyps. Smaller outcrops of coral litter the cave, shaped like various sea creatures. Cracking these smaller outcrops reveals them as hollow shells holding the skeletons of the creatures themselves. Touching the coral expels a 10’ cloud of polyps: save vs. breath or inhale. If inhaled, a character can breathe water. Over the course of 1d4 weeks, scaly patches of coral grow on their skin (+2 AC) until the coral consumes their entire body, killing the host.


64INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.20 Common Room Square stone houses dot the cavern. Clusters of stalagmites, coral, and sea plants grow over the buildings. 10 slageela and 5 slageela tadpoles (pg 91) swim about the complex. The adults butcher fish and make weapons from their bones. Each of the dwellings houses sparse stone furniture and decorative shells pressed into the walls. 2.22 Brine Pool Crude statues of trident-wielding slageela surround a cloudy 10’ sunken pool rimmed with sulfur crust. Eels nibble at the clusters of yellow-mouthed mussels wrapped around the basin, scattering at the party’s approach. The pool is hyper-saline, enough to burn exposed flesh when touched (1d6 damage). Those who drink or breathe the brine must save vs. poison or die by toxic shock. At the bottom lies the slageela’s treasure, collected inside three iron-banded chests rimed with barnacles. The first holds pearls the size of cherries (6,000gp); the second 2,000gp and 220 orichalchum coins (220pp); the third bronze scrap, gears, and springs (1,000gp). 2.21 Prison Cells Caves sealed with bars made of giant bones, secured with plant fibers. 1d6 human prisoners cower in the dark corners of their cells. Scaly growths of coral protrude from their skin. 1-in-6 chance Mother Quagla walks from cell to cell with 2 slageela retainers (pg 91, max hp), studying the coral’s progress on her prisoners.


2.22 2.21 2.20 2.23 2.19 65INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.23 Sorceress’s Study A yellow glow pulsates from a bubbling vent. Skeletons of sea creatures hang suspended in bubbles floating on the edge of the room. A slageela sorceress draws dense glowing liquid from the vent, observing as it eats through the dead husk of a nephroid. It sheds light as a torch and burns like acid (1d4 damage). The sorceress is Mother Quagla, the queen and mother of the slageela. Guttural speech, constantly turning her head to stare with her good eye. Wants more technology, more strange organisms to study, and more territory. Her own survival is paramount. She calmly greets anyone who enters. If not hostile, she asks the party for help in driving back the nephroids in exchange for protection from the slageela. If the party proves themselves loyal, she asks them to aid in her plan to kill Morgawra (pg 44). If threatened, she blows her conch shell to summon the male slageela from Area 2.20. Clam shells line the edge of the room. They require an Open Doors check to open. They are cabinets stocked with bottles made from green sea glass holding fetal sharks, chunks of brightly colored sponges and sea plants, glistening clutches of fish eggs. Where the other bottles hold ingredients in water, one is full of air, holding a fistsized black sponge. When this sponge absorbs water, it expands into a 10’ floatable mass. Mother Quagla - Magic-User 5 A fat slug covered in oily wrinkled flesh with one milky eye. Tadpoles cling to her like remoras. AC 5 [14], HD 5* (25 hp), Att 1 × trident (1d6) or 1 × spell, THAC0 17 [+2], MV 90’ (30’) / 120’ (40’) swimming, SV D10 W11 P12 B13 S14 (5), ML 8, AL Chaotic, XP 125 • Treasure: Conch shell with a smooth nacreous inside worth 500gp. Wields a lightning trident (pg 93). • Spells: detect magic, dispel magic, mirror image, phantasmal force, sleep.


2.25 2.24 2.26 2.27 66INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.24 Fish God Idol Three bound and gagged prisoners watch as 6 slageela (pg 91) perform an undulating war dance, hissing and gurgling, before an idol to their god: a giant bronze bust depicting a fishheaded man. A flabby sorceress (pg 91) leads the ritual, supplicating at a sandstone altar at the idol’s feet. If uninterrupted, the ritual continues for 2 turns, ending as the sorceress sacrifices the prisoners on the altar and paints her warriors’ foreheads with their blood (+1 attack and damage). The statue itself is formed from the upper body of a deactivated Ancient colossus. From a triangular cavity in its chest, treasures spill out: 1,100sp, 3,000gp, 4 chunks of malachite (100gp each), a golden torc in the shape of a two-headed snake (500gp), and a ruby necklace (500gp). 2.25 Spawning Grounds Simmering hot seeps warm the waters. 6 slageela (pg 91) slowly swim around the cave, inspecting clutches of glistening red orbs hanging from the walls. The orbs are translucent eggs, each about 1’ in diameter. A visible shadow wriggles within each. If broken open, a slimy black tadpole (pg 91) falls out. The slageela in this room protect the eggs with their lives (Morale 12), but hesitate to attack anyone holding an egg. 2.26 Dragon Pen Thick, rusty chain leashes a giant finned serpent to the cave wall, pitifully shuffling around in the sand. This is Gyara, Morgawra’s lost child (pg 44). Breaks in her scales expose quivering pink flesh. Torturous punishment from the slageela rendered her deathly afraid of all humanoids, and Gyara lashes out when approached unless the party proves they aren’t a threat. Gyara, Young Sea Dragon Silver-and-blue sea serpent, now pitted and scarred from torture. AC 5 [14], HD 6 (27 hp), Att 1 × bite (2d6) or 1 × squeeze (1d10 hull damage), THAC0 14 [+5], MV 150’ (50’), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 275 If Gyara trusts the party, she explains that she overheard the slageela discussing plans for her mother, Morgawra. Gyara doesn’t know their exact plan, but does know it involves dark sorcery and ancient blood rituals.


67INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 2.27 Sea Tunnel Darkened tunnel connecting the inner complex to the sea. A thick curtain of seaweed obscures the opening on the exterior of the Crag itsself. 4 slageela (pg 91) armed with saw-nose spears guard the entrance. If the party enters from the sea, the guards fight inside the dense seaweed, imposing -2 to attack rolls. Long-term, Mother Quagla (pg 65) wants to summon an avatar of her god to break the stalemate with the nephroids. To complete the ritual, she needs the heart of a full-fledged sea dragon. Gyara alone isn’t enough, so the slageela keep her alive as bait for Morgawra. If the party align themselves with the slageela within the Crag, Quagla asks for their aid in the slageela ritual. If the party brings back Morgawra’s heart, or lures the dragon to the Crag and allows the slageela to kill her, Quagla brings the heart before the Fish God Idol (Area 2.24) and electrifies it. She then performs a profane ritual ending with her devouring the beating heart, and transforms into an avatar of her god: a malformed mockery of the noble sea dragon cloaked by shadowy ink, with the slimy, mottled body of a salamander and a tail of writhing tentacles. The avatar leads the army of slageela on a torrent of water down into the Ancient City for their final battle with the nephroids. Unless the party intervenes, the slageela destroy the nephroids and then emerge from the Crag to begin their takeover of the Salamander Islands. Avatar of the Deep Incarnation of a nameless god of the depths, a slithering salamander of a sea dragon. AC 17 [2], HD 14** (63 hp), Att 1 x bite (2d6), 6 x tentacle (1d6 + grab) or controls seawater, MV 60’ (20’) / 180’ (60’) swimming, SV D8 W9 P10 B10 S12, ML 10, AL Chaotic, XP 3,250 • Aura of Darkness: An inky cloud surrounds the avatar, only its glowing eyes and luminescent spots visible. Those who cannot perceive in darkness receive a -2 penalty to attacks. • Energy Resistance: Half damage from fire and electricity. • Tentacles: Attack anyone within 30’, target must save vs. paralysis or be grabbed. A grabbed character can only be freed by disabling the tentacle. • Attacking the Tentacles: 6 damage specifically targeted against a tentacle disable it (that tentacle no longer attacks). • The Sea Incarnate: Controls all seawater within 1000’. 12 hidden slageela (pg 91) lurk within the dense seaweed—they do not emerge for the party. They wait to ambush Morgawra, ensnaring her with grappling hooks before stabbing her to death with their spears.


3.2 3.7 3.8 2 mile wide cavern T68 Level 3 The Ancient City


3.1 3.3 3.4 3.5 3.6 3.9 3.10 Level 4 The Palace 69 E


70INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Level 3: The Ancient City The city floats in a hemispherical cavern 2 miles wide and 2 miles high at its apex. Three rings of buildings, crisscrossed with canals and bridges, form the city itself. Travel between points of interest takes 20 minutes. Giant stone faces built into the cavern walls spew streams of water, falling into the lake ringing the city. A cluster of green crystal floats high above the palace’s apex, a lurid glow like an alien star. The crystal star illuminates the city in unending twilight, never reaching full sunlight. Random Encounters d6 Encounter 1 1d4 nephroids (pg 90) patrolling the city. 2 1d6 slageela (pg 91) slithering through the ruins searching for Ancient treasures. 3 2d4 zombies (pg 92) ambling through the streets, remnants of the Ancients. 4 Ancient automaton (pg 88) reactivates as the party passes by, lifting itself from under a pile of rubble. 5 Tresh (pg 72) sifting through a pile of rubble for bits of precious metals. 6 1d6 white apes from the Tower of Secrets (Area 3.9, pg 73) foraging for food. 2-in-6 chance each turn. Other Buildings in the City d10 Ruin or Building 1 Destroyed. Unrecognizable, furnishings reduced to rubble. 2 Commoner’s Home. Sparse broken furniture and human skeletons. 3 Animal pens. Dirt floor littered with loose bones. 4 Bathhouse. Stone wall-faces drool murky water, flooded to knee-height. 5 Park. Overgrown with tangled ivies and sharp grass. 1d4 killer vines (pg 89) slither in the undergrowth. 6 Nobleman’s Home. Vanity holds 500gp in jewelry, guarded by an Ancient automaton (pg 88). 7 Theater. Weathered rows of seats, corals and plants growing through the cracks. 1d4 bronze theater masks scattered about (50gp each). 8 Library. Rows of shelves hold disintegrating scrolls and illegible tablets. 9 Temple. Damaged reliefs, sputtering lights, the broken statue of a winged god. 10 Bridge. Connecting two dilapidated buildings, shifts ominously when tread on. 1-in-6 chance to collapse each time a character walks across.


3.2 3.1 3.3 3.4 71INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 3.1 Main Gate Magnificent pylon-gateway decorated with gold stringcourses. Greenstone colossi stand on either side of the gate, their tridents crossed over the entrance. 3.2 Port Moss-covered stone jetties extend into the water, broken into miniature islands by wear. Derelict ancient vessels (pg 93) lie gashed and broken, floating on the water’s surface like dead fish. One of the vessels is still intact and functional, but has only 30 hp remaining. 3.3 Weeping Colossus Decapitated colossus standing guard over the city. Its giant stone head lies in a flooded crater at its feet. Thin streams of water flow down onto the head from the cavern ceiling high above, rolling down its face like tears. Pink water lilies float defiantly amidst the destruction. 3.4 Temple of the Sun A stepped platform leads to a stone pavilion supported by four pillars. The floor is inlaid with bronze, arranged into circuitous patterns around a central eye with a power crystal (pg 94) for an iris. The bronze floor is a teleporter pad connecting to Area 2.18 (pg 63). Standing on the central eye for 1 round activates it. If the power crystal (pg 94) is removed, the teleporter deactivates.


3.7 3.8 3.5 3.6 3.9 3.10 72INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 3.5 Sunken Jungle Sweaty jungle consumes this part of the city. Plants both aquatic and terrestrial intermingle. A tree stands in a central clearing, its roots spidering across the garden. It bears 8 glistening golden berries. Consuming one heals 2d4 hp. As the party moves in the garden, they experience double vision and light spots. A mated pair of warp beasts prowl the garden, causing these hallucinations. Warp Beast Flickering purple-black beast, like a panther with two swirling tentacles. AC 4 [15], HD 6* (27 hp), Att 2 × tentacle (2d4), THAC0 14 [+5], MV 150’ (50’), SV D10 W11 P12 B13 S14 (6), ML 8, AL Neutral, XP 500 • Displacement: Appears 3’ from actual location: attackers suffer -2 to hit. • Save bonus: +2 to all saves. 3.6 Great Pillar Colossal stone pillar banded with orichalcum stretches to the cavern ceiling. Alien runes and hieroglyphs scrawl the length of the pillar. At its base, a brass hatch opens only when the capsule from Area 2.12 (pg 62) is present. 6 nephroids (pg 90) hide in the ruins surrounding the tube. They attack any non-nephroids. 3-in-6 chance of surprise. 3.7 Tresh’s Lair Lumpy mound of packed wet sand and bits of ruin. Ornamental oyster shells and bronze shards string across the entrance hole. 50% chance Tresh is inside his lair. Tresh himself is a shell-less nephroid draped in rags, a bulging sack of trinkets strapped to his back. Always rubs at his fleshy claws. Speaks the common tongue in a gurgling, raspy voice. Cares only for his collection. For each trade worth 100gp or more, Tresh gives the party one piece of information about the Palace. He knows: 1 “Kreshklak rules there. He is big and strong and stupid.” 2 “Palace has hidden entrance. Search west wall before gate.” 3 “Nephroids take prisoners down below. Then change them with machine. Into something else.” 4 “Metal men scared of Kreshklak’s scepter. Very scared.” 5 “Nephroids stay in west wing. Strange machines in east wing.” 6 “Throne opens giant’s mouth.” Tresh’s collection piles in his hovel: 1,000cp, 175sp, 250gp, 50 orichalcum coins (50pp), 5 pink pearls (100gp each), 10 jade fragments (20gp each), a star-shaped chrysoberyl (500gp), and a sculpture of orichalcum scrap and gems that Tresh made of himself (1,000gp). Tresh Shell-less nephroid turned scavenger. Small and skittering. AC 7 [12], HD 3+1 (20 hp), Att 1 × claw (1d4) or 1 × wand, THAC0 16 [+3], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 50 • Treasure: Tresh wields an orichalcum rod scrawled with alien runes: a wand of lightning bolts.


73INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 3.8 Destroyed Estates Dilapidated mansions of faded blue stone. Bronze stringcourses stained green with age. Entire buildings turned to rubble, reclaimed by giant tube sponges and towering coral trees. 12 mutoids hide in the ruined estates from the nephroids and slageela. 2-in-6 chance to encounter 1d6 mutoids each turn (3-in-6 chance of surprise). The mutoids know that since the attack, the nephroids sealed the main palace entrance and posted guards at the others. They want to free their fellow mutoids imprisoned in the palace and escape the city, but don’t yet know how. The mutoids conceal their hideout underneath a mountain of broken masonry. The only entrance is a zigzagging tunnel beneath a verdigrisridden fountain. The hideout itself is small, a mere 20×20’. 1d4 mutoids rest in the hideout. 3.9 Tower of Secrets A vine-draped tower rises from a mound of gravel. It leans heavily to one side, as if threatening to collapse at any moment. Its golden dome twinkles, reflecting the light of the city’s crystalline sun. The tower is hollow, a 30’ wide shaft extending 50’ upwards until reaching the top floor. The apes easily climb up to the top on the many hand- and foot-holds in the protruding stonework. The top of the tower houses 8 white apes. 50% chance 2d4 rest inside.If present, they throw stones at anyone climbing up. The top floor itself is a mess; leafy nests cover every surface. Spread around the nests are 1,000ep, a dented bronze mask set with emeralds (1,200gp) and an obsidian dagger +1. Rings of alien symbols coat the golden interior of the domed roof. Those reading these symbols must save vs. spells or be driven mad for 1d6 turns. Those who succeed increase their INT score by 1. While mad, roll 1d6 each turn for effects: 1 Aggression. Attack anything in sight like a ravenous beast. 2 Paranoia. Realize that all of the other party members are evil shapeshifters in disguise. 3 Catalepsy. Nothing but stare into space, twitching and babbling. 4 Blindness. Receive a vision of a shadowy horror staring back at them from beyond the stars. Rendered blind. 5 Muteness. Cannot speak. They are listening. Always. 6 Fragility. Realize their body is mere glass, and even the slightest touch could shatter them. White Ape Large simian, totally white in color. AC 6 [13], HD 4 (18 hp), Att 2 × claw (1d4) or 1 × thrown rock (1d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 75 3.10 Lava Ring A lava moat surrounds the palace island, full of black rock and glowing red veins. A crude drawbridge of salvaged bronze doors on the far side stands closed, barring the entrance to the palace. The moat is 20’ wide, the black rock only a thin crust over the lava. If walked across, 2-in-6 chance to break the crust and fall into lava for 20d6 damage. The drawbridge is only operable from the interior. 1-in-6 chance each turn a party of 1d4 nephroids (pg 90) lower the bridge to leave the palace.


4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 A B C 4.9 4.12 4.11 4.10 to 4.25 74


4.13 4.14 4.17 4.16 4.15 4.18 4.19 4.23 4.24 4.22 4.21 4.20 75 Level 4 The Palace E


76INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Level 4: The Palace A mountain of crumbling edifices, cracking columns, and broken statues desperately clinging to each other to stay upright. Circular glass panes in the ceiling of each room give off a dim, green glow, partially illuminating the palace. If nephroids defeat the party, they don’t kill the party but instead imprison them in Area 4.25 (pg 84). 1d6 turns later, the nephroids take them one by one to the Mutation Machine to be transformed into new nephroids. Kreshklak, king of the nephroids, gained his position by simply being the largest and most ruthless of his kin. A freak, he stands a full foot taller than the others, and sports three arms: two with powerful claws and one with a humanoid hand jutting from his midsection. Kreshklak is a hedonistic beast driven by carnal desires. Mutoids form the other faction of the palace, the result of humans mutated by the Mutation Machine (Area 4.28, pg 85), now subjugated by the nephroids. They are imperfect reflections of their rulers, each a mishmash of cancrine features. These mutoids obey the nephroids out of fear, and only turn against them if Kreshklak is dead. Random Encounters d6 Encounter 1 1d6 nephroids (pg 90) going to Area 4.7 (pg 78) for a meal. 2 1d8 mutoids fighting over a giant clam. 3 Ancient automaton (pg 88) robotically patrolling the halls. 4 Booming, clanging sound from Area 4.29 (pg 85) that shakes the floor for a brief moment. 5 Sparks rain down from the ceiling as the nearest light flickers before returning to normal. 6 Distant sound of dripping water. 2-in-6 chance each turn. 4.1 Main Entrance Stairs lead to a set of immense trapezoidal bronze doors. An ornate bronze statue stands at each side, barring the way with an arm. The doors are locked tight, without visible means to open them. Inspecting the statues reveals a loose chest plate, exposing clockwork machinery inside. Manipulating the clockworks by hand causes the statues to pivot on their stands, opening the doors. Opening the doors draws 4 nephroids (pg 90) from Area 4.13 (pg 80). 4.2 Walk of Kings Grand promenade flanked by two rows of caryatid columns depicting crowned rulers. The kings gaze at the gates with dazzling emerald eyes (50gp each, 700gp total). The north column in the west row is little more than rubble. Cracks spread on the ceiling where it fell. On close inspection, hairline fractures visibly spider across each of the 7 intact statues. If attempting to remove the emerald eyes, 1-in-6 chance the statue shatters, alerting the nephroids in Area 4.3. If 4 statues shatter, the ceiling collapses (3d6 damage).


4.1 4.2 4.3 4.4 4.5 4.6 4.13 4.14 4.17 4.16 77INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.3 Throne Room A gold-plated divan, set with threadbare cushions and 550 diamond-shaped chrysolites (10gp each, 5,500gp total), sits atop a dais. On either side of the dais, curtains of water weep from the eyes of a giant stone head, flanked by seascape murals to the east and west. A button on the underside of the divan’s arm opens the stone head’s mouth, revealing a secret entrance to the corridor behind. 3-in-6 chance Kreshklak lounges atop his divan-throne, attended by 6 nephroids (pg 90). Two nephroids engage in a duel for the king’s amusement. If the party wishes an audience with Kreshklak, he orders them to choose a champion to duel one of his subjects one-on-one. If they win, Kreshklak asks the party to bring him “Head of fishman king” to stop the slageela from invading his city. In exchange, he offers the party a single favor of the king. If the party’s duelist fails or the party is found cheating, Kreshklak slaughters the party. Kreshklak wields the Rod of Nara-Thul, an orichalcum scepter topped with spiralling patterns of glowing green enamel (as a staff of striking). The scepter opens the locked door in Area 4.16 (pg 81). Kreshklak, Nephroid King Hulking three-armed nephroid. AC 3 [16], HD 6 (26 hp), Att 2 × claw (1d8), 1 × rod (1d8), THAC0 16 [+3], MV 90’ (30’), SV D12 W13 P14 B15 S16 (5), ML 10, AL Chaotic, XP 500


78INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.4 Archive Rows of bookcases holding clay tablets line the room. Clay fragments lie scattered all over the floor. Faded frescoes depict green-eyed winged gods teaching the Ancients farming, construction, and metallurgy—and how to harness the power crystals. The tablets are a historical record written in the Ancients’ language, describing the people’s first interactions with beings they call the “Scholars.” They arrived in a golden ship flying on jets of flame, ruled over the humans and taught them their ways, and established the might of the Ancients’ empire before the Black Crag sank. 4.5 Crystal Charger A rod on the ceiling suspends a bronze orb, 2’ in diameter, in the center of the room. A pedestal with a triangular slot stands directly underneath. The orb emits a low hum, periodically firing off wild bolts of electricity. When entering, save vs. breath attacks or take 2d6 damage (those wearing metal armor automatically fail). If a power crystal (pg 94) is placed on the pedestal, the orb’s lightning is focused into it, fully recharging the crystal. 4.6 Kitchen 7 mutoids scuttle around the room in ragged aprons, preparing giant shellfish with tiny hammers. 4.7 Dining Hall Long stone table cluttered with ceramic dishes and shattered clamshells. Frescoes on the walls show a procession of ancient humans carrying jugs of wine and dishes of fruits and seafood to a king’s table. 10 ceramic plates in total (10gp each, 100gp total). 4.8 Larder Set of small, bare rooms, the stonework stained with water. Heavy stink of wet rot. Each room contains a set of three 5’ tall ceramic jars carved with coiling patterns and images of sea creatures. A Spoiled grain fills the jars. One lies tipped over and cracked open on the floor. A giant centipede coils inside. B Greasy stains run down the sides of the jars. Yellow oil fills each. C Reeks of rotten fruit. Water trickles down from the ceiling. Yellow clumps like melted cheese cover each jar (yellow mold). The jars contain miraculously preserved wine (175gp total). 4.9 King’s Apartment The lavish decor of the king’s bedroom lies in disarray. The four-poster bed bends, smashed in on itself to form a crude nest. A cold hearth sits on the western wall, decorated with wroughtorichalcum flames. If the highest flame’s peak is tipped, a secret fireplace hatch to 4.12 opens. If not encountered in Area 4.3, Kreshklak (pg 77) rests in his nest. Inside the nest is a golden falcon amulet with feathers of lapis lazuli (350gp). 4.10 Dilapidated Salon Disintegrating tapestries, rotten smell, cracked stone benches arranged around a short table. Mosaics on the walls depict men riding on the backs of giant fish.


4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 A B C 4.9 4.12 4.11 4.10 to 4.25 79INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.12 Panic Room A writhing mass of many-colored snakes slithers over scattered human bones. A desiccated corpse splays out on the floor. The corpse wears cloth-of-gold robes (2,000gp), 3 larimar rings (250 gp each), and an orichalcum amulet. Attempting to reach the corpse agitates the 4 pit vipers (pg 91) into attacking. The amulet is cursed. It contains the soul of Nara-Thul, Priest-King of the Ancients. Whoever puts it on hears his booming voice in their mind. Nara-Thul aids the party in driving the nephroids from his city, after which he attempts to possess the character (save vs. spells) and use their body to reclaim his place as king. Nara-Thul is arrogant and conniving, and attempts to convince the character to give him control when in need to access his powers. When in a mortal body, Nara-Thul has the spellcasting abilities of a 7th level Magic-User with the following spells prepared: magic missile (x2), shield, phantasmal force, wizard lock, lightning bolt, wall of fire (green flames). 4.11 Nephroid Sauna Vents in the walls pump hot steam into the room. 5 Nephroids (pg 90) lounge on a mess of damp cushions strewn around the floor. An orange sponge attaches to each nephroid’s underbelly. The nephroids are all female (HD 2+1, smaller claws deal 1d6 damage). The “sponges” attached to them are egg sacs. If one of the females dies in combat, its eggs burst open, releasing a swarm of hand-sized black crabs that attack as an insect swarm. A warp beast skin lies on the floor in front of the fireplace, obscured by the steam and cushions. The rug functions as a displacer cloak.


4.1 4.2 4.3 4.11 4.13 4.14 4.17 4.16 4.15 4.18 4.19 4.22 4.23 4.21 4.20 4.24 80INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.13 Guard Room Simple stone benches, patches of blue-green mold seeping in through the corners of the room. 4 nephroids (pg 90) stand guard in this room. They come out to ambush anyone trying to open the palace’s main entrance (Area 4.1, pg 76). 4.14 Ruined Armory Water damage blots the walls. The room stinks of mold. A pile of corroded old swords and spears fallen from rotten weapon racks lies on the floor. Searching the pile reveals a stillfunctional lightning trident (pg 93). 4.15 Molting Room The silhouettes of a dozen of nephroids lie scattered around this dark room. Examination reveals these as empty shell-husks of nephroids. 2-in-6 chance a nephroid (pg 90) is here, molting. If allowed to fully shed its shell, the nephroid’s AC is reduced to 10, and its claw attacks deal 1d4 damage.


81INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.16 Model City An elaborate model takes up much of the room, a miniature replica of the city of the Ancients. The palace bears a coinsized hole in its center. Magical glyphs are etched into the bronze southern door from this chamber. The door is wizard locked (7th-level caster). If forced open, the room’s light glows red and a klaxon blares for 4 rounds, triggering a random encounter (pg 76). If the party places Kreshklak’s scepter (pg 77) in the model city’s central hole, it fires a beam of light at the southern door, causing it to open. 4.17 Treasury Hieroglyphs and murals inscribe the walls, telling of the exploits of the Ancients’ kings. A rune-covered golden chest (2,500gp) contains the following treasures: 10,000cp, 2,000ep, 4,000gp, 1,000 orichalcum coins (1,000pp), a staff of snakes of polished black wood, and an orichalcum death mask with a contact higher plane spell inscribed on the inside. 4.18 Elevator A statue of an Ancient priest stands in an alcove on the east wall, clasping a pulley. The chain attached to the pulley disappears into the floor below. A square bronze plate, 10’ square, rests in the floor tiling before the statue. When the weight of two people stands atop the bronze plate, it slowly descends into the floor, down to Area 4.27 (pg 84). When the weight is removed, a counterweight pulls the elevator back up. 4.19 Sentry Corridor Four statues set inside alcoves in the walls. Warriors in feathered headdresses hold spears at their sides, each shaped from brass and bronze. Metal exteriors hide complex clockwork mechanisms. If the party enters without Nara-Thul’s rod (pg 77), the statue-automatons’ (pg 88) eyes begin to glow before stepping out of their alcoves to attack. 4.20 Automaton Workshop Blacksmith’s workshop. Metal arms, legs, and heads hang from the ceiling on rusty chains. A stone workbench set against the wall holds a jumble of tools, curled parchments, and the torso of an automaton with its chest panel open. The tools include small screwdrivers, calipers, and metal wands. The wands produce a small, but powerful jet of flame after pressing a button on the handle (1d4 damage). The parchments are schematics for the ancient automatons. If translated, one could learn to create automatons for themselves (pg 95). 4.21 Workshop Storage Stone shelves packed with a mess of bronze gears, springs, and other small parts (175gp total). Among them lies an automaton’s head.


82INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.22 Flooded Courtyard Open courtyard flooded with waistdeep water. Strange colors scintillate in the murk. A mix of verdant plants and shrublike corals overgrow their colonnade, spilling into the courtyard. The water houses a brain squid, a pet of the nephroids satiated by regular offerings of captured slageela and unruly slaves. The brain squid waits to ambush anything that enters the water. In the water, among the bones of the beast’s victims, lie 1000gp and an octopusshaped orichalcum buckle (400gp). Brain Squid Translucent predatory squid, pulsing brain visible within. AC 3 [16], HD 5** (22 hp), Att 1 × beak (1d6), 10 × tentacle (1d4), THAC0 15 [+4], MV 120’ (40’), SV D10 W11 P12 B13 S14 (5), ML 8, AL Chaotic, XP 425 • Surprise: If a brain squid surprises enemies, its brain lights up in a mesmerizing display. Those observing must save vs. spells or be hypnotized for 1d4 rounds, unable to move or act. • Tentacle attacks: All 10 tentacles attack a single target. A successful attack targeted at the tentacles disables one (that tentacle can no longer attack). • Lightning immunity: Unharmed by lightning.


4.15 4.18 4.19 4.23 4.24 4.22 4.21 4.20 83INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.23 Shrine of the Sacred Stone A low humming grows louder as characters enter. A pedestal holds a giant boulder covered in wavy flow lines and chunks of green crystal. Reliefs on the walls depict winged deities in golden armor surrounding a great sun disc. Touching the stone wracks a character’s mind with visions of the destruction of the Ancients: save vs. spells or fall catatonic, shaking and staring into space for 1d4 turns. 4.24 Orichalcum Forge A 10’ pale green statue of a roaring sphinx dominates the room, clutching a cast-iron barrel in its claws. Two levers jut on each side of the sphinx. Reddish metal filings fleck the inside of the sphinx’s hollow mouth. The sphinx is a crucible for the orichalcum forge. On the opposite wall, stone shelves hold rows of heavy cast-iron barrels. Subtle hinges allow each barrel to split open, revealing an orichalcum mold-pattern on the inside. The sphinx’s held barrel holds the mold of a sword. The right lever causes the sphinx to growl loudly before forcing molten orichalcum through its mouth into its held barrelmold. Once regurgitated, the orichalcum cools in seconds. The left lever opens the mold. The crucible has enough metal for one use. Orichalcum molds: 1 Sword: sword +2, tingles in the presence of magic. 2 Hammer: hammer +1, floats in salt water. 3 Amulet: geometric-style warrior’s face with empty gem settings. Worth 500gp. 4 Wand: as a wand of lightning bolts, must first be charged with electricity to use. 5 Gauntlet: protects the wearer’s hand from extreme temperatures and electricity. 6 Lightning trident (pg 93).


4.25 4.28 4.26 4.27 4.29 4.30 4.31 to 4.8 84INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.25 Dungeon Trapezoidal jail cells sealed with heavy portcullises of green-streaked bronze. 2d6 mutoids shuffle around behind bars. A headless automaton, triangular chest cavity empty, stands rigid against the west wall of the room, collecting dust. One mutoid, Garret, claims he was a treasure hunter before he was captured and transformed by the nephroids. He wants to join the party so he can escape. If the party agrees, every other mutoid claims to be a treasure hunter, too, and offers to join the party in exchange for helping them escape. If the automaton receives a head and inserted power crystal (pg 94), the machine awakens, ready to receive orders. The automaton recognizes the first person it sees as its master, and understands basic verb-noun commands. If ordered, it opens portcullises with ease. 4.26 Laboratory An incinerator shaped like a horned demon fills the room with red light. Humanoid skeletons lie on a stone altar, some bearing aquatic features—piscine skulls, shark teeth, tails in place of legs. Stone shelves on the walls hold curled scrolls and faded tablets. One shelf is empty, mounted to the wall. If pushed down, the wall and shelf rotate on a central axis, revealing a secret entrance to Area 4.28. 4.27 Meditation Chamber The walls and floor of this room are glossy polished obsidian. The place radiates a sense of calm and clarity. Glowing runes on the walls quickly disappear when light enters, only reappearing in complete darkness. The room is Nara-Thul’s (pg 79) spell book. A read magic spell reveals the runes as the following spells: lightning bolt, magic missile, mirror image, phantasmal force, shield, wall of fire, wizard lock.


85INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.28 Mutation Machine A brass console attached to a circular platform carved with concentric rings of runes. The labyrinthine runes bend and turn at sharp angles, like traces on a circuit board. A cross-shaped table with limb restraints stands on the platform under a clawlike apparatus hanging from the ceiling. Throwing a lever on the console activates the apparatus: green lightning dances across the claws before focusing into a beam directed by a 1’ orichalchum sphere. Anyone in the center of the platform takes 1d6 damage and receives a random mutation. d8 Mutation 1 Chromatophores: Change skin color at will. Duplicate complex patterns by concentrating. 2 Mind Blast: Forehead veins pulse with light. Once per day, focus mental energy into a psychic attack (3d6 damage, save to resist). Save vs. spells or pass out from the strain. 3 Chitinous Carapace: Back becomes a barbed shell. AC as plate, but only when attacked from behind. Ram into enemies for 1d4 damage. Cannot wear armor unless specially made. 4 Crab Claw: Left arm transforms into an oversized claw. Can’t wield weapons, but deals 1d6 damage. Nigh-unbreakable grip. 5 Eyestalks: Eyes extend out on stalks. Full 360° vision. 6 Feathery gills sprout from midsection. Breathe water. Can only breathe air if the gills stay wet. 7–8 Nephroid: Fully transform into a nephroid. 4.29 Generator A hulking machine shaped like a giant bronze barrel stands in the center of the room. Twisting pipes sprout from the machine’s top, spreading out across the ceiling into the palace beyond. On the machine’s south side, three power crystals (pg 94) arrange into a triangle around a lever. Those removing a crystal while the machine is active must save vs. wands or be shocked for 2d6 damage. Throwing the lever deactivates the generator, de-powering all the technologies in the palace aside from Area 4.31 (pg 86). This includes lights, locked doors, Area 4.5 (pg 78), and Area 4.30. 1d6 nephroids (pg 90) arrive in 1d4 turns to check on the generator. 4.30 Laser Barrier Orichalcum archway built into the wall. A glowing force-field, rippling like water, blocks the way into Area 4.31 (pg 86). A floor mosaic depicts nine winged figures surrounding a flaming orichalcum disk. The barrier disintegrates organic matter passing through it, but the light must touch the matter to affect it. Shutting down the generator in Area 4.29 or destroying the archway disables the barrier. The archway has AC 1 [19] and 15 hp. Only magical weapons damage it. Damaging the archway causes green sparks to shoot out, dealing 1d4 damage to the attacker.


4.30 4.31 86INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX 4.31 Crypt of the Scholars An electrical hum reverberates through the metal walls of the room. Glistening orichalcum comprises every surface, decorated with circuitry patterns and rows of blinking lights. Nine frigid capsule-shaped sarcophagi stand set into alcoves in the walls, treasures placed at their feet. An altar stands against the north wall. The room is the repurposed flying saucer of the Scholars. The altar is a control console fitted with dozens of gemstones, buttons, and screens of polished black glass. Fiddling with the controls produces a random effect: 1 No noticeable effect. 2 A hidden compartment opens on the console, containing 3 charged power crystals (pg 94). 3 The sarcophagi-capsules hiss open. 4 Electricity zaps out (1d4 damage). 5 A thin green light scans the character, displaying their vital signs. If injured, a mechanical limb extends from the ceiling and flashes a bright light, healing everyone in the room for 1d6 hp. 6 A projector rises from the floor in the center of the room and displays a shockingly-detailed 3D hologram of the cosmos. 7 Gravity turns off for 30 seconds. Everything not tied down drifts freely. When the effect ends anyone not hanging onto something must save vs. death or take 1d6 damage as they fall. 8 Liftoff. The room shakes as the saucer prepares to launch. In 1d6 turns, the saucer shoots up through the palace (causing it to collapse) and out through the city’s main gates before disappearing out into space. Wiping away the icy condensation on the capsules’ surfaces reveals that all but one holds a humanoid skeleton with elongated proportions. The centermost sarcophagus contains a living Scholar in suspended animation. It wears an elaborate orichalcum breastplate decorated with circuit patterns and gemstones (2,000gp). If awakened, the Scholar uses ESP to read the minds of those who released it. If their thoughts are hostile, it activates the saucer and either wards off or destroys the party before liftoff. The grave goods placed before the sarcophagi comprise 12,000sp, 3,000gp, 2,000 orichalcum coins (1pp each), 3 ceramic jars (200gp each), 4 golden warrior statuettes (100gp each), golden cups inlaid with jade (150gp each), 8 orichalcum helmets with glass eye-lenses and golden tubing (500gp each), and an ornamental shield made to look like a blazing sun (1,000gp).


87INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Scholar Ethereal alien beings, vaguely humanoid in form. Faces blank aside from three sets of bulbous eyes and a beard of tentacles at the chin. Luminous bodies with spindly limbs and membranous wings languidly flapping as the creature levitates. AC 3 [16], HD 8*** (36 hp), Att 1 × mental power (see below) or 2 × claw (1d4), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (8), ML 7, AL Neutral, XP 2,300 • Mental powers: May use each of the following powers three times per day: • a. Mind Blast: Targets in a 60’ cone (20’ at the end) must save vs. paralysis or be paralyzed for 1 turn. • b. Flood of Knowledge: The Scholar forcibly expands the mind of a target within 60’ by flooding it with psychic energy. Target must save vs. spells or take 3d6 damage. The first time a character successfully saves against this ability, their INT permanently increases by 1. • c. Telekinesis: Range 120’. Move up to 5,000 coins of weight up to 20’ per round. Creatures may save vs spells. • Mental defense: +4 bonus to all saving throws against mental powers. • Mundane damage immunity: Only harmed by magical attacks. • ESP: Read thoughts of anyone within 90’. Obstructed by a thin layer of lead or 2’ of rock. • Magic resistance: +2 bonus to saving throws against magic, +4 against mindaffecting magic.


88INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Appendix A: Monsters Ancient Automaton 8’ tall humanoid machines of brass and bronze made to resemble the statues of ancient warriors. Animated by power crystals (pg 94) embedded in their chests. AC 2 [17], HD 3 (12 hp), Att 2 × blow (1d8), THAC0 16 [+3], MV 30’ (10’), SV D12 W13 P14 B15 S16 (3), ML 11, AL Neutral, XP 35 • Immunity: Unharmed by gas; immune to charm, sleep, and hold spells. • Power Source: The power crystal (pg 94) in the automaton’s chest has AC 0 [20] and 10 hp. If removed or destroyed, the automaton becomes inanimate. Boar Omnivorous wild boars dwelling primarily in forests. Irascible and dangerous if disturbed. AC 7 [12], HD 3 (13 hp), Att 1 × tusk (2d4), THAC0 17 [+2], MV 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35 Cassowary 5’ flightless birds. Shaggy black feathers, bright blue finlike heads. AC 6 [13], HD 4 (18 hp), Att 2 × kick (2d4), THAC0 16 [+3], MV 150’ (50’) / 120’ (40’) swimming, SV D10 W11 P12 B13 S14 (4), ML 7, AL Neutral, XP 75 • Jump: Cassowaries can jump 7’ into the air. Coral Skeleton Mutinous undead crew of Captain Janzoon the Blade. Years spent below the waves give each an outer crust of barnacles and coral. AC 7 [12], HD 2 (9 hp), Att 1 × weapon (1d6 or by weapon), THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 35 Crocodile Ungainly, water-dwelling reptiles. Patient hunter, always lurking. AC 5 [14], HD 2 (9 hp), Att 1 × bite (1d8), THAC0 18 [+1], MV 90’ (30’) / 90’ (30’) swimming, SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20 Crab, Giant Unintelligent crustaceans. Lurk in coastal waters along the beaches. AC 2 [17], HD 3 (13 hp), Att 2 × pincer (2d6), THAC0 17 [+2], MV 60’ (20’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 35


89INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Elephant Seal Ferocious, 15’ long seals with thick blubbery hides and a distinctive fleshy proboscis. AC 5 [14], HD 7 (31 hp), Att 1 × bite (1d6),THAC0 13 [+6], MV 90’ (20’) / 120’ (40’) swimming, SV D12 W13 P14 B15 S16 (7), ML 10, AL Neutral, XP 450 Frog, Poisonous Vibrantly-colored tree frogs that secrete contact poison. AC 6 (13), HD 1/2 (2 hp), Att 1 × bite (1d2), THAC0 19 [0], MV 90’ (30’), SV D14 W15 P16 B17 S18 (NH), ML 7, AL Neutral, XP 6 • Poison: Save vs. poison or suffer severe stomach pain and vomiting for 1d6 hours; no physical activity possible except half speed travel. Grindylow 6” aquatic gremlins with suction cup fingers. Love to make mischief, especially by causing malfunctions in seafaring vessels. AC 3 [16], HD 1 (1 hp), Att 1 × bite (1 damage), THAC0 19 [0], MV 90’ (30’) / 120’ (40’) swimming, SV D14 W15 P16 B17 S18 (NH), ML 7, AL Chaotic, XP 13 • Sneaky: Exceptionally good at hiding and sneaking. Contort their small bodies to fit in tight places. 90% undetectable when hiding. Insect Swarm Tiny insects that swarm in nests. Drawn to light or unusual smells. AC 7 [12], HD 2 to 4 (9/13/18 hp), Att 1 × swarm (2 or 4 hp), THAC0 18 [+1]/17 [+2]/16 [+3], MV 30’ (10’) / 60’ (20’) flying, SV D14 W15 P16 B17 S18 (NH), ML 11, AL Neutral, XP 20/35/75 Jaguar High-speed prowling hunters. AC 4 [15], HD 4 (18 hp), Att 2 × claw (1d4), 1 × bite (1d8), THAC0 16 [+3], MV 210’ (70’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 75 Killer Vine 10’ dangling vines with bright red thorns to grab hold of living prey. AC 5 [14], HD 3* (13 hp), Att 1 × grab (1d6 + entangle), THAC0 17 [+2], MV 0’ (0’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50 • Entangle: Hit victims suffer 1d6 damage on each subsequent round. STR check each round to escape. Lava Lizard, Giant 5’ lizards, brownish-yellow bodies, bright red faces. Symbiotic with giant iguanas, eating pests. AC 5 [14], HD 3+1 (14 hp), Att 1 × bite (1d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 7, AL Neutral, XP 50 Mantis Shrimp, Giant Huge crustaceans with a vibrant, colorful carapace. Deadly strong. AC 2 [17], HD 8 (36 hp), Att 2 × punch (3d6), THAC0 12 [+7], MV 120’ (40’), SV D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 650 Marine Iguana, Giant Bloated herbivorous reptiles, peeling scales of dirty black and muddy red. Spiky back comb. AC 4 [15], HD 6 (27 hp), Att 2 × claw (1d4), 1 × bite (2d6), THAC0 14 [+5], MV 90’ (30’) / 120’ (40’) swimming, SV D10 W11 P12 B13 S14 (4), ML 6, AL Neutral, XP 275


90INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Merfolk Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed and hunting fish. AC 6 [13], HD 1 (4 hp), Att 1 × spear (1d6) or 1 × net, THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 10 Merrow Frightful humanoids, 9’ tall, with green scales, shaggy weed-like hair, and webbed hands and feet. Dwell beneath shallow seawaters. AC 3 [16], HD 4+4 (22 hp), Att 1 × spear (2d6) or [2 × claw (1d6), 1 × bite (2d4)], THAC0 15 [+4], MV 60’ (20’) / 120’ (40’) swimming, SV D10 W11 P12 B13 S14 (4), ML 10, AL Chaotic, XP 125 Monkey Small, mischievous tree-dwelling simians. Howling laugh. AC 6 [13], HD 1 (4 hp), Att 1 × sword (1d6) or 1 × bite (1d3), or 1 x fling (1d3) THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 10 Nephroid Hulking, crustaceous humanoids with chitinous blue-black shells. Created by an ancient species to serve as warriors, but rebelled. AC 3 [16], HD 3+1 (13 hp), Att 1 × claw (1d8), THAC0 16 [+3], MV 90’ (30’), SV D12 W13 P14 B15 S16 (3), ML 10, AL Chaotic, XP 50 Pirate Sailors who raid coastal settlements, rob ships, and kidnap victims for ransom. Typically ply the open seas. Renowned for their ruthless ways. AC 7 [12], HD 1 (4 hp), Att 1 × sword (1d6) or 1 × crossbow (1d6), THAC0 19 [0], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Chaotic • Treasure: 2d6sp. Pitcher Plant Giant carnivorous plants with pitcher-shaped leaves concealing aromatic digestive acids. AC 7 [12], HD 2 to 5 (4 hp per HD), Att 2–5 × bite (1d6), THAC0 by HD (17 [+2] to 15 [+4]), MV 0’, SV by HD, ML 12, AL Neutral, XP 25/50/125/300 • Pheromones: Secretes a sweetsmelling fragrance: those within 10’ must save vs. poison or walk into one of the plant’s mouths. • Swallow Whole: An attack roll of 20 swallows a halfling-sized (or smaller) victim. Inside the pitcher: suffer 1d6 damage per round; may attack with sharp weapons at -4 to hit; drown after 10 rounds; body digested in 6 turns after death.


91INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Pit Viper 5’ long snakes with green scales. AC 6 [13], HD 2* (9 hp), Att 1 × bite (1d4 + poison), THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25 • Infravision: 60’. • Initiative: Always gains initiative (no roll). • Poison: Causes death (save vs. poison). Reef Shark 9’ long slender, broad-headed sharks with a dusky gray coloration. Hunt in packs. AC 4 [15], HD 2 (9 hp), Att 1 × bite (2d4) or 1 × ram (stun), THAC0 18 [+1], MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20 • Blood scent: Detects blood in water up to 300’ away. • Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks. Slageela Aquatic humanoids with the heads of dragonfish and sinuous finned tails in place of legs. AC 5 [14], HD 2+2 (11 hp), Att 1 × weapon (1d6 or by weapon) or [2 × claw (1d2), 1 × bite (1d4)], THAC0 17 [+2], MV 90’ (30’) / 240’ (80’) swimming, SV D12 W13 P14 B15 S16 (2), ML 8, AL Chaotic, XP 25 • Light Sensitivity: -2 penalty to attack rolls and -1 penalty to AC when in bright light. Slageela Sorceress Bloated, sluglike humanoids. Slimy wrinkled skin and scrawny arms with webbed claws. Dragonfish heads with sharp protruding teeth and bulging eyes. Not built for fighting, but skilled spellcasters. AC 5 [14], HD 3* (20 hp), Att 1 × weapon (1d6) or 1 × spell, THAC0 17 [+2], MV 90’ (30’) / 120’ (40’) swimming, SV D13 W14 P13 B16 S15 (MU3), ML 8, AL Chaotic, XP 65 • Spells: Casts spells as a 3rd-level Magic-User. Slageela Tadpole Adolescent slageela with long serpentlike tails, oily black skin, and budding forelimbs. Large eyes and gaping mouths full of needle teeth like a dragonfish. AC 7 [12], HD 1 (4 hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 120’ (40’) swimming, SV D12 W13 P14 B15 S16 (1), ML 8, AL Chaotic, XP 10


92INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Water Termite Giant (5’ long) wood-eating aquatic insects with a sack to take in and jet out water. Prone to feeding on passing ships. Only attack creatures if cornered. AC 5 [14], HD 4 (18 hp), Att 1 × bite (1d6) or 1 × spray (stun), THAC0 16 [+3], MV 180’ (60’), SV D12 W13 P14 B15 S16 (3), ML 11, AL Neutral, XP 75 • Irritant spray: Above water; maximum once a turn. Sprays one target: save vs. poison or stunned for 1 turn. • Ink cloud: Underwater; maximum once a turn. When escaping, emits a cloud of black ink to confuse attackers. • Eat ships: Cling to bottom of vessel. Inflicts 1d3 hull damage then detaches. • Noticing ship damage: 50% chance per round. Turtle, Giant Sea 20’ long peaceful marine reptiles adrift in warm oceans, eating sea plants. Dangerous when threatened. AC 3 [16], HD 15 (67 hp), Att 1 × bite (4d4), THAC0 9 [+10], MV 10’ (3’) / 150’ (50’) swimming, SV D8 W9 P10 B10 S12 (8), ML 7, AL Neutral, XP 1,350 Turtle, Snapping Aggressive predatory turtles lurking in the shallows of lakes and rivers. AC 4 [15], HD 2 (9 hp), Att 1 × bite (1d6), THAC0 18 [+1], MV 30’ (10’) / 90’ (30’) swimming, SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20 Wolf Bat Giant carnivorous bats with black, wolflike heads. AC 3 [16], HD 2 (9 hp), Att 1 × bite (1d6), THAC0 17 [+2], MV 180’ (60’) flying, SV D12 W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 25 Zombie Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards. AC 8 [11], HD 2 (9 hp), Att 1 × weapon (1d8 or by weapon), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 20 Spider, Giant Crab 5’ long hunting spiders that can change their color to match their surroundings. AC 7 [12], HD 2* (9 hp), Att 1 × bite (1d8 + poison), THAC0 18 [+1], MV 120’ (40’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 25 • Ambush: Attack by dropping on victims from above. • Surprise: On a 1–4, due to camouflage. • Cling: Walks on walls and ceilings. • Poison: Causes death in 1d4 turns (save versus poison with a +2 bonus).


93INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Appendix B: Magic Items Ancient Vessel A 6’ tall, 10’ circumference bronze submarine that resembles a giant fish with thick glass bubbles for eyes. 6 people fit inside across two sets of seats. A control console alights with glowing rune-buttons when powered by a charged power crystal (pg 94). The vessel is a vehicle with AC 0 [19], 60 hp, and a swim speed of 90’ (30’). A spotlight shines from the mouth, which can focus into a beam of electricity to deal 3d6 damage. Each use of the beam expends 1 power crystal (pg 94) charge. Once sealed, the vessel holds 3d6 human-hours of air. Cowl of the Shark Hooded mantle of shark leather complete with a scarred dorsal fin. While submerged in seawater, pulling up the hood transforms the wearer into a halfshark hybrid. In this form, the character has the head and dorsal fin of a shark, allowing them to breathe underwater, swim at a rate of 180’( 60’), and bite for 2d4 damage. Horn of Bubbles Conch shell that creates magical bubbles when blown. The bubbles have AC 10 [9] and float around regardless of contents. Blown large enough, the bubbles can engulf a person. A person inside can direct their bubble by pushing against it. The bubbles also trap sounds, replaying them when popped. Last 1d4+1 hours or until popped with a sharp object. • Charges: 1d10. After expending all charges, the horn must be submerged in water for 24 hours to recharge. Lightning Trident Orichalcum trident. Functions as a spear +1 with the following changes: • Activation: A trigger electrifies the prongs, dealing 1d8+1 lightning damage on hit. A button causes the prongs to spin, allowing the wielder to fire a bolt of green lightning for 2d6 damage (expends 1 charge). Firing a lightning bolt underwater causes it to affect a 10’ area around the wielder, everyone inside must save (including the wielder). • Charges: A power crystal (pg 94) attaches to the butt end of the trident like a battery, supplying 1d10 charges. Once all charges are expended, the trident ejects the depleted power crystal with a click.


94INTRO JANZOON VAULT OF PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Nautilus Amulet Nacreous spiral shell strung onto a chain of woven seaweed. A character wearing the amulet both breathes and speaks underwater, and swims at their normal movement rate. Power Crystal Tetrahedral green crystals containing a flickering electric spark. The power crystals fuel Ancient technologies. Each crystal carries 1d10 charges of energy. When charged, a power crystal glows in the dark (10’ light). When shattered, a power crystal releases a flash of yellow-green electricity, dealing 1d6 damage in a 10’ radius and blinding anyone within 30’ for 1d4 rounds (save vs. wands to resist each effect). Ring of Swimming Silver ring in the shape of two fish swimming in a circle. The ring enables the wearer to breathe and move normally underwater, as well as communicate telepathically with sea creatures. Tidebringer, Scimitar +2 Silver sword, hilt encrusted with coral and cockles. The blade drips with foamy seawater when charged. When the blade is wet, the wielder can fling a blade of razor-sharp water as a ranged attack, modified by STR. The sword must soak for 1 round in water before being used this way again. The sword can be used underwater with no penalty. Appendix C: Quick and Dirty Underwater Adventuring Holding Breath: Characters can hold their breath for a number of rounds equal to their CON score. If their breath runs out, they begin to drown. A drowning character must be brought onto land and resuscitated within CON/3 rounds or die. Visibility: Submerged characters can see 100’ around them in the open ocean. Speed: Characters swim at half their normal movement speed. Armor and Encumbrance: Each turn, a character has a chance to sink based on their armor. • Leather: 20%. • Chain: 80%. • Plate: 100%. Overencumbered characters count as wearing chain. Magic armor does not apply these penalties. Weapons: Bludgeoning and missile weapons are useless. Cutting weapons attack at -4 and deal half damage on a hit. Spears and other thrusting weapons attack and damage as normal. Initiative: Unless the characters have an advantage, aquatic creatures always attack first in combat. Magic: Unless the caster can speak, they cannot use magic underwater. Additionally, spells that generate fire don’t work underwater—they just fizzle into hot bubbles.


95INTRO VAULT OF JANZOON PORT FORTUNE THE ISLANDS MONKEY TEMPLE LAIR OF MORGAWRA SUNKEN GROTTOES ANCIENT CITY THE PALACE APPENDIX Appendix D: Automaton Creation To create an automaton, the character must have access to a blacksmith’s workshop along with specific molds and a selection of strange, highly advanced hand tools required to piece together the machine’s parts. To create a suitable workshop from nothing costs anywhere from 1,000–5,000gp. The materials to create an automaton cost 20,000gp. The outer body requires only 10% of this cost—the rest comprises the intricate mechanisms and clockworks held inside. Hundreds of tiny orichalcum parts make up the automaton’s “clockwork brain.” The creation process takes 8 weeks. Once the body is complete, placing a charged power crystal (pg 94) into the automaton’s chest activates it. A crystal powers the automaton for 1,000 years per charge. Once active, the automaton obeys simple verb-noun commands from its creator. Appendix N: Inspirations • Atlantis: The Lost Empire • Caverns of Thracia • The Dark of Hot Springs Island • I1: Dwellers of the Forbidden City • The Golden Voyage of Sinbad • The Indiana Jones series • Indiana Jones and the Fate of Atlantis • X2: The Isle of Dread • The Monkey Island series • Pirates of the Caribbean • Sea of Thieves • The Sunken Land: A Fafhrd and the Gray Mouser Adventure


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