Danosos’s Tale
BY: Darren
White
Background:
Near the port city, Procampur, a merchant vessel has
sunken to a watery grave. One lone
survivor, Danosos, overcame the disaster by swimming several hundred yards to
safety with the assistance of a friendly dolphin. Upon returning to shore, Danosos immediately informed Grand
Admiral Mantay who is the commander of the Procampuran Navy and harbormaster of
the Sea District.
The adventure takes off when Grand Admiral Mantay is
telling Danosos’s tale at the Jeweled Cup.
After spending much of the night with the PCs, the Admiral talks them
into joining the expedition to raise the lost merchandise that sank with the
ship. He offers 100gp per sailor whom
assist and/or forgives any gambling debt lost to him that night by the PCs.
The Jeweled Cup
The city has been
buzzing about a tale of a sailor whom fought off undead pirates and swam
several miles to shore to spin his legend.
That night when you are resting up at the Jeweled Cup, a strange-looking
fellow with a pale, bluish cast is asked by the crowd to recite the tale of
Danosos. After much encouragement and a
few drinks this slender half-elven man gives in. “You’ll have it then friends!
I was sitting in me office when that straggly looking lad Danosos comes
barreling in spewing nonsense about dead pirates. He says, “Admiral, Admiral they slaughtered us all. I was the only one to escape their grim
clutches.” I smacked him across his
muzzle to calm him down.
He told me that on the
Sallie Mare’s return voyage from Amn, at nightfall demons from the deep came
aboard and began devouring the crew.
Danosos described them as demons with dripping flesh and razor sharp
talons for fingers. He said they stank
like year old fish underbelly left out to dry.” The crowd lets out a roar. “ They overwhelmed the ship and somehow
broke open the hull to sink the Sallie Mare.
Danosos, and several others tried swimming to safety when the beasts
began tearing them under the water. A
dolphin sent by Tymora saved him from being rendered to shreds. That ‘tis not the most horrific part my
friends, Thultryl Rendeth himself has
ordered me to retrieve the lost merchandise!
Anyone with a buoyant pair of balls is welcome to come along.” He then begins laughing along with the rest
of the tavern and rests at the bar for another round.
This odd fellow is Grand
Admiral Mantay, the half sea-elven commander of the Procampan Navy. Admiral Mantay is a regular here at the
Jeweled Cup where he comes to let loose.
The Admiral loves to gamble as well, and will strike up a card game with
nearly anyone. Inadvertently, the
Admiral strikes up conversation with the PCs and befriends them. He offers them the primary job of salvaging
the materials lost when the Sallie Mare went down. He offers 100gp each and will provide the ship and crew. He punches one PC in the arm and says, “Never know when you will need a powerful
ally.” If the PCs accept then the
Admiral tells them to meet him at the docks at ‘Mid-sun’ tomorrow.
Grand Admiral Mantay(half sea-elf commander of
the Procampan Navy); AC 4; HP 78; AT: 2 (+1 long sword); THAC0 11; XP 950 Mantay carries himself with the bearing of
an officer at all times, never fraternizing with non-officers under his
command. Off duty, he has been known to
have a peculiar sense of humor and even has been rumored to be a regular at the
Jeweled Cup. The Admiral is considered to be very strange-looking by most
standards; his skin has a pale, bluish cast and his features appear too
shallow.
The Docks (Sea District)
A large crowd has
established at the docks near the Iron Shield Warehouse. Grand Admiral Mantay is signing in the crew
to the Soggy Snail a mid-sized cog.
Mantay has a stern look upon his face and seems very focused. If the PCs try to joke around or make light of
anything, Mantay will jump down their throats and demand displine. He will then later apologize to the PCs but
remind them of his stature and how he must conduct himself when on duty.
Admiral Mantay
gives each one of you a scroll that serves as a voucher to claim your payment
upon your return to Procampur. The
scroll clearly states that no reward will be paid if the merchandise from the
Sallie Mare is not salvaged. He then
directs you on to the ship and introduces you to your crewmates for this
voyage:
1. Captain
Strollo (human Captain of the Procampan Navy, F5); AC 5; HP 46; AT:3/2
(cutlass); THAC0 16; XP 420. Captain
Strollo is a stout man with dark black hair and a straggly white beard. Strollo is a noble captain whom will do
whatever it takes for his crew.
2. Calnan
(human, 1st mate to the Captain, F3); AC 6; HP 32; AT: long sword (+2
damage); THAC0 18; XP 120. Calnan is a
tall, muscular man with no visible body hair upon him what so ever. Calnan is extremely two-faced and would love
to gain the Captain’s position on the Soggy Snail.
3. Royce
(human, cabinboy); AC 9; HP 3; AT: dagger (1d4); THAC0 21; XP 5. Royce is a ten year old human boy with fiery
red hair and a face full of freckles.
Royce’s bony build is apparent through the way his oversized clothes
hang off him. Royce is very loyal to
the Captain and will report all his findings to him.
4. Preston
(halfling male, B1); AC 9; HP 5; AT: cleaver (1d4); THAC0 20; XP 15. Preston is a very plump halfling whom has a
handsome face for such an obese figure.
Preston is the ship’s cook and entertainment. He currently is studying at The Greyson Institute, which is the
bardic college of Procampur, to become a bard.
Although Preston is humorous due to being clumsy the rest of his bard
abilities are sub-par at best. Preston
is a fantastic cook whom divulges into his food much to often. Royce is often sent to spy on Preston to
make certain that the ship’s food supply is not depleted. (Preston is meant to provide the comic
relief for this story)
5. Valerych
(elven male, A3); AC 6; HP 24; AT: long bow or sword (1d8); THAC0 18; XP
45. Valerych is a slender elven male
with enormous hands. He is the ship’s
lookout and archer whom was hired directly by Admiral Mantay solely to keep
unwanted visitors of the Soggy Snail.
Valerych is a member of Procampur’s Royal Navy. He is a loner whom doesn’t enjoy the company
of others so he resides in the crow’s
nest.
6. Sheedy
(human female, C1); AC 7; HP 6; AT: staff (1d4); THAC0 20; XP 20. Sheedy is a novice cleric whom was brought
aboard to provide spiritual leadership.
She is a rotund human is constantly being ridiculed by Calnan, whom says
that Sheedy is here because she ate her way out of the temples. Sheedy is well mannered and graciously takes
the tongue lashings, and returns a “ May Tymora smile upon you.”
7. Grudzien
(half-elven male, F2); AC 7; HP 17; AT: cutlass (1d6 + 1 strength damage);
THAC0 19; XP 35. Grudzien, a crew hand,
is a well built half-elven male whom brags that he has aquatic elven
bloodlines. Grudzien is very agile
around the ship and is a fantastic swimmer.
Grudzien has taken it upon himself to look after Guiste, due to Calnan’s
non-interest in his brother.
8. Guiste
(human male, F2); AC 8; HP 21; AT: cutlass (1d6 + 2 strength damage); THAC0
19; XP 30. Guiste, a crew hand, is an
enormously built man with long brown hair whom happens to be the younger
brother of Calnan. Guiste is moderately
retarded (“slow” in Grudzien’s words) however, is masterful when it comes to
working around the ship. Grudzien and
Guiste are nearly inseperatable and will do nearly anything they are told. Although Guiste has nothing but love for his
brother, Calnan disputes that they are brothers and is constantly putting him
down.
Grand Admiral Mantay then retells last night’s tale for those whom
weren’t present the time. This instance
however, the Admiral does not as much as crack a smile or make light of any
situation. He then reminds the crew of
their mission and wishes them well.
“The Sallie Mare was
carrying exotic herbs, spices, and other items that Procampur traded with Amn
and the far island nations. Your job is
to retrieve the lost merchandise and return it to port. Kill anything that hampers your
progress. Wendalyn the Wise has produced
several (2 per person) vials of waterbreating potions to accommodate your
travels under the surface. He also
provided us with a potion of treasure finding to help locate the whereabouts of
the Sallie Mare and its cargo. Captain
Strollo has the general location of the wreckage mapped out. Remember that this is Captain Strollo's
ship, so respect his authority. May
Selune (goddess of the stars) guide you to success."
With that said, Admiral
Mantay leaves the Soggy Snail and Captain Strollo begins to bark out commands
to his crew to 'ship out'. The grace of
his crew is astonishing and they have the ship out of port in no time. The voyage is started and there is no turning back for the PCs
after this point. Any PC looking to
gain a possible skill in boating or navigating can if they actively assist the
crew and make a successful intelligence check.
*Soggy Snail (cog ship); AC 8; HP 250
(if any single section takes more than 40 points of damage it will sink the
ship); AT: nil; THAC0 nil; XP 1000- This is basically a cargo hauling ship
only. It is strongly made however to
hold up to pirate attacks.
The Voyage
Captain Strollo informs you
that the journey will take nearly the rest of the day. " Arrival will be shortly before
nightfall. Make yourself useful or stay
out of my crews way." Below is the encounter that
the PCs come across on their way to their destination. The DM may choose to alter this as needed.
As the wind guides you
to your destination, you notice a school of dolphins approaching the Soggy
Snail quickly. They swim right up to
the eastern side of the vessel and begin to chatter urgently in your
direction. Captain Strollo says that
the dolphins are trying to warn us of something. "Trouble is brewing men, be prepared!" Valerych shouts down from the crow's nest,
"Ship advancing fast on the port side!" In the near distance, a large ship is heading directly towards
the Soggy Snail at a high rate of speed.
Captain Strollo quickly notices the colors flying on their mast and
recognizes them as a well-known pirate vessel in this area. Within three rounds the pirate ship is
within range where it begins to fire its catapults at the Soggy Snail.
After five rounds of
shelling the Soggy Snail with their catapults, the pirate vessel closes in to
attempt to board. These pirates are
relentless and will fight until they have won the battle no matter what the
casualties are. There is 42 pirates in
total, however only 25 attempt to board.
If these 25 pirates are defeated then the rest will attempt to retreat
unless the odds are grossly in their favor.
The pirates are led by Daube the Red, a burly red-headed human with an
enormous build.
If the PCs are defeated by Daube's band or to those whom
surrender, he strips them of all belongings and sets them free in a lone row
boat (seats 8) to return to shore to carry his legacy. If Daube is forced to retreat, he sails away
swearing vengeance will be his. If
Daube's pirate band is defeated and his ship conquered as well, the PCs gain a
larger seafaring vessel to use if they so desire. Daube will plead for mercy and offer knowledge of his treasure
hoard that is on an isolated island in the Pirate Isles.
*Daube the Red (hm T9/F8); AC 3; HP 67;
AT: 3/2 cutlass (1d8 +3 strength); THAC0 13; XP 620- Daube is a fierce fighter
whom will not retreat while involved in individual melee combat.
*Surowka (hm F6); AC 6; HP 51; AT:
cutlass (1d8 +1 strength); THAC0 15; XP 320- Surowka leads the boarding
party. He is a stocky human male with a
cutlass molded directly into his arm.
Surowka is Daube's first mate.
*Mates (4) (hm F4); AC 7; HP 34each;
AT: cutlass (1d8); THAC0 17; XP 120- These are Daube's personal guard and do
not leave his side unless told so by Daube the Red himself. They are absolutely loyal to Daube and will
sacrifice their lives to preserve his.
*Pirates (36) (hm T1); AC 8; HP 6(x9),
5(x9), 4(x9), 3(x9); AT: short sword (1d6); THAC0 20; XP 15
*Daube the Red's Pirate Ship (cog warship);
AC 8; HP 250 (if any single section takes more than 40 points of damage it
will sink the ship); AT: 2 catapults (1d20 cannonballs); THAC0 20 (more
difficult from more than 100 yards); XP 1500- This is basically a cargo hauling
ship only. It is strongly made however
to hold up to pirate attacks.
On Daube the Red's ship is two weeks worth of food and drink, 4
slaves down below, 253gp, 362sp, 178cp, 4 crates of exotic silk fabrics worth
2000gp, and various maps of the surrounding waters. (This leaves the DM the option for future adventures)
If Captain Strollo or any other NPC dies in this battle,
substitute their names with the next person in charge throughout the rest of
the adventure.
Arrival to the Dead Waters
Captain Strollo orders
Grudzien to drop the anchor and announces, "We are here, night is upon us so
we will dive tomorrow. Be alert and
watch your backs, mates." Night
falls and the stars glisten without a cloud in the sky. The waves gently rock the Soggy Snail back
and forth.
There is a 10% chance that
the Drowned Ones attempt to overrun the ship.
However, the distance between the Soggy Snail and the actual wreckage is
great. Visibility in the water is zero
for those without infravision and only 5' to those with infravision. The night goes uneventful for those whom
remain awake to stand watch. Although
nearly every character that slept partially during the night had harsh dreams
of zombie-like creatures gnawing on their bodies as they lay helpless. This clairvoyant imagery is thanks to the
crew of the Sallie Mare to warn passing sailors of the dangers that lurk below.
Morning Dive
The sun begins its climb
above the horizon and the Soggy Snail begins bustling with activity. After a fantastic rice and shell-fish
breakfast, care of Preston, Captain Strollo washes down the remainder of his
meal with the potion of treasure finding.
"Ah, their it is over yonder.
Let's move mates, raise the anchor and lets go get what we came here
for."
After a brief voyage,
Captain Strollo has the Soggy Snail positioned directly above where the potion
beckoned. The crew quickly begins to
set up the rope pulley system to raise the lost cargo from below. Strollo tells you that when your are below
to yank on the rope twice to raise cargo and three times if an emergency
arises. He then gives you the
waterbreating potions and bids you good luck.
Captain Strollo and/or the
crew will remind any PC who is planning on wearing heavy armor on his dive
down. Nothing heavier than leather
armor is acceptable, otherwise swimming and movement is nearly impossible underwater. At the DMs discretion, the Soggy Snail may
have extra suits of leather armor available to the PCs if needed or forgotten.
The water is fairly warm
as you enter it and is nearly crystal clear.
For the first one hundred yards the visibility is excellent with the
very top of the mast evident. However,
below that the water gains a murky appearance and is much cooler than the upper
level. The cloudiness of the water
reduces one's vision to 20' in front of them.
Before you resides the
Sallie Mare, it sits on a small hill with the hull of the ship cracked nearly
in half. The horrors that Danosos
described are not evident, besides an occasional school of fish that flutter
by, there are no signs of life. With
the condition of the ship, it leaves several possible entry points to
investigate. Below are the descriptions
of what happens at each entry point if entered by the PCs.
1. Captain's Cabin- The door to this is weak and falls off the
hinges when you attempt to open it.
This reveals several bloated and discolored creatures with empty eye
sockets and a forked tongue frequently protruding from their mouths, Drowned
Ones (sea zombies) feasting on a couple corpses with the water inside a dark
crimson that begins filtering out the doorway.
They immediately notice the fresh flesh and draw their cutlasses to
attack.
*Drowned Ones (4); AC 7; HP 22, 21, 20,
18; AT: cutlass (1d10- due to strength); THAC0 15; XP 420- Drowned Ones are
free-willed zombies whom roam the seas reeking havoc whenever possible. The visage and stench from them causes a -1
penalty on attacks to PCs that fail a saving throw vs. poison. All successful hits the zombies make have a
possibility of infecting the PCs with a serious disease. Fire attacks cause only half-damage while
electrical and cold attacks cause double damage. They are immune to mind altering spells and cannot be turned.
There is nothing of value in
this room besides some basic navigating tools.
The stench within the room makes it hard for anybody to stay in that room.
2. The Crew Cabin Hatch- Upon opening the hatch to investigate this
area, several bodies and body parts begin floating out of the hatch and onward
to the surface. Nothing living is
present in this room besides a few smaller fish picking away at the dead. The majority of the bodies have been
ravishly torn apart and/or have bite marks out of them. If the room is searched well, one of the corpses
still within has a ring of fire resistance on his finger. Nothing else of value in here.
3. Cargo Hatch- Within this hatch, a gruesome scene is
discovered. A number of disfigured
Drowned Ones are scattered about the cargo hold. If
the zombies in Area 1 have not been discovered yet then give a good description
of the creatures. Some of them are feeding off of long dead sailors while others scavenge
through the merchant crates aboard. A
lone Lacedon sits in a chair set on crates as if it were a throne. The ghoul looks directly at you and
says," We've been waiting for you!"
All of the Drowned Ones swarm towards you with the Lacedon laughing in
the background.
*Drowned Ones (14); AC 7; HP 22 (x3),
21 (x5), 20 (x3), 18 (x3); AT: cutlass (1d10- due to strength); THAC0 15; XP
420- Drowned Ones are free-willed zombies whom roam the seas reeking havoc
whenever possible. The visage and
stench from them causes a -1 penalty on attacks to PCs that fail a saving throw
vs. poison. All successful hits the
zombies make have a possibility of infecting the PCs with a serious
disease. Fire attacks cause only
half-damage while electrical and cold attacks cause double damage. They are immune to mind altering spells and
cannot be turned.
*Lacedon Ghoul (1); AC 6; HP 22; AT:
bite/2 claws (1d8/1d4/1d4); THAC0 15; XP 420- This is a free-willed greater
Lacedon created by a sea hag to terrorize mankind. Its visage and stench from them causes a -1 penalty on attacks to
PCs that fail a saving throw vs. poison.
All successful hits the Lacedon makes the PCs have to make a saving
throw vs. paralyzation or be paralyzed for 2+1d6 rounds. Fire attacks cause only half-damage while
electrical and cold attacks cause double damage. It is immune to mind altering spells and cannot be turned.
4. Hole in
the side of the ship- The hole in the side of the Sallie Mare can be entered by the PCs if
desired. This takes them to the same
situation as would be in Area #3.
Nothing is different with both rooms being one and the same.
Within
the cargo, the following items are discovered while the PCs begin cleaning out
the wreckage: two garnets (worth 200gp
each), a set of Bracers of Archery, an Amulet of telepathy, and a Ring of
Protection +1. The remaining items
(herbs, spices, exotic fabrics, and barrels of ale) here are part of the cargo
that is to be returned to Procampur.
Each PC receives an XP bonus of 200 for successfully raising the cargo
and ridding the seas of the evil that lurked below. Upon returning to Procampur, Grand Admiral Mantay throws a party
for the PCs and the crew of the Soggy Snail for their efforts at the Jeweled
Cup. Payment can be rendered at this
time or anytime thereafter.