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Danosos’s Tale
[comments:(14), views:(12089), rating:(5.9)]

Author: Darren White
Homepage: http://
System: D&D Forgotten Realms
Type: Scenario
Category: Fantasy
Requirements: 5-7 Player Characters of Levels 5-8


This adventure is set in the Forgotten Realms Campaign using the AD&D 2nd Edition Rules (easily converted though). Near the port city, Procampur, a merchant vessel has sunken to a watery grave. One lone survivor, Danosos, overcame the disaster and tells an eerie tale.

Danosos’s Tale

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.

 

 

 



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