Dave Frederick - Shipwreck Channel.pdf
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Shipwreck Channel:
A one-page
“dungeon” for four 1st-level characters
6
3
The PCs need to cross the channel at the ruined city of Belcamp.
Nearly two decades ago, when the city was threatened by the
goblinoid forces of the mad wizard Sutar, pirates and sailors at-
tempted to block the channel from invasion by sea. The enemy
ships never came. Instead, a pair of white dragons bolted out of the
sky and froze the channel. Land forces then rushed in, chasing off
the ships’ crews. Many wrecked ships now litter the now unfrozen
channel, but a few still float and remain anchored here.
1. Cutter ship.
PCs can walk on the broken mast (moderate Dex-
terity check). One of the two crates on the port side is empty, and
the other holds a harpoon (see sidebar).
1a. Crew’s quarters.
A unlocked door leads to the home of six
giant rats.
Buried in their nest are 2 gold bracelets (25 GP each).
1b. Captain’s quarters.
This captain’s room is locked and contains
a rotting desk and bed. Under the bed is a small chest with a poison
needle trap (a hard Intelligence check to detect and a moderate
Dexterity check to disarm). The chest has 75 GP.
2. Brigantine.
Two harpoon-wielding
sahaugin
emerge from the
lower hold and attack as soon as the PCs attempt to board. The
lower deck contains nothing but broken doors and furniture.
3. Wrecked ship.
This ship can support no more than 2 PCs (a
successful moderate Intelligence check reveals this without testing).
3a. Lower deck.
Almost entirely flooded, the fore contains a small
chest (a
potion of healing
and a 25 GP bloodstone). Two
reef sharks
attack when PCs enter the water to get the chest (black triangle).
4. Capsized longship.
This overturned ship starts to sink if
three or more PCs climb on top of it. The PCs have 10 turns to
abandon ship before it goes completely under. See #5 below for
what happens when the PCs board this ship.
5
2
4
Using a harpoon
A large spear with a 50-foot rope attached, a harpoon can
be thrown as a weapon or to connect with other ships.
(When used as a weapon, a successful hit gives the attacker
the opportunity to pull the target off its feet.) Only Ship 4
is unanchored, so the other ships can’t be pulled, but the
rope can be used to walk on or to zip or shimmy across.
1
Start
Lower decks of the ships
1a
3a
5. Brigantine.
After more than one PC climbs aboard #4, four
goblin archers
appear from behind cover and
begin firing. When only one goblin is left, it scrambles downstairs to warn the goblins in 5a.
6b
6a
5a. Lower deck.
A
goblin boss
and two additional
goblins
(and the fourth goblin archer, if it made it) await the
PCs. Inside an empty barrel is a small sack (a
potion of healing
, a
scroll of thunderwave,
and five 10 GP obsidian gems).
6. Cutter ship.
The deck is eerily silent. A hidden false-floor trap (noticed with a moderate Wisdom check) is
near the two fore stairs and drops to 6a. PCs must make an easy Dexterity check to avoid falling and taking damage.
6a. Storage room.
This converted crew quarters is empty except for many destroyed boxes and barrels.
1b
5a
6b. Captain’s quarters.
Unless they boarded very quietly, a
bugbear
and two
goblin archers
are ready for the
PCs here. The two archers stand back and fire away, while the bugbear charges. A moderate Wisdom check
reveals loose floor boards, under which are a
potion of giant strength,
a
scroll of fireball,
and a 250 GP ivory statuette.
http://creativecommons.org/licenses/by-sa/3.0
Created by David A. Frederick under the “Creative Common Attribution-Share Alike 3.0” license.
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